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@MEOW7515
@MEOW7515 4 күн бұрын
i always hated when in canyon against recluse, enemy just rush them and wipe the floor
@roguel1ke
@roguel1ke 3 күн бұрын
@@MEOW7515 100% is difficult to counter
@MasamuneX
@MasamuneX 5 күн бұрын
eat the t1 lab also afus is nearly 30% more efficient also build turrets are the least expensive source of bp also you can eat your t2 lab for a quick boost of metal and build it back later
@roguel1ke
@roguel1ke 5 күн бұрын
Point with reclaiming lab at least for vehicles, I tend to never reclaim because I like the option to produce quick spam/t1 constructors when needed, but I could probably optimise this. WIth the afus being 30% more efficient check out Baldric's reddit post in description, when you do the math reactor is more efficient when devoting less than 100 metal/sec into the economy (and more like 130 metal/sec for core.). Thats why in 2nd game I could get 250+ metal/sec in 25 mins which I doubt you could get as tech/front building afus. Even good players on frontline rushing an afus might only get to 150 metal/sec or so. It takes too long to 'warm up' compared to the reactor play, its quite a staggering difference.
@Aliessil
@Aliessil 7 күн бұрын
Thought you might be interested in knowing a Halberd is a medieval weapon, a type of polearm. If a spear is a dagger on a (long!) stick, a halberd is both an axe and a dagger on a stick
@roguel1ke
@roguel1ke 7 күн бұрын
@@Aliessil thanks! This sci-fi halberd is a sort of melee axe on a stick in effect, so fitting
@timmietimmins3780
@timmietimmins3780 9 күн бұрын
bulls are really meant to be rushed, imho. I don't like them as an eco transition. This is because they firmly outrange T1 units and defenses, but not t2 units or defenses, and they are a fast unit which does not require spotting to fire at max range. This means they do well before tick spam comes out, and can basically be used as a mini Tzar (worse AOE, worse range, but has enough speed and range to firmly bully basically all T1 comps. (it can't brawl with stouts, but stouts can't concentrate force as well as bulls, are vulnerable to AOE, and have worse range by a fair bit and are not much faster). They also are very powerful early economic raiders if not facing shurikens, as they are fast enough and have the range to beat most stuff that will chase them, and they still do quite respectable DPS. but as you noted, they do get firmly outranged by a lot of stuff, and their speed is of little use on crowded battlefields. And the vision doesn't matter once tick spam starts up.
@roguel1ke
@roguel1ke 7 күн бұрын
Great tips!!! Tic spam is op 😂
@yousefal-hadhrami7853
@yousefal-hadhrami7853 12 күн бұрын
You should of reclaimed your t1 lab
@perafilozof
@perafilozof 13 күн бұрын
Edit: hehe, you covered that later in the video. Always, always, keep your advance energy converters on the other side of the base from your Afus. Because energy converters explode with 10-20 times less damage and then do explosive damage to Afus. If you lose the converters at least you wont lose your afus.
@roguel1ke
@roguel1ke 7 күн бұрын
True. Maybe reclaim energy converters and separate them later? Useful to have both built by same turret forest. Afus damage sucks maybe I’ll try sticking with reactors until lategame even if armada and then finally putting the afus far away on behind the front line somewhere
@perafilozof
@perafilozof 7 күн бұрын
@@roguel1ke That could be one way of doing it. I have often seen players build up AFUS in a separate place
@perafilozof
@perafilozof 13 күн бұрын
Always, always, keep your advance energy converters on the other side of the base from your Afus. Because energy converters explode with 10-20 times less damage and then do explosive damage to Afus. If you lose the converters at least you wont lose your afus.
@perafilozof
@perafilozof 13 күн бұрын
Never add starlights into the build que if you are also spending 4k energy to build eco as starlights not only take a ton of energy to build but also to fire.
@roguel1ke
@roguel1ke 7 күн бұрын
With snipers and starlights I feel a couple of reactors is good enough with energy storage at a few thousand minimum (and usually metal is the the limiting resource at this stage, and the converters will stop producing metal at that slider point of 3000). I’ll be sure to keep an eye on this if it is a problem and dropping energy to 0.
@perafilozof
@perafilozof 13 күн бұрын
Your bulls got annihilated by Sheldon because you stacked them up onto each other and let the Sheldon AOE shot damage several at the same time. Learn to hold ctrl when giving a move command so they all move as one forward instead to a central point and stack themselves up.
@MarkAndrzejewski
@MarkAndrzejewski 15 сағат бұрын
Also there was significantly more Sheldon in metal then there were bulls. More stuff>less stuff
@perafilozof
@perafilozof 13 күн бұрын
Your bulls got annihilated by Sheldon because you stacked them up onto each other and let the Sheldon AOE shot damage several at the same time. Learn to hold ctrl when giving a move command so they all move as one forward instead to a central point and stack themselves up.
@roguel1ke
@roguel1ke 7 күн бұрын
Thanks for tip! Awesome
@stevenhartman2605
@stevenhartman2605 5 күн бұрын
@@roguel1ke A radar jammer vehicle can also help you get in closer without taking fire, and they're very cheap
@perafilozof
@perafilozof 13 күн бұрын
Ok, so definitely don't build T2 converters AND T2 energy generators at the same time. They both require stupendous amounts of energy to construct so alternate between them. And build more energy storage
@roguel1ke
@roguel1ke 7 күн бұрын
At the first time, yes, I may overlap shortly to facilitate apm issues and drop that little bit of efficiency rather than have too much excess energy say. This build I’m emphasising having of t2 converters to maximise quick metal return on the reactors . I was actually surprised to have econ I had at 25 minutes (9 reactors, 180m/s) while building front and no real reclaim or anything. A noob would do well to follow this eco strategy rather than an afus while handling front, even while armada.
@perafilozof
@perafilozof 13 күн бұрын
Do try to keep an eye on your eco sliders. At one point in the first few minutes you had almost a double/triple income of energy then usage. At such times switch from wind turbines to energy converters construction. (7 minutes in game)
@roguel1ke
@roguel1ke 7 күн бұрын
Aye that 16kmph be kind. I do try and build 6 energy converters fairly early now maybe this game I was late on them
@SuperKitowiec
@SuperKitowiec 13 күн бұрын
Afus is overrated. So many matches are lost because people think they need afuses instead of units.
@roguel1ke
@roguel1ke 13 күн бұрын
@@SuperKitowiec it’s a huge problem. The turret Forrest plus afus is simply not affordable in the early game. The afus needs to be built within approximately a minute to be more efficient than the reactor was Baldrics analysis. These greed plays not only sabotage the teams frontline for too long but they are actually inefficient compared to the quick reactor scaling econ.
@espresso-byte
@espresso-byte 13 күн бұрын
So true
@mrnoid9949
@mrnoid9949 14 күн бұрын
Beautiful to see how your eco and macro scaling getting together in just a few weeks. Proper usage and positioning of nano turrets, decent tempo. Now forgive me for the next few harsh words: these are the basics. 1v1's and PvE are the places where you can test how quickly you can switch focus from macro commands, unit distribution and micro, economy building, production decisions/tech switches/reclaims/revives. Team games allow you to have access to build orders/tactics that wouldn't be accessible in a solo environment. For example 2 to 4 players can all get together to build an early nuke (at 10 minutes) which can catch the enemy eco or air off guard, you can get together to rush a dozen of early Marauders or shivas (Maras are preferred) at 8 minutes to catch map borders offguard. Moves like these are the true game makers of teamgames, and i'm looking forward to see you discover them for yourself aswel. Keep it up, nice vids, thank you for your contribution to the BAR community! ps. One more thing, you can reclaim your early t2 lab after you'we produced your t2 constructors and an 'engineer' or a 'council' which units have access to blueprints to other t2 units with which (on repeat) you can contribute to the frontilne while using your t2 lab metal to produce them, or use that to get your eco up quicker (just remember to build some metal storages before reclaiming your lab, avoiding metal loss from overflow.)
@roguel1ke
@roguel1ke 13 күн бұрын
@@mrnoid9949 not harsh at all! Thanks for the kind words. I do post fundamentals and basics 100% that is my thing as I’m myself basic lol. Most noob or welcome lobbies I’m in, 90% of players really need to see these videos haha.
@mrnoid9949
@mrnoid9949 13 күн бұрын
@@roguel1ke Again, with respect, you're doing well, i'm appreciative for your work! Seen the discussion below and remembered, Naval doesn't even have AFUS, however the efficiency of fusions and converters are 10% higher compared to land structures. Introducing this strategy on water may be a decent option for one of your upcoming videos.
@perafilozof
@perafilozof 14 күн бұрын
If you go vs vehicles or T3 with bots, you have only one option as armada: spy bots and their EMP strike when you self-destruct them, along with a line of Sharpshooter bots, clocked, covered with bots that give vision and scrambled radar, with a wall of welders in front. That lineup can deal with anything short of a Cortex top T3 bot.
@perafilozof
@perafilozof 14 күн бұрын
The figter wall moving across the enemy line was a scouting action so that he knowns where is what and which targets to go for with the calamity.
@roguel1ke
@roguel1ke 13 күн бұрын
Yes belatedly figured that one out.
@perafilozof
@perafilozof 13 күн бұрын
@@roguel1ke i noticed later in the video you were getting there:)
@perafilozof
@perafilozof 14 күн бұрын
As for your own plays... You definitely neglected your base eco for a very long time. And you also took like 7-8 minutes to even build all your metal extractors up to the front line. That means your income was way lower than it should have been. Don't invest in 10 construction bots, but move onto turrets as mechanically they operate much better then bot cons who lose valuable time moving around and turning, ans shuffling, and staggering into each other.
@roguel1ke
@roguel1ke 13 күн бұрын
It’s been a struggle of mine watching the replays and improving I’m a lot better now and allow for key econ considerations in my build sort of as you outline. Partially it’s always the peer pressure of being ‘all in’ on front and leave eco to eco, but I’ve now adjusted my play style to limit too high a unit count too early. What’s the point of obscenely winning the front but then getting wiped by Sheldon’s/hounds at 15 mins when the opposing player also has eco advantage. Glitters does favour the defender and tech plays. My latest video I found twitchers mechanically superior when needing some construction spread though the base. Of course turret Forrest where central in the earlier stages is necessary
@perafilozof
@perafilozof 13 күн бұрын
@@roguel1ke good to see you improved! I am glad to see players like you investing their time into BAR and it paying off
@perafilozof
@perafilozof 14 күн бұрын
Hi, when it comes to coming back into a game once you get blown up it is exactly as you mentioned about how much donated stuff you get from your allies. If one players sends 3 T2 cons, another a fusion, another some rez bots, and other some metal and energy storage units the player who lost his base can be back to T2 level in as little as 2-3 minutes since he will only do eco and no units. But that is the point about teamwork. Yes, resigning after you lose is totally valid, and the worse thing you could do is build T1 mexes and start from 0 with a single Com as your allies could have had 6-10 more T2 metal extractors.
@roguel1ke
@roguel1ke 13 күн бұрын
I’ve seen pretty generous donations like 20 rez bots to reconstruct a good deal of the base, but then no fusion that sort of thing haha. I’ll ensure to do this in future games or ask and give half a minute to ask for this sort of help. You never know! The team losing the apm is not ideal either. practically speaking if I’m front and I die in front of eco/front, I also feel they should own the problem now lol.
@perafilozof
@perafilozof 13 күн бұрын
@@roguel1ke indeed. Give them an opportunity
@zachariahsmith2655
@zachariahsmith2655 14 күн бұрын
Do you keep the OS of the players hidden on purpose?
@roguel1ke
@roguel1ke 14 күн бұрын
@@zachariahsmith2655 is there an option for that? lol. Why’d did you want to see?
@itwasme2435
@itwasme2435 11 күн бұрын
@@roguel1ke yes there is an option do show that ingame and that not a widget. You select setting and search for "open skill" or smth like that. =)
@roguel1ke
@roguel1ke 7 күн бұрын
@@itwasme2435awesome, thanks! Will show (hopefully I remember)
@timmietimmins3780
@timmietimmins3780 16 күн бұрын
Sweden. Finland is blue on white. Sweden is yellow on blue. the twin guard is terrible. It looks like it has good range, but that's only the top laser. the bottom laser is half it's dps, and it has less range by quite a bit than a light laser tower. the beamer is good because it applies ALL it's dps at relatively good range, meaning you can meaningfully support one another. Unless you build your lasers like that guy defending canyon (touching one another, not recommended), when a twin guard fights, it basically fights alone. To counter fiends, land mines are amazing, as they die to one hit from a medium mine. Failing that, in T1, stouts are best, as they outrange them by a lot, and are almost as fast.
@roguel1ke
@roguel1ke 13 күн бұрын
Fantatic tips thanks! The twin guard did seem easy to deal with at range now I know why!! Pretty much only use just vs tic spam then. With the fiends I do wonder if it possible to nab a twitcher off some cortex player and you could delay going t2 for ages. They seem really solid and cost effective at least for the current meta
@stepanhlushak3404
@stepanhlushak3404 17 күн бұрын
Hover con also allows to go directly to t2 vehicles or t2 naval factories....
@roguel1ke
@roguel1ke 17 күн бұрын
Yes it allows the early t2 vehicles thankfully I hadn’t really considered t2 shipyard but that could also be a handy transition if sea is calling for help but holding on and frontline is fine. A 14 min or so t2 cruiser production for sea would be a game changer!
@roguel1ke
@roguel1ke 17 күн бұрын
Tech would definitely have to take over your role on the front tho
@perafilozof
@perafilozof 19 күн бұрын
The problem was that both of you had the wrong units. You should have had bots and your team mate next to your vehicles. Bots, especially slow ones like maces can't gurard a line, they can be offensive and pushing the enemy, but not guard a line. That is why you should have had maces and used the small area you had to defend to probe the flanks of the two players to either of your side.
@roguel1ke
@roguel1ke 19 күн бұрын
I see, theoretically that may be better, I hate not having wolverines tbh especially against tough defenses maces are good for sure when there is a weak flank. With the tigers also we just about had a game ending runby if that many spiders weren’t in the exact spot. Bots I don’t think you can do the same they are yes better skirmishers and more dangerous to commanders but they just don’t have hp. In this game we actually won canyon easily but against both their tech acting like a frontline against us we eventually got pressured into a last stand. That defense and tying up tech won the game alongside our more experienced players winning air and the opposing canyon of course
@perafilozof
@perafilozof 19 күн бұрын
@roguel1ke As I told you before, there is nothing wrong with wanting sturdy tanks for pushes deep into enemy bases, but that is something you transition into after bots at T1. You have to learn to efficiently manage your available resources as canyon back player. One of the best plays there follows this path : Bot lab, rez bot, collect metal from map, constructor to build mexes and wind, ticks to scout, hold line against enemy scouts, harras and take out enemy mexes and wind turbines at back line. Go over to maces and aggressively push flanks and front. They don't die easily to LLTs. Use the excess wind - energy to construct the T1 power geo, use that energy to go into T1 converters and switch to a front vehicle lab. Pop enemy com with janus/medium tank/missle truck unit combo, push front, use rez bot to harvest dead com, go T2, build tigers and quakers and win.
@A123-d8o
@A123-d8o 15 күн бұрын
@@roguel1ke "wHy ArEnT yOu pLaYiNg ThE gAmE hOw i WaNt YoU tO pLaY iT?!?! REEEEEEEEEEE!!!!" (i am mocking the other guy. thanks for the video.)
@roguel1ke
@roguel1ke 14 күн бұрын
@@A123-d8o haha yeh - and thanks for support. I can see what they were saying and why bots are preferred in eco position many times especially when trying to greed asap on 6 mex. This spots a bit different imo the canyons help vehicles stay economical
@timmietimmins3780
@timmietimmins3780 20 күн бұрын
the reason canyon is seen as a throwaway lane is because outside the canyon has way more mexes than inside. There are 14 inside canyon mexes for the pair to take (and one air mex), and more than 20 outside, depending on how you count (admittedly, one of the outside canyon mexes is pretty firmly on the canyon team's half of the map). The assumption being that a more skilled player will be able to leverage a stronger metal income to have a larger impact on the game, but also that if you have a force composed for open field battles, like outside the canyon, you will be much more suited to projecting force than if you have a canyon brawling composition. (given the middle lane terraom looks a lot more like canyon offense than canyon defense)
@roguel1ke
@roguel1ke 20 күн бұрын
@@timmietimmins3780 100% I’m finding that out for myself right now, had a series of wins in the other front positions that is much much easier to exploit than providing pressure out of the canyon. Not just the landscape either, there’s something about like u say low econ and I find the opposing lanes are often stacked and hoping for an aggressive W early vs canyon.
@perafilozof
@perafilozof 20 күн бұрын
What's the reason for going with a metal heavy vehicle start on a spot that lets you have only 6 mexes? Why not start bots get cheap units and constructors and then transition into vehicles when you get T2 mexes or grab metal off the front line with rez bots your bot stat gives you?
@perafilozof
@perafilozof 20 күн бұрын
If you want to build something from the other faction, just simply as a team mate playing Armada for a t1 constructor and pay them 110 metal for it
@roguel1ke
@roguel1ke 20 күн бұрын
Efficiency wise I find vehicles fine as they have apart from vs a commander popping them all unexpectedly . I can quite often change a game with vehicles especially tigers I don’t find I can do the same with bots. Must admit I’m not the best backline player because I do play like a frontline still. Saying that canyon I’m more partial to bots but armada as it’s so heavily contested that the armada bots shine with their utility. Glad you are keeping up with the videos thank you for the support.
@perafilozof
@perafilozof 20 күн бұрын
@@roguel1ke Thank you for the reply! Of course, nice content, keep it up!
@timmietimmins3780
@timmietimmins3780 22 күн бұрын
One thing you might consider in this situation is building walls of dragon's teeth across the front of the canyon walls. Spiders can climb canyon walls, but they cannot pass dragon's teeth. You can also build dragon's teeth on extremely vertical surfaces. For under 150 metal, you can basically deny both of the outer 2 clifftops, and then the spiders must either grind through your dragon's teeth, or they must fight through the canyon, and while they are on the dragon's teeth, they can be flanked by a sortie. And if you do this, you don't obstruct passage in the canyons themselves, at all. Another fun trick is to just start airlifting tanks up to the canyon tops. If they can't control line of sight, and they can't really use their range, recluses are not good value for cost. Unfortunately, you can no longer carry a bull with a stork, but even so, on a clifftop, a fiend will beat a recluse, and they really cannot fire onto high ground from low ground as their rocket trajectory is absolutely terrible (basically, they fire their rockets slightly upwards, and then the rockets transition to almost a flat trajectory shortly after launch, meaning it's basically impossible to lob them onto anything you don't have direct line of sight to). (interestingly, this is also why their target ground is wildly inaccurate, it's because at the point of impact, the rocket trajectory is basically flat and extremely low altitude, so there is huge variance in where it could contact the ground). I think people massively overestimate the value of static units up on the clifftops, where they have line of sight issues, but massively underestimate the value of MOBILE units on the clifftops, where they have massive line of sight control.
@roguel1ke
@roguel1ke 21 күн бұрын
@@timmietimmins3780 thanks timmie, makes sense some excellent info. Will absolutely ask for transporters /t2 transporter in the future it’s the 10 spiders at once that gets me when using vehicles so much so I’m back to bots
@perafilozof
@perafilozof 24 күн бұрын
The tip for putting the radar at the hil top is priceless. I forget to do that as canyon front but do it regularly for the canyon front when I am air.
@roguel1ke
@roguel1ke 22 күн бұрын
Glad you got something out of the video! It helps keep radar alive vs t1 arty contest and ofc has the best viability up high. Only commander can build up high from ground afaik.
@perafilozof
@perafilozof 22 күн бұрын
@@roguel1ke indeed!
@perafilozof
@perafilozof 24 күн бұрын
The AIR player in the Blue team was horrible for letting his team get killed for several minutes without defending them.
@roguel1ke
@roguel1ke 22 күн бұрын
@@perafilozof spot on what’s the point of having an air role when they don’t defend. Also being aggressive with 2 or 3 wasps can be super nasty and you can also bait enemy air into an unfavourable contest
@Jim-ee6du
@Jim-ee6du Ай бұрын
I was actually your opposing geo player in the first game, IBuildUnits, and if you watch your sea opponent requests/receives their t2 con earlier than you do and gets a decent eco advantage from it. I'm also proud of teaming up with south sea around 16:00 to win that previously losing sea, this was a great game with good team work and a fun back and forth. To explain the lunkheads and why I built such an ineffective counter to your navy, they're a sea unit you can build outta a t3 gantry and I had a convenient t3 gantry that had been producing thors that I panic swapped to lunks after neonkat died on sea, I for sure should have went for a shipyard or hover lab or something sooner but I didn't want to take the time to move/rebuild all my build power. Also I'll add that winds are stupid op on this map, wind is too high.
@roguel1ke
@roguel1ke Ай бұрын
@@Jim-ee6du thanks mate yes fantastic game. I marvel at some of these games which turn into a contest even imperfect doesn’t matter and I learn a lot from the replays so figure why not show this to others. That t2 eco is super important but just one of those teamwork things also we do the best with what we have.
@Jim-ee6du
@Jim-ee6du Ай бұрын
Inflection point is the phrase your are searching for at 10:33 I think
@NeonKatt101
@NeonKatt101 Ай бұрын
Hey im the person you were fighting against, i love the glazing but i was still so new to sea, i dont think i even knew my opressors outranged my riptides back then, i just knew rez sub go brrrrr. ANd i remember you kickcing my ass with the subs,, i used the same start to come back the same way XD ALso i had like 20 corsairs and something happened to them on front i didnt know arty was so dangerous, and lost like 18 of them just before i found out you were back in water ,so i couldnt stop you XD
@roguel1ke
@roguel1ke Ай бұрын
@@NeonKatt101 was a wonderful game thank you. Happens so often we have to play these roles and there is simply no guides!! Thus the video lol.
@NeonKatt101
@NeonKatt101 Ай бұрын
@@roguel1ke yeah I just know the jellyfish don't help as much when I had so many oppressors as they just outrange. I'd definitely highlight teamwork as a huge thing for these games. As it really did wonders for both of us!
@roguel1ke
@roguel1ke Ай бұрын
These sneaky bases go up quick I lost to one in this Fridays video coming out. Hard to deal with if it’s a dedicated build also
@NeonKatt101
@NeonKatt101 Ай бұрын
@@roguel1ke yeah I got way better at scouting. Even like to leave some torpedos behind in cove xD
@mattstreet4104
@mattstreet4104 Ай бұрын
I've had full control of the sea before and then been surprised by a wall of 30 Halberds that just overwhelm and take out my whole naval presence (which I'd stopped investing into due to complacency). They can be brutal
@mikekaydalov5188
@mikekaydalov5188 Ай бұрын
Dont you think Halberd is a little bit overpowered for a “t1”? His hp is just bizarre.
@roguel1ke
@roguel1ke Ай бұрын
100% it’s OP as it’s a sea unit that can close range melt enemies especially t1 land units early in the game. Against navel t1 it’s useful when used against the navel base, but it’s barely competitive as navel units are stronger stats wise than land usually (duck being an exception) That’s hovercraft for you a little gimmicky to compensate for their power in both land and sea. It’s why I think the normal all rounder hover tank is pretty bad stats otherwise everyone would just build that.
@mikekaydalov5188
@mikekaydalov5188 Ай бұрын
@@roguel1keyep agree, perfect for t1 era, but not without its flaws.
@mrnoid9949
@mrnoid9949 Ай бұрын
Thank you for making BAR videos, having a calm and perceptive approach to what can be done, where one can improve. Looking forward to see more and more people checking this game out, now that uThermal got into it, previously Winter played it about a year ago or so. The third faction is coming up nicely, adjustments are being made to units. Looking forward to see the Hovers worked on at some point, to have them as a fully fledged way of starting/playing alongside of the already established possible openers (bots, vehicles, ships and planes) It is surely a slow burn for the more adult audience, who are into bigger scale team oriented RTS. i don't think i'we ever seen anything close to BAR, where we can have even 25v25 or even more players atst on a map. p.s.: I'm secretly wishing for more Co-Op options, but lucky for me 3rd parties are working on custom Raptors and Scavengers gamemodes, develloping interesting mutators for them to keep the difficulty and the exitement high. There is this entire PvE community, paralell to the more streamlined PvP gamemode in BAR.
@roguel1ke
@roguel1ke Ай бұрын
@@mrnoid9949 heya I try thank you! I’m very into BAR right now, just enjoy gaming with random people likewise. The competitive games can be a bit too serious/competitive sometimes but i don’t mind that’s life lol. I lost sea last night and someone said thanks for holding so long it’s so awesome plenty of BAR players are quite mature and understanding but sometimes not 😂. I’m sure this game will get so much better with this developer and design team, they know what they are doing
@mrnoid9949
@mrnoid9949 Ай бұрын
Seaplanes, specifically torpedo gunships are useful against ducks and other water units, they can be considered tier 1.5, decent between 8 and 15 minutes, if you can protect them against the opposing fighters and other AA. Hovers could be good too, however they're generally undesireable due to theyr high cost and low performance. Maybe someday Hovers will be just as exellent of a starter as bots, vehicles, ships or planes but they need to be worked on, to balance the units out.
@roguel1ke
@roguel1ke Ай бұрын
@@mrnoid9949 tq for the tip! Really that is a life saver! I hate ducks haha.
@mrnoid9949
@mrnoid9949 Ай бұрын
As Hermetics say: As above, so below... You made my day! Thank you sir!
@roguel1ke
@roguel1ke Ай бұрын
@@mrnoid9949 haha glad you appreciate
@flamingtube10
@flamingtube10 Ай бұрын
how do i set a permanent control group?
@CarelessOcelot
@CarelessOcelot Ай бұрын
Use Alt+Number rather than CTRL+Number to auto designate a unit type to a control group. Note that this setting persists and can be used on multiple units. Use Alt+` to clear the unit type from auto control group. Assuming Grid Key layout...i think this is the same on the other layout too.
@flamingtube10
@flamingtube10 Ай бұрын
@@CarelessOcelot ty
@jmurrayufo
@jmurrayufo Ай бұрын
Awesome commentary, easy to follow and still learned! I am beans at playing sea so this sort of content is wonderful.
@perafilozof
@perafilozof Ай бұрын
Thx for making more BAR videos! But really, Glitters front with 10+ mex is a vehicle must.
@roguel1ke
@roguel1ke Ай бұрын
@@perafilozof ok why is that you think? My understanding of vehicles is they don’t require the same sort of investment in an effective ‘ball’ like Sheldon’s. The staying power means you can scrimp on units and apply more pressure for lesser cost I’ll explore that this week I just recorded a video on that. There’s ofc OP units like snipers that you can have a really good effect with, without building too many troops, yet that’s later t2 because of the power cost. I like vehicles myself because I just like what a tank does and suits me.
@CarelessOcelot
@CarelessOcelot Ай бұрын
Try to keep the maces out of balling up - wolverines and tanks have aoe. Your main advantage with bots is maneuverability and numbers which help you get the flank bonus which is needed to overcome vehicles. Right Click Drag lets you draw a line your units will try to form up on as opposed to just right click. Also recommend trying out the controls for - Right Click to set Priority Target rather than Attack its a little tricky to get used to at first - but you might find it easier to focus on maneuvering your bots and right clicking an enemy to set their target without disrupting their movement.
@CarelessOcelot
@CarelessOcelot Ай бұрын
This is an example where your opposing air went straight for t2 sacrificing t1 figs. You must scout your enemy for this. If they have no or few figs, you have to decide at that point to either punish them with a t1 air assault or try to catchup in eco. I prefer the air assault because assuming you are roughly equal in eco-ing up you can never catch up to someone who never planned for a t1 fight.
@roguel1ke
@roguel1ke Ай бұрын
@@CarelessOcelot excellent point!
@Tobias-ld2pv
@Tobias-ld2pv Ай бұрын
Great Video. Love the explanation of the thought progress. Especially because it is a more "normal" level of play. Replay casts of pros can be at times daunting and demoralizing. Still getting the hang of quickly teching and booming against ai in skirmish. Maybe you could comment on how exactly a t2 transition should look like/occur?
@roguel1ke
@roguel1ke Ай бұрын
@@Tobias-ld2pv will do! Appreciate this feedback a lot Thankyou!
@Ghostchanter
@Ghostchanter Ай бұрын
Keep pushing yourself and your build order from your spawn can have units over the other side of the map before they even reach the water. I’d focus more on pumping that economy too. You clearly have good tactics and control over your units though which helps - resources well looked after are resources well spent 😊
@roguel1ke
@roguel1ke Ай бұрын
@@Ghostchanter thanks! I had a game last night when I rushed and built supporters because I noticed the enemy navel went hover and was worried about goon rush, and easily won sea with a supporting destroyer very fast. I feel like I’ll just donate a heap of metal to the navy if they can minimally defend my rush as I’m not that good microing while attention is split. The timing push a little later with a small navy I play for good trades and see how that goes, usually it works
@oholmes1701
@oholmes1701 Ай бұрын
Hounds have a 2ndry fire mode 'Gauss' much more useful than the primary, would give it a try! LLts kinda useless after 5min, with anti swarm towers that's basically no defence, Heavy lazer, dragon claws and gauntlets all are good defence, some might say units > porc however a good defence means you can do stuff with your army rather than sitting on your lane which seem to do all battle. Speaking of army, plz try making 10 grunts to every thug you make, will find you have a lot more options and can raid etc
@roguel1ke
@roguel1ke Ай бұрын
Thanks, good tips! I usually only use gauss against tick swarm as it’s more reliable hitting them but I must I’ve seen some better players in games use it constantly. LLTs yeh they suck just something cheap and convenient for commander to build, to deter aggression or guard against ticks it seems
@timmietimmins3780
@timmietimmins3780 Ай бұрын
@@roguel1ke They are very good, but in a specific comp. They are used to hit very fast units that could get past your conventional rocket or plasma units, but also, they provide front line fighting power, in direct mass combat. The thing is, maces already do this fine. You don't get that value. LLT's are great if you have say, wolverines, or rocket bots, to give your long range skirmishers somewhere to stop retreating and make a stand. you can expect to lose LLT's whenever they enter combat, but normally, your army stands in front of them, and they are the fallback position, NOT the front line. Heavy laser towers imho, have no real role against vehicles. They are relatively fragile, they have not great dps per cost, and they get outranged by vehicle artillery in T1. Their main utility is that they can hit rocket bots reliably, have enough range in excess of rocket bots that you can stand in front of them and the heavy laser can still fire if your front line is engaged, and as a result, greatly help a front line against rocket bots. But against vehicles, they don't really have the dps to do a lot to tanks, and they don't have the range to hit artillery. and they are quite vulnerable to artillery. Against vehicles, imho, you will be much happier with dragon's maws and agitators The dragon's maws are good against tanks and resistant to artillery, the agitator is good against artillery as long as it has a front line unit keeping the artillery far enough back, (at least 300 units behind a front line of dragon's maws). And mines are also great, but that requires you yourself to be vehicles. Tanks tend to move in a large ball, rather than dancing in a spread line like bots are good at. And it's more punishing for them to abort an attack after they discover land mines, as they are much less agile.
@timmietimmins3780
@timmietimmins3780 Ай бұрын
Maces DID get a recent buff. 11% more health. Thugs also got another 100 health, but got a nerf to build time so they don't repair faster, they just have more total health. As for how to defend against vehicles? I think you build the wrong kind of porc, lacked scouting, didn't invest enough into APM free repair, and frankly, had too many maces. Maces are at their best when retreating. they get much more accurate against advancing enemies, but the range advantage against tanks gets a lot larger. You can trade very profitably against stouts as long as you are walking backwards. You get limited value out of more maces, as AOE starts becoming a real problem for them like any other unit. You want a front line you can back away through and not feel like it dies immediately for no value. IE: not really light laser towers. Dragon's maws (I don't know claws, maybe they just have too bad single target dps) help fill the gap, because it's radar immune, and because it can zone artillery away from your build power while being highly artillery resistant. This is what you maneuver in front of and behind in T1. What you want though is plasma artillery. Because vehicles repair so well, they really want repair power, and they don't get lazarus, so they build con turrets. You can one shot these with plasma artillery in high arc mode. This drastically helps you defend against vehicle pressure, while also punishing wolverines. Just remember the rules. at least 300 units behind the front line, so it doesn't get spotted and you can't artillery it down without the front line brawling with you first. A plasma artillery can just one shot all the mexes, take out all the build power it can find, and then slowly work down anything else it can hit. Also, you should have built way way more early ticks. I saw a ton of engages where not having vision cost you. The laser turret duels? ticks. you are wasting energy firing by radar there. The pawn probe? ticks should have done that, you wouldn't have lost any units. The next two engages, where you maces stumble into range of a LLT in one, and a dragon's claw in another? ticks. The allied team mate rushing in with rockets? he needed vision there. You could have provided it with a single tick. You should always have a tick in your production queue. Really, dismantling porc, you need to know what's there, or you take terrible engages. Basically every major battle I saw you fight, you started by stumbling within range of enemy porc. This is costly for you. it's one big part of why your maces melt so quickly (it's also that you have a 3 deep line against artillery). They can see as far as they can shoot, but that's not enough. You need to see as far as the ENEMY can shoot, which is over 400 units. Thug/mace can't handle that.
@roguel1ke
@roguel1ke Ай бұрын
@@timmietimmins3780 good to know! They arnt bad I was just shocked against a conservative armour player how bad the trades were. Especially once the wolverines have a critical mass they seemed outclassed. What’s porc?
@roguel1ke
@roguel1ke Ай бұрын
@@timmietimmins3780 also you seem to have a good head for mechanics, I guess my point is with this frontline play is look you can take bad trades and really struggle with game knowledge even, but if you can conserve your forces somewhat and not suicide charge you can be a good enough punching bag for the game to turn. Frontline quite often gets greedy, doesn’t t2 at all or gets wiped from the pressure, and loses the game because of either one quite suddenly. And apparently it’s a lower chevron position lol
@timmietimmins3780
@timmietimmins3780 Ай бұрын
@@roguel1ke static defense. It's short for porcupine. It would have been useful in this circumstance as it would have allowed you to concentrate more firepower in T1 on a small frontline, without becoming more vulnerable to AOE. As you identified, that was really one of your major issues. You are right, once you get to a mass of 3 deep units with them almost touching, Artillery start to get very scary. To zone out artillery, you will find it much easier with a smaller number of units that can be in a relatively loose single line and can move forwards and backwards unpredictably to somewhat avoid shots, and until wolverines hit absolute critical mass (more than 15 wolverines, if I recall), you can use pop up T1 turrets to have somewhere to retreat behind if you get pushed, and offer you front line combat power while not making you quite as vulnerable to artillery. After that, you really need to tech up (and this doesn't have to be to units, you can just build scorpions, which are much cheaper than a T2 lab but outrange wolverines), or go to counterbattery of your own, which can be plasma artillery in T1. You can somewhat mitigate this by having a front line of a modest number of your thugs, which just retreat to the rest of your thugs when pressured, but this means you have to give up substantial territory before you can start to actually fight decisivel, and means the enemy can somewhat slow push you. But you will lose fewer of them to artillery, and have less strain on your clearly overloaded repair capabilities.
@timmietimmins3780
@timmietimmins3780 Ай бұрын
@@roguel1ke Yup, for sure, conserving forces is extremely important. I think a lot of low OS players notice they are losing units for nothing, and panic, and think "I have to do something, or this will just end in me dying". Not realizing that if your opponent is 20 OS higher than you, just dying more slowly IS victory. I notice you have very good force conservation in general, it's how you get like 40 maces, but almost every time you probe, you cause no damage and lose something for nothing. I don't blame you for doing this, it's hard to play against higher OS players. But I point it out because it's an extremely common theme in lower OS play. The feel you need to do something, and then just hastening the snowball against you. Your team mate never had the most remote chance of taking down that heavy laser tower, and he would have lost more slowly if he had not tried, but kept those units back to fight later.
@asvra8375
@asvra8375 Ай бұрын
you shouldnt teach others what is must or not when you have wrong thoughts about things in game and also you are playing low elo games
@roguel1ke
@roguel1ke Ай бұрын
@@asvra8375 watch the video all the way through you’ll find I analyse other players who have timing attacks. Your feedback is noted, but this channel is entertainment and learning combined about a game, not anything too serious.
@Doterino
@Doterino Ай бұрын
Many mistakes were made but there is always room for improvement, best way to learn sea in my opinion is to watch higher os lobbies and see what they do and then adapt to ur playstyle. Good video tho :)
@congtoannguyen1940
@congtoannguyen1940 Ай бұрын
Great game my guy
@DarkSpiryt1
@DarkSpiryt1 Ай бұрын
You can add transport plane in this build - land in cove with commander faster, anty cheese option, more metal and ability to transport commander in case of hovers.
@roguel1ke
@roguel1ke Ай бұрын
@@DarkSpiryt1 thanks yes I saw that! I do it as well and when I don’t get sniped 😅 it’s a good advantage. This video was when I was quite Nooby still (I’m still a noob tbh) A commander initially helping then sacrificing for the greater cause of 1250 metal may be an option also to have a really strong navy something I haven’t done yet. Any edge in retaining the wreck field is critical imo
@DarkSpiryt1
@DarkSpiryt1 Ай бұрын
Pretty brave player, no llt and E storage on 4 winds O_o. I never make storage before 12 winds. If i have too much E early i put it into Air player to pump esencials faster. If you wanna have a consistent opening you can use tidals.
@roguel1ke
@roguel1ke Ай бұрын
@@DarkSpiryt1 Im into min maxing and trying things out let’s say haha
@WASDhero
@WASDhero Ай бұрын
excellent basic guides, I feel like we are learning to play the game in tandem and having input of another noob is amazing. I have some great tips, shared without order, about improving at the game: Set Attack (Default hotkey S) makes your units prioritize an enemy if it is in range, but do not make the units do anything else. Great to snipe out commanders, just set the S on them and micro into range. If they can choose between targets, they will choose the Com. Also great to have your snipers avoid shooting at the spam hordes. Fight command (F) moves the unit forward only if there are no thing to kill in range. Great for slow, methodical pushes, with snipers or starlights. Cloaking the Com (K) automatically sets it as hold fire. You can wait the incoming push and, when in range, blast them with the D-Gun. This works even against experimentals, so even if you have no troops you can stop unexpected incursions by positioning your com properly. If you move cloaked you will spend a huge amount of energy. Also, because cloaked units only appear on the radar when moving, you will appear in the radar if in range! D gun can shoot real fast if you have the energy for it, but the Com is very frail. Patrol command (H) acts as a fight command, unless the unit is a constructor. If so, they will also reclaim and repair everything in range. I love putting my cons patrolling behind the fortifications of the frontline. For bombing runs you click attack command (A) and click and drag right mouse click. You can paint areas very easily. Check out the Metal/Energy proportion of the units/buildings. Everything that has buildpower costs a ton of Energy. Solar panels cost no Energy and T1 Energy converters cost no Metal, so if you are overflowing one and starving on the other you should use your BP accordingly. If you are overflowing energy, build E storage, E converters or Buildpower (con turrets). Laser defense is also quite E intensive. To mass reclaim, click E, hold ALT, click on the unit type to reclaim and drag an area. You can easily reclaim armies and wind turbines and solar panels like so. Reclaim is very useful and wastes NO metal. Unfinished buildings will slowly return you the metal inputted at no cost. More on reclaim, I see players losing a chunk of the base and becoming demoralized. If you have the build power you can recover very quickly, your own wrecks will pay for most. This does not apply if nuked. The avoid having rezbots all clumped together reclaiming, spread them out and THEN shift queue the reclaim area command. They will be assigned orders depending on the position. T2 mexes give you 4 times the metal and should be the first thing to level up once you have T2 cons. Alt+Num sets an automatic command group for the unit type, including all new units built. Is conserved across games. "º" as number deletes the assignation.
@roguel1ke
@roguel1ke Ай бұрын
@@WASDhero Showing me the ropes!! You will be remembered sir! 😊