This Nuke Strategy Is "Honestly Disgusting"
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- čas přidán 25. 07. 2023
- Beyond All Reason (BAR) is a free to play Real Time Strategy Game. You'll find plenty of gameplay, guides, commentary and tier lists coming up for BAR on this channel.
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Main Channel ➤ @AussieDrongo - Hry
Drongo, you have a social responsibility to remind the community that there are maps other than strait and glitters.
those maps are over played, but they are a lot of fun if u get a team that talks and understands gameplay and eco.
When i play multiplayer, the rebel inside me will avoid this map
@@Amanredpill I almost refuse to play these two, only if I'm in a party and we had plans to play and can't find a good lobby
NEVER! Straits is the only map in the game!
Lmao
Oh man. You stick your anti-nuke down and think you're safe and then a little ghost comes along and your whole base goes bye bye.
Love the talk about how 8000 metal isn’t a lot of metal after reclaiming the like what 25 metal in the windmills lmfao.
I think he was more worried about space than the metal.
instead of the countermeasure, it's cheaper to build a bunch of wind around your antinuke
That's actually a great tip. Very out of the box thinking
Funny you should say that, I was experimenting with those things a bit couple weeks ago ... and the selfd emp radius of spybots is MASSIVE.
So if you want to block them (and not just decloak them - which isn't that good cuz what good is it if they are decloaked and immediately selfd and emp ur anti right after?)... if I remember right, it was about 40 windmills if you drag a 1-spaced box around the anti.
And spybots can reclaim. Most people aren't aware of that, but - theoretically a spybot could reclaim one of your windmills and THEN emp your anti. So you'll also need llts.
3 of them to really cover every corner.
In total you'll still get away with similar cost as countermeasure - and the winds produce energy.
Another way to do this could be not intend to block but just decloak the spybot ando build the winds with 3-4 spaces and just 2 llt next to the anti - but also, a llt will not instakill a decloaked spybot, so you'll need to draw a even bigger box - probably you'll still end up with 30-35 winds and you'll occupy a extremely large amount of space.
Dragons teeth are NOT a alternative, because units can squeeze through them (very, very slowly, but they can) - and I believe they count as dead entities (like rocks and wreckages) that will not decloak hostile units.
My personal summary is clear: Its far, far easier and much, much quicker to just build intrustion countermeasure + you'll save a lot of space. And it'll also show you gremlin stealth tanks.
Or dragon's teeth. Blocking enemy units is what its for.
A tip for you Drongo: Only eat the comm until like 10-50 metal an use that comm later by resurrecting and maybe even going in with the com later invis to blow up big amounts of stuff as in a comm bomb or a dgun on some antinuke
They won't expect that :D
notification camera location, i do press f3 as you mentioned. it scrolls you through at least the last 3 note locations. it does for me at least anyway. Hope this helps
I just want to point out to everyone that the counter doesn't have to be an intrusion countermeasure. Just build some walls around the antinuke if it's isolated or on the path through the frontline. Still, a brilliant idea and a fun watch.
I was thinking this as he said it. Even just putting the anti nuke in the centre of the base so they can't get to it cloaked would probably be enough
Do walls stop the emp?
@@SoowDeJu haven't tried but not likely, given the EMP blast does not seem to require line of sight to take effect. That's why it can affect buildings on the other side of the building it is standing next to with its EMP
What you will need to do is space the wall around the anti such that it exceeds the radius of the ghost's EMP blast. Pulling these numbers out of my ass here, but assume the emp blast has a radius of 4. You would have to build walls around the anti such that no unit could get closer than 5 units to it. If you do it in this way, the ghost will not be able to walk close enough to the anti to emp it
I think some light mines are the answer.
The emp blast radius is quite big, but yeah there's a lot of ways you can make this much harder to pull off. Having a single grunt/pawn, or a couple scouts will also allow you to react and kill the spy bot if it bumps into something.
Sorry for the poor quality of the video guys, unfortunately this was recorded in 1080P :(
Was just about to ask if the video appeared a bit LQ for others! No worries dude!
Watching on my phone it gets hard to see the chat at 1080. Still enjoying the nutshot nukes lmao
Name ideas for Drongo's secret alias...
"Grunt Lover 96"
"EnoughWithTheEcoAlready"
"Rush T1"
"No Shenanigans Here"
"I Won't Take Your Rocks"
...
"AFUSsy Destroyer"
Really cool to see you finally split your energy converters from the AFUS itself, so you don't die if someone sneezes on your base.
I disagree he had to still keep them close and if they went off his anti nuke was gone and his con turrets so all he would have is energy vs still having conversion or build power with the other way he builds
Drongo changing his name to another degenerate eco AFUS reference and thinking people won't recognise him... 🤣
Honestly, so lame gameplay, push a nuke and win. That ruins the fun for both teams who actually want to play the game.
@@3komma141592653that’s like.. your opinion man
Maybe you could change your name to Bongo! Thanks for the vid
intrusion countermeasures need the unit to be moving, if you wait with the spybot next to the antinuke, they won't catch it in time unless they build the seismic first, which could potentially be really funny
OneMoreLazzarus - should be your next name
Could do an acronym name. AntiFuckUpStrategy? AnglingForUrSalt? AskForUrSalvation? All'sFineUnderSun? AllFedUpSon?
22:20 never thought to do that he says ITS LEGET IN THE TIPS WHEN THE GAMES LOADING "GET YOUR GHOSTS TO THE ENEMY PREVAILER"
While I appreciate the strat and it would of worked regardless, this game was a straight loss for us from the beginning. one of our frontliner disconnected at like 6 mins, and the long sea did nothing :D effectively 6v8, but yea, the strat worked. Was not expecting it.
Pretty funny to see this in action, I know emp missiles got a nerf in the past because they could easily disable an anti for a nuke follow up. I feel like countermeasures and mines arent used enough so this might bring them into play a bit more.
I feel like you could just wall it in too? 3 or 4 tiles spacing from wall and there's just no way for the ghost to get to it, right?
@@Shindo13371 Ghosts can actually reclaim as well, I'm not familiar with how long it takes them to reclaim a wall piece though, or if it gives the enemy player a warning when it's happening.
I was very disappointed last time you tried when it failed but you redeemed yourself by nuking 2 players instead of one this game! Awesome move, that's definitely going to make some backliners rethink their early game build orders!
I wonder if a cheap way to defend against this is to have a bunch of ticks set to patrol in the rear, the spy bot is slow, likely to be intercepted by patrols if set up right
Roughly in order of least expensive to most expensive,
1) Place antinuke in the center of your base, forcing the ghost to reveal itself by getting too close to your other buildings. For example, leave a hole in the middle of a windfarm and place the antinuke at the center of that windfarm. Keep a few units on standby and then you can kill the ghost before it can EMP the anti
2) Literally wall off the anti. The ghost will have no means of EMPing the anti on its own provided you space the wall correctly. Walls are very cheap and can also help defend the anti in case units with teeth manage to leak through the front line.
3) Have a couple units set to patrol around the anti. You'll probably need at least 4-6 Rovers or Ticks to provide reasonable coverage, given the speed of the ghost and the range of its EMP blast.
4) Counterintrusion
@@HonshuHigamori I like it
Countermeasure is expensive, a box of wind turbines will keep the bot out and make energy while it does that.
Hey quick question: What's the dirrefence between this and zero-k?
Did you work out how to get idle Lazarus to display?
How do you suddenly move the camera from base to spybot?
Easier strat... Wall off your anti nuke.
3:53 lol, should have pinged that
Hey ! Could you please do a naval guide ? I find it really hard to play naval and i'm really confused
Having a good time, having a good time!
Love to see your games, I am trying to get friends to join me in playing this
There are only so many Australians around 30 ts
Drongo you should really use the procrastinator widget so you dont need to manually reset orders
what is the range of that spy bots emp explosion? just surround the anti nuke with solars and windmills then? ^^
Maybe a few ticks on patrol will be more effective?
Would be nice to get the replay of your vids. Maybe in the description?
Couple of llt.s or grunts should cover the antinuke?
I still don't understand why you build AFUS' on top of everything else, instead of as far back as possible. can anybody explain this?
u should only nuke rush if u tell the team and someone else can sell/give t2s, for all the new players seeing this
He notoriously doesn't care about other players. So...
You said the guy Flaggonabeer wasn't an aussie, but he might be. A friend of mine from the UK gets the US flag, I think because his IP is not known to be UK or something.
Walls.
enough walls around an anti nuke can prevent this
Got it
Time to start buidling wind gens around my A/N or even better, mines
What a brutal strategy.
Drongo with a fake mustache, wondering how people recognized him. lol
Maybe this is the old supreme commander player in me, but always build two antinukes in separate places. Not sure how viable that is in this game as I've never played.
Maybe not initially, but longterm yes. A 2nd Anti also protects you from a initial overnuke attempt (one anti can, depending on mapsize, shoot down between 4 to 6 nukes launched simultanously).
OMG I can't wait to do this strat myself ! It literally plays out just like NOVA in SC2!!!!! (I also wanna do this strat because I was a very cheesy SC2 player and I will now bring the cheese into BAR Mu HA HA Ha Ha ha ha ha ha ha ';..;')
I do love the nuke stuff
Mexpert
Man, I started doing this few days ago and now you are making video about it xD What will be next ? my mountain fotress ? xD
P.S. ppl started making anti-spy buildings since I started abusing spy in multiple ways
Spicy
Honestly SUCH a simple counter... .build like TWO cameras for 60 metal. I do it often as a frontliner
Cameras can't see those units. And if you are counting on the ghosts walking on top of your cameras, good luck.
plural of lazarus is lazarii
Lazarus => Lazares (Lazarees)
You probably want to switch to unrelated names to throw people off
Lazarii
OneMoreDave theres like so many davids who play this get on the dave wagon for names
First baby whoooo. Nuke supremacy
Impressive, but I wouldn't suggest this makes for a very fun game.
A mex too far!
Probably because you stream and post videos, lol
PondOrGrief is the worst, whenever people see him in games now they just insta kick him
not true
My impression of this game is that front liners are the dumb Terran players that spam marines while the backline are cultured zerg players that spam drones but have access to Protoss quality cheese whenever they feel like it. I jest but nothing like a game that goes completely according to plan.
Frontline has to manage vision, too, i think. Much more interactive early game in general
Nukes need to be locked until 20/25 min. Change my mind. The razor sharp eco rush into nukes followed up by the dice roll of who gets deleted and the coin flip to whether that's an insta loss is not engaging or fun. It punishes newer players hard. Worse, it's a deeply uninteresting mechanic that pushes out more entertaining gameplay. Nuke rushes are the worst thing a video game can be, not just frustrating. But BORING.
Its a mechanic that punishes brainless turtling and creates an important niche for scouting and deepstrike units like commandos or marauders. Antinuke-nuke cost and timing dichotomies already heavily favors the defender. If the attacker successfully scouted, brought down your anti coverage, and capitalized on it, you should up your anti-scouting game.
TLDR get good
I agree with nukes not being a fun mechanic, maybe the charge time should be longer or it only becomes active after you gain a few stock. Alternatively make it easier to scout and prepare
Congrats, you've enhanced the worst part of the game and taught it to others. Have you no shame?