Skip to content

Latest commit

 

History

History
79 lines (60 loc) · 5.01 KB

File metadata and controls

79 lines (60 loc) · 5.01 KB

Welcome to BAR!

This document is meant to help give direction in your learning process so that you can easily go down and check to make sure you understand these concepts, before continuing deeper, to both solidify your foundation as a player, and also save you time by learning in a more efficient way. It contains most of the information found in the original sheet

The Prime Directive, or how to play BAR

First and foremost, understanding the core idea of how the game is played, and what your major goals and choices revolve around, is absolutely essential in making the learning process more efficient, and helping you to become the best player you can be.

To that effect, we have the 'prime directive'. This is, so to speak, the guiding hand behind all of our strategies, tactics, and skills that you will learn on this list, and the 'goal' you are trying to achieve by enacting these things. All the choices you make, and practice you put into these concepts will feed into this, and as a result, into having more fun, and winning more games :)

Map Control

This game is built around map control. By controlling more of the map, you control more resources, and more information. By gaining this advantage, you gain access to a variety of tactics that will checkmate your opponents(s), and put you into a winning position.

The sheer chasm of difference in how fast resources are collected from MEXs, versus building Energy production and converters, can rarely be overstated. Controlling more of the map puts you at a completely insurmountable income advantage when met directly.

This leads to the myriad of strategies to take, defend, and sabotage your opponent, instead of just trying to 'not lose'.

"Take, hold, and use the space and mexs on the map, and victory shall follow close at hand." -A smart cookie

Starter Series

This series of ideas regards the most important steps towards being able to set yourself up to even START using more advanced tactics and strategies, and putting you on more even ground with more established players.

This series will give you everything you need to start playing the game 'properly' and will truly open up your options and enjoyment of the game.

  • How to properly get your factory out and start your opener efficiently
  • What is Porc/static? When and why do we use it?
  • Basic unit comps and the purpose of t1 units
  • Intro to Naval,"what units to build and why, and general goal regarding ships and water
  • When and why do we go T2?
    • general rule of thumb
  • Radar,Collecting info is crucial

Novice Series

  • Frontline Bot Opener
  • How to capture/destroy a fortified position (with t1bots)
    • questuion order here1
  • How to hold a position t1
    • questuion order here1
  • Frontline Vehicle opener
  • How to take a position (t1 veh)
  • Ramping production alongside your economy (as a concept, not hyper focus on the excecution)
  • Basic Backline tactics for team games
  • Game Features and hotkeys
    • Drag line move, fight command, autohks, a rc and drag etc
    • question this here placement category?

Intermediate Series

  • Your own personal death ray (dgun)
    • how to use it defensively, offensively, and the ruleset regarding last com standing
  • Your commander is a powerhouse (until he isnt)
  • Resbots and reclaim
  • Jammers, spy bots and cameras
  • Sunk Cost and Reclaiming your units/buildings
  • (teamplay) Stay in your lane? When to be a nosy neighbor
  • Are there holes in your frontline, could there be holes in theirs? Rehash info gathering and probing..? (wording unclear)
  • Nukes and Anti Nukes, tac nukes and emp missiles (just what they are and the basic application and counterplay)
  • When to consider building an air factory
  • Anti Air (advanced),,when and why to invest in fancy AA and or fighter screens
  • Win Condition and commander rules for all game modes (literal)
  • When to push and when to consider teching (adv version of the starter series idea)
  • How to tech quickly, and when and why to stop/slow down
    • one of the only things on this list with explicit instructions regarding execution, in regards to the speed teching. Ever heard of a timing attack? :^)
  • Most common winconditions (critical mass t1 in small games, destroying backliners, critical mass t2/3, nukes, lolcannon etc(emphasis on why and when these things are good/bad, not HOW to do them)

Advanced Series

This is where we delve into specific excecutions and build comps, orders and ways to achieve the goals and concepts above