Supreme Isthmus Navy Build Order 2024 - Beyond all Reason

Ойындар

Welcome back commanders to our first build order video for Supreme Isthmus
Zecrus's written Guide:
docs.google.com/document/d/1r...
Replay Files:
drive.google.com/drive/folder...

Пікірлер: 21

  • @BARCastTV
    @BARCastTV4 ай бұрын

    Hey ya'll welcome back, let us know how you like this video by hitting the like button and leaving a comment. Thanks!

  • @DestructoMonkey
    @DestructoMonkey4 ай бұрын

    I kinda wish shipyards just let you build Beavers/amphibious construction vehicles so naval players could be more independent in building on shore and contesting islands but i guess the inter-reliance on teammates is part of the game's appeal Just sucks to buy multiple things from multiple people at start and then you feel forced to prod them to give you your stuff quickly

  • @BARCastTV

    @BARCastTV

    4 ай бұрын

    playing co-op baybee. Just apart of the game I think. Thanks for commenting

  • @DarkSpiryt1
    @DarkSpiryt14 ай бұрын

    This realy intresting first game because HlM was boosting Kyoji on sea, giving him metal and energy. If you wanna buy planes from your air player, you pay in windmills.

  • @BARCastTV

    @BARCastTV

    4 ай бұрын

    I didn't notice that. Feel free to send me some replay anytime man we can update this accordingly. Beach and cliff

  • @emubarrrgh2545
    @emubarrrgh25453 ай бұрын

    I tend to main sea in general and I really hate how much energy was being produced in this opener. navy is so metal dense and requires very little energy comparatively, additionally naval generators are so in-efficient metal wise that they are actually roughly the same energy output per cost as a fusion reactor. wind while not reliable is so much lighter metal wise which is THE defining resource on a naval fight. I find building an energy storage with the original metal extractors allows me to bank the energy while building the lab and gives a buffer for when wind stalls, 99% of the time that 1 storage is enough to stop any stall outs. another thing I see is people going to tier 2 without winning the water, please kick the other player off water and radar the entrances because tier 2 in low numbers trade very bad with tier 1 swarms, the t2 lab and con's drain so much metal you will never get enough boats out to defend an aggressive t1 player.

  • @BARCastTV

    @BARCastTV

    3 ай бұрын

    Thanks for the great comment, keep it up!

  • @dessfoxx
    @dessfoxx4 ай бұрын

    It's hard to critique the pros, but I'm going to throw my 2 cents out anyway. I think red super hard committed on E with no real game plan. Navy is really metal dense and not so heavy on the E. You'll spend up all your metal first, and then all the E in the world doesn't actually give you more ships unless you really want to commit to t1 e convertors and that takes a lot of time to scale up, so you are just down on metal. For example, a Janus is 240m and 2600e, while a Riptide Frigate is 410 metal and 2700e (only 100e diff, but another 170m). I've done a lot of naval opens with extremely bare E investment, like 5 windmills into energy storage and not even scaling E for quite some time because I'm spending all my metal. I'm not recommending that as the perfect opening at all, but it does make me wonder if Red was unnecessarily scaling e with no real early impact. I'm curious how that game went, because his blue opponent invested way less into e at the start and had more metal to work with. The cove is also a really strong position, a tough nut to crack, and denies your opponent even more mexes, definitely the place I am most dreading to see my naval opponent.

  • @BARCastTV

    @BARCastTV

    4 ай бұрын

    Both spots are underappreciated and understudied. I'm not sure about the E thing in navy I dont have enough games played. Thanks Dessfoxx

  • @chronopolize_jp

    @chronopolize_jp

    4 ай бұрын

    It's because E is required for t2 and other transitions such as salamander or T3, and the overall return is good if you don't desperately need ships to swing a reclaim battle in the next 3-3.5 minutes. He is doing pressure to keep opponent honest + scaling behind it. If you want to do a true aggressive play you can trans com to the cove and just make the minimum amount of e generation (it is all in though). Wind is very cheap but takes a lot of BP on this map, after a while you will be putting your BP into building advanced mexes so the idea is to build e while you can. Defender has significant advantage in navy due to travel distance, kiting backwards, and reduced distance to reclaim field.

  • @DarkSpiryt1

    @DarkSpiryt1

    4 ай бұрын

    You know that arm windmill is paying itself like in 3 mins? So if enemy is not pressuring me hard i will be ahead in eco. Second thing is in high intensive battles you will get metal spikes which is hard to spend without energy, you just put con turrets and you print ships. Third bonus is you have NOT iddle bp ready for mexs upgrades. This is not critique, but not understanding strategy. Normaly i would buy res bot and con, not 2 cons. In first game i won vs hard bosted with metal player which made their front realy weak.

  • @dessfoxx

    @dessfoxx

    4 ай бұрын

    Metal spikes is certainly a valid point. But kind of meaningless if you lose the immediate naval fight. I do understand e-scaling but it's meaningless if you lose control of the sea and most navy is Cortex. @@DarkSpiryt1

  • @DarkSpiryt1

    @DarkSpiryt1

    4 ай бұрын

    @@dessfoxx Ofc there is a risk, this game is all about risk management. If geo sea will invest only in ships and skip geo, defences and additional eco, he have chance, but if you watch this replay kyoji was already in the best scenerio because he killed my transport, got metal/energy from HlM and still didnt beat me.

  • @Cropzii
    @Cropzii4 ай бұрын

    2 wind for trans/scout. 3 wind for trans,scout and fig.

  • @BARCastTV

    @BARCastTV

    4 ай бұрын

    Thats the going rate ehh. Thanks!

  • @user-bu9th8vi5j
    @user-bu9th8vi5j4 ай бұрын

    As an old player since the game playerbase was still small, not gonna lie, I kinda hate how there are guides and standard plays now so I can no longer goof around or get reported on mass trying to have fun (by varying my gameplay). Luckily for me it only seems to apply to 2 maps that are not too particularly fun (personally at least). I'm around 55 OS atm (was 45 in old TS system) so my goofs are not throws per se, just different way to play. But now if you go into a public isthmus or glitters lobby not playing the way people want you're gonna get reported. What a joke that has become.

  • @BARCastTV

    @BARCastTV

    4 ай бұрын

    Have you tried 1v1s. Whats your BAR handle if you mind me asking?

  • @BARCastTV

    @BARCastTV

    4 ай бұрын

    I will say the intention of this guide was to get people in a comfortable spot playing navy if they happend to get "stuck" playing it . I understand how you feel though

  • @LefteyeL

    @LefteyeL

    4 ай бұрын

    I think having “plays” makes doing random stuff that much better. Player base slowly learns patterns and ways to counter it. If you’re 50+ OS your messing around is most players try hard :P

  • @LefteyeL

    @LefteyeL

    4 ай бұрын

    @@BARCastTVit’s super beneficial, too many games tend to have one sided navies within the first few minutes, or people have no idea how to actually start their naval lab in a decent time. Thanks for showing off some pro players

  • @DarkSpiryt1

    @DarkSpiryt1

    4 ай бұрын

    You can still play with goofy strats if you turn off ranked points for game.

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