Beyond All Reason - Front-Line Tech Talk

A walk through the various tiers of tech you might step through as a frontline player in Beyond All Reason 8V8 matches
For more info or to download the game look here -
www.beyondallreason.info/
~TNT :)

Пікірлер: 33

  • @Rulee13
    @Rulee1311 ай бұрын

    Another super useful video, thank you! I just struggled a bit on this map yesterday. I went in confident of my plan and as the great Mike Tyson once said “everyone has a plan until they get punched in the mouth”. I had that moment getting focused hard by multiple enemies and just kind of threw my original plan right out the window. I’ve got the T1 to T2 transition down really well now I need to work on that T3 move. This video will greatly help with that.

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    Hahahaha yeah he had a good point with that! I'll quote bear Grylls for this case: improvise, adapt, overcome!

  • @andrewgreeb916
    @andrewgreeb91611 ай бұрын

    The big thing I would change is adding in safety aa, just a few to discourage air tactics and limit scouting of your base

  • @ainumahtar

    @ainumahtar

    11 ай бұрын

    I would too tbh

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    That's a good note! I agree completely, one or two aa can save you from being an appetizing bombing target for sure

  • @SapphosSails
    @SapphosSails11 ай бұрын

    I think if it were to be more realistic then the commander would have grabbed those front line mex as soon as was possible, or you would have had to throw a lot more defenses up there beyond just 4 LLT. Why not just use a real game and comment over top of that instead?

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    Yeah that's a good point I tried to be accurate but things like that are hard to simulate. And the reason I did that as opposed to dubbing over a live game is... I didnt have a good one to use as an example XD I havnt gotten to actually play much recently

  • @timmietimmins3780
    @timmietimmins378011 ай бұрын

    Very neat, but I think it is worth mentioning: if you stall on energy anything like this bad, your laser towers stop working. You need more low tech energy, be that solar panels or wind, to actually fire your laser towers, which is a SUPER exploitable problem if your opponent tests you. It's not just lowered production, your front line combat units STOP WORKING if you try to go advanced solar this quickly while also pumping units. (and of course, mexes do take energy, meaning even small energy deficits can significantly affect metal income). If you are energy stalling without even firing your base defense towers, you are basically going to be defenseless in a real game. I am far from good at this game, but my take is that you always want to scale up to at least one energy converter ASAP simply because it's your safety net so your weapons can continue firing. Energy stalls are REAL bad if you are on the front line.

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    Yeah I probably should have made about 6 more wind turbines before starting those adv solars

  • @zacharywood3182
    @zacharywood318211 ай бұрын

  • @kriegscommissarmccraw4205
    @kriegscommissarmccraw420511 ай бұрын

    My just after midnight video. Lol. After I got bored writing my book, perfect.

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    there you go :)

  • @kevintrigg3707
    @kevintrigg370711 ай бұрын

    something i thought of when you were talking about the cost of the gauntlet. would it be more feasible to build a vehicle lab, pump out some arti units (like 5) and reclaim the lab to keep the long range ability while not sinking 1250 metal?

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    Yes absolutely! That's actually a great idea and if you already started with a bot lab you also have the rez bots to keep them in the game making them last even longer!

  • @timmietimmins3780

    @timmietimmins3780

    11 ай бұрын

    The thing about the gauntlet is that it significantly outranges T1 artillery, so it can be used to protect your own defenses from artillery from safety. If you just make regular artillery, you end up in an apm intensive and resource intensive duel.

  • @WilhalmBrion
    @WilhalmBrion11 ай бұрын

    I’d be very interested in a video talking about late game units and strats. Cortex confuses me.

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    That's a good idea! I'll get that out soon!

  • @DigitalHawk96

    @DigitalHawk96

    11 ай бұрын

    What would you like to know?

  • @patrickrhodes9284

    @patrickrhodes9284

    4 ай бұрын

    Juggernauts

  • @DRXxUziixX95
    @DRXxUziixX9511 ай бұрын

    So t2 units are better yet you need to use sprinters to outnumber and surround t1 tanks? What you said dosnt make sence

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    Think about it like this, you don't HAVE to surround the T1 tanks but with sprinters you have the option to do that and it's going to get you a more efficient trade. Where as with pawns or grunts which are slower and lower DPS that same move is going to work a little worse

  • @DRXxUziixX95

    @DRXxUziixX95

    11 ай бұрын

    @@BrightWorksTV it's not dps that counts it's metal to dps ratio and metal to health ratio for heavy units and range has a big part to play.

  • @ainumahtar
    @ainumahtar11 ай бұрын

    How often do you find yourself getting good use out of emp, especially the emp tac missile launcher? I kinda find that while stunning is great, that could have also been damage taking those units out outright, which makes stunning them in comparison a poor use of eco and apm. I tried this with the emp bombers for example, they always kinda made me feel they should have just been dps bombers instead.

  • @UnknownSquid

    @UnknownSquid

    11 ай бұрын

    EMP is about timing and having the regular forces on hand to take advantage of it. If you can land some EMP on a gang of Sheldons for example, you can swoop in with a handful of cheap units like Pawns or Fiends, and wipe 4 to 8k worth of metal off your enemy like it's nothing. But it's crucial you actually use that window. Don't just EMP them for no reason and let them recover. It's a little different with each kind of EMP unit. EMP bombers are amazing at saving your team from T3 units that broke through, easily rendering that expensive titan totally helpless and yours to reclaim or resurrect. If using them on the front lines, you need to try and watch for the right opportunities, where you are confident an ally will then move in for the kill. It helps if you spot your allies cursor, to know they're watching and ready. Spy Bots are a great option for when playing front line, since so long as you go with a bot lab, you can casually mix a few in for very little cost or hassle. Diving them into enemy attacks won't usually catch the entire force, but a 20second stun is no joke. They're also great again, for stopping T3 units pushing in. You can sprinkle a few around almost like manually detonated guided landmines. (remember that their cloak is cheap whilst stationary, but costs more on the move) EMP tactical missile. This thing can be a little awkward and is much more situational, but can be good when stalemated defence lines are dense. Somewhere like on Supreme Straight for example, imagine you have a nice force of Bulls or Mausers ready, but your opponent has put down a Bulwark (big ass laser) along with a plasma shield, that would wreck far too much of your force to break past. Aim an EMP missile between the shield and the Bulwark, and you now have 20 seconds to slap it out the way and roll through to their base in good condition. Timing the launch and the landing delay can take a little practice. Aiming for mobile targets is a lot harder, but can be worth a shot. Arm Webber EMP spiders. Uh... these things probably need a buff, to be honest. No one uses them, and even when I try to use them against AI, it feels underwhelming. Also, be sure to check for units immune to EMP. Don't waste your EMP bombers trying to stun a Juggernaut or Commander.

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    I find it most useful in scenarios where I've readily won my lane and can spare the resources to build up a bit of defense. Really the power of the emp launcher is it's gargantuan range. I wouldn't say it's always the "right" move to make but it's definitely an easy way to turn a small T1 army into a force that can tear down T3 units

  • @ainumahtar

    @ainumahtar

    11 ай бұрын

    @@UnknownSquidThanks! that's a lot of info to try out!

  • @DecedentPP
    @DecedentPP11 ай бұрын

    You said that advance solar panels are the most efficient in this stage, but then you make like 20 wind turbines and only 4 solar. Why is that?

  • @nathan113

    @nathan113

    11 ай бұрын

    Price difference. The advanced solar are a lot more expensive so building too many would detract from units you can build

  • @DecedentPP

    @DecedentPP

    11 ай бұрын

    @@nathan113 But in what way are they more efficient then?

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    They get you started on the path towards a growing economy without having to take up half the map. Arguably on bigger more open maps you could just queue huge wind farms to the same effect

  • @DecedentPP

    @DecedentPP

    11 ай бұрын

    @@BrightWorksTV Ok, tnx for clarifying what you meant. I will keep this in mind while I build up. You have nice videos, I learned a lot from you.

  • @armed_but_blind2768
    @armed_but_blind276811 ай бұрын

    Tell me your secrets

  • @BrightWorksTV

    @BrightWorksTV

    11 ай бұрын

    Gladly :)