
r/beyondallreason

Publishing of BAR and Hooded Horse intro
Hi everyone!
I'm Tim, CEO of the publisher Hooded Horse, currently in discussions with the BAR admin team about potential publishing. I wanted to come into the community and introduce myself. I think the BAR team did an amazing job of laying out the details of what we're discussing, so I'll stick to talking about Hooded Horse and our goals and hopes for the project. In doing so I'll try to answer a few things I've seen come up in discussion.
So first, a brief intro to who we are. Hooded Horse is an indie publisher exclusively for strategic and tactical games. It was sort of an outgrowth from me modding, I created a mod for a DLC for Warband, named VC Balance Mod (https://www.moddb.com/mods/vc-balance-mod). I'm terrible at naming things, and originally I thought I would just mod like 10 minor things that bothered me, then 13 versions later I was buried in endless changelogs and wondering where the 100s of hours went. Then a friend suggested I should found a publisher, I looked around and thought that sounds fun, and then we got started. We're now a little under 40 people, with our goal being to keep publishing the most interesting new strategy games (forever ideally).
And that of course brings us to Beyond All Reason. The game is amazing, the developers behind it are amazing, publishing it would be an absolute honor, and allowing it to reach a far larger playerbase would be exactly the sort of goal that motivated me to found Hooded Horse. So I'm very excited to introduce myself here!
One thing I saw come up in a few comments to the devs' post -- people wondering about whether bringing in a publisher would lead to 'seizing control' or destroying the community-driven project. I thought it might help to explain a bit about how things work from a commercial perspective.
So as the devs laid out in their post, the plan is a version that is sold on Steam that includes a singleplayer campaign, and a free version on the website for multiplayer that is fully cross compatible and offers the same functionality. Some people speculated that this plan wouldn't generate returns and the publisher would start locking multiplayer factions and units or such behind a paywall.
This one is easily answered by just saying -- we have no power to do anything like that and the contract protects the developer's right to maintain the free version. The legal discussions actually dragged on for months, with words being changed this way or that, with the devs expressing their commitment to the free version and ensuring absolutely nothing could threaten it no matter what happens, in the most ironclad way possible.
That having been said, it's also worth directly exploring the incentives and how all this works, because we also have no incentive to want that.
So the way to start understanding this is to ask, why would players buy the Steam version if the free version allows them to experience multiplayer anyway. And there's then discussion of the role of singleplayer campaigns and such. And fair enough, singleplayer is a draw. But there's something more fundamental here -- people buying on Steam generally aren't going to be engaging in a feature by feature cost vs value comparison on what they could accomplish for free. Anyone who wants to download one of our games could probably pirate it in a second, we don't use Denuvo or any of that crap.
People who buy a game do so because they like the idea of supporting the devs, like the support the game is getting, and don't mind what is ultimately a pretty reasonable price for something they are going to play for many hours.
In other words, people buy on Steam because they are being treated well, and feel good about treating the devs well in return, not because someone forces them to.
Maintaining a free version on the website is not in any way a threat to Steam sales. If people play the free version and enjoy it, awesome! If they end up one day deciding they want to support development and buy on Steam, that's awesome too. But even if I were the most greedy, conniving person imaginable, I'd also be smart enough to realize that I don't help that happen by plotting to lock multiplayer features away and trying to force people into buying. That's the kind of shortsighted behavior that costs a company big.
And anyway, I'm not especially focused on profit. By virtue of us being entirely private (and me owning just under 70% of the company, and having the other shareholders all be individuals and no institutions or anyone with expectations of me) -- we don't really face any financial pressure. I even wrote into our corporate bylaws that we can prioritize ethics and artistic integrity and such over profit, just so everyone who ever invested in us early on knows what to expect. The point of the company isn't maximizing money, the point is helping amazing devs and strategy games. It's nice to get good returns, give our staff nice raises and build out better capabilities to help devs better, but the point is the great games.
But again, even if I were maximizing for profit, I would play the long-game and do everything I can to treat players and developers right. What's pretty much the most profitable game company out there? Valve. And they got where they are by doing exactly that, taking care of players and offering opportunities to developers, doing the right thing. I believe there's a real moral and ethical commitment behind that by the Steam team, but in the end the best long-term way to build a company that does great is not to do a bunch of short-sighted stuff that attempts to milk players for money, but rather to take care of them as your highest commitment.
So that's the plan. A Steam release alongside a great free version on the website.
To be clear, the contract is express in stating that the funds we are giving the developer to help with development can be fully used to enhance the game as a whole, both the free and paid version, because they are essentially the same thing. Yes, part will go specifically to the singleplayer campaign, but plenty will be used for multiplayer as well, and the contract is clear the devs can fully use the funds in that way. Whatever is best for the game as a whole. Anyway, we never control devs in any of our publishing contracts, we never put in milestones or requirements, we only work with people we trust to make the right decisions themselves.
Now I have seen some people ask why the Steam version can't be free to play and then rely on in-game monetization. This is just a bad model for indie strategy games to be sustainable honestly. We've never published a free to play game, we're always a complete game to own for a reasonable price, because that's what works well for everyone. I don't want to be thinking about user acquisition values or such, we just want to focus on having good games and showing them to people.
I've also seen some people ask why the devs need us to get on Steam. Now, certainly, funding is a good benefit. But honestly at Hooded Horse we are mostly a publisher used by developers who would do fine self publishing and often they have all the funding they need. If you look at the games we've published, some already had 500,000 or more wishlists before they signed on for us to publish (Manor Lords, Heroes of Might and Magic: Olden Era), they clearly could have self published just fine. Some were already released into Early Access and doing amazing before they brought us on to take over publishing (Workers and Resources: Soviet Republic, Empires of the Undergrowth). And some were already released into version 1.0 and came out around 10 years ago and just brought us on because we enjoyed working together on the later game and they wanted us to help out with the earlier too (Battle Brothers, Darkwood). Mostly we sign devs because we all like each other and like working together, and think we would do an even better job together.
Now to be clear, we haven't finished the publishing discussions, so I'm still sort of hoping and getting excited but nothing finalized yet. But very much hoping. There's 3 of us over here at Hooded Horse who are absolutely insanely excited about this and have been working on things during this discussion process. Myself of course. Snow, my wife who is also our President and CFO, and Mandy (MandaloreGaming) our Chief Player Experience Officer -- we've been having these discussions and getting more and more excited, not the least because of how much we like everyone we've met from the BAR team -- the devs are truly amazing people.
Anyway, I'm incredibly excited about the chance to help BAR reach a wider audience. The game is wonderful, and so many new people out there are going to be thrilled to discover it. And I would feel honored to serve as publisher and play a small part in its amazing journey.
What worries me about BAR going commercial
I'm sincerely saying this out of my love for beyond all reason. I hope I won't be censored or banned for it. My intention is only the best toward the developers.
I've been enjoying playing the game for almost a year now but the recent news that Beyond All Reason will be going commercial is concerning to me.
BAR was built over many years by hundreds of contributors under an open-source model, largely within the GPL ecosystem. My understanding is that the GPL exists specifically to protect community-built software from being taken private, closed off, or commercialized in a way that removes the community’s ability to access, modify, fork, and redistribute.
That matters because many people contributed to BAR under the assumption that it would remain fundamentally community-owned and open.
As I understand the current plan, the engine and existing multiplayer game remain open, while a new single-player campaign is developed with publisher funding and sold on Steam. The free multiplayer version would appear on Steam as a demo attached to the paid game, while the website launcher remains available as the separate free version.
That worries me because Steam is where most new players will encounter the game. If the main Steam page is for the paid campaign, and the free multiplayer is presented as a demo, then BAR’s public-facing identity may effectively become “a paid game with a free demo,” even if the full free version still exists elsewhere. The open community-built version may technically remain available, but it could become much less visible. There's a lot to say here, but I don't even want to reference the leaked document lest I be banned.
The concern is not simply that money is involved. The concern is whether the public identity of the project is changing from an open community game into a commercial product controlled by a small group.
There are also governance concerns. From what has been discussed, 5 admins would own the company behind a project built on years of volunteer work from hundreds of contributors. The organization itself acknowledges that the BAR organization is and will be a for-profit venture. There are also claims that player donations were used for legal and corporate setup costs related to that company.
Another concern is licensing. There has been discussion on GitHub suggesting that personally owned proprietary assets may have been mixed into the shipping game for years. If true, that raises serious questions about whether BAR has already been operating in contradiction to its own licensing principles. If GPL-covered engine work or contributor-owned work is bundled improperly into a paid product, the legal risk may not be theoretical. It could only take one contributor with standing to challenge it.
I am worried that a 150-contributor paid project will be seen as commercial as the free game will be finable but not the front-face on Steam. My concern is about whether the community-built free game is being demoted in practice, while the commercial version becomes the official face of the project.
BAR has always felt like proof that volunteers could build something world-class without it needing to be owned in the traditional corporate sense. I hope the developers address these concerns directly, especially around ownership, donations, licensing, Steam presentation, and the long-term status of the free multiplayer game.
If the free game is truly still the heart of BAR, then it should not be hidden behind the paid product’s demo label. It should remain clearly visible, clearly protected, and clearly community-owned.
My ask is reasonable.
- Give the free multiplayer version its own full Steam listing, not just a demo page.
- Append the commercial content to the free game but don't change the identity of the game, the face of the game.
Some of what I'm saying is related to leaked documents which I will not share here. But they grant a little bit more light to what I'm saying.
I don't know that much about how Steam works, but I'm worried that in relegating the free game to a demo, all of the energy and effort that's been put into making Beyond All Reason is going to be redirected to the commercial front end. "We had been planning to make a proper public anouncment if the contract is signed." is one line that stood out to me.
Dear Commanders, we need to talk...
It came to our attention that the letter we sent to our contributor team about ongoing talks with a potential publisher partnership has been shared publicly without our authorisation. The document is real. We had been planning to make a proper public announcement if the contract is signed and we could coordinate the rollout with the publisher, but since excerpts are now making rounds, it makes sense to put the main facts on the record directly so the conversation can be based on accurate information instead of selective quoting.
Together with the other admins we have been working on negotiating a deal with Hooded Horse, a publisher specialising in strategy games. You probably have heard about them, their catalogue includes Manor Lords, Old World, Terra Invicta, Against the Storm, HOMM: Olden Era, and a long list of others in the genre. They have a strong reputation among developers for being hands-off on creative direction and unusually transparent about how they operate which is why we figured out it might be interesting to see what’s possible to build together.
Why we wanted this
The partnership got real traction on our side because of what it actually unlocks. Parts of BAR have been hard to push forward under a fully volunteer setup. Some areas just struggle to attract volunteer interest because they aren't the most exciting work to do in your spare time. Others need a level of coordination, scheduling and team hierarchy that's extremely difficult to achieve in a hobbyist team, where everyone contributes on their own pace, on their own terms. Both categories have been very obvious bottlenecks for years.
Securing funding could help us alleviate these hurdles. We can hire dedicated people for the work that needs sustained focus, fill the gaps that volunteer enthusiasm doesn't naturally cover, and put proper full-time coordination on parts of the project where production milestones depend on it. The result is a Steam release with much bigger scope, on a shorter timeline, than we could realistically pull off ourselves.
This also opens up real job opportunities for our existing contributors. Many of the people who have been building BAR on evenings and weekends for years are exactly the right people for the paid roles that come out of this deal. We are committed to giving existing contributors hiring preference, and the goal is for as many of them as possible to be able to carry their careers forward with BAR rather than treat it as a permanent side project. For people who've poured serious time into this game, that's a meaningful shift.
The whole point of the partnership, on our side, is to push BAR much further than we've been able to so far, and to give as many of the people who built it the chance to keep building it, this time on a real budget. However, marrying the community-driven soul of this project with commercial incentives required serious work to make sure nothing about what makes BAR what it is today gets taken away. We have done that work.
What's protected
- BAR remains available for free. BAR remains available for free. This has been our consistent promise through the years and we are keeping it. The free multiplayer experience you are enjoying today will be available both through the existing BAR website launcher (as it is today) and on Steam, with full feature parity and cross-play. Nothing currently free becomes paid. The monetisation is based on premium single-player content built on top of it, whose costs will be covered by the funding.
- No IP transfer. BAR's brand, trademarks and intellectual property stay with the BAR team and the contributors who built it. The publisher gets the licence to distribute the game on Steam and help with proper marketing to give the title the powerful launch it deserves.
- Off-ramp built in. If the partnership is ever terminated for whatever reason, the free version stays free and the community keeps developing it. The free version isn't tied to the publishing relationship continuing.
- Reinvestment commitment. A binding internal commitment makes sure most of what BAR receives flows back into the project (development, infrastructure, contributor support, content) rather than getting siphoned out as company profit.
Where we are
The contract isn't signed yet. We're discussing the offer with full disclosure to our contributor team, including a sentiment survey, before signing. The only way we see ourselves steering the project in this way is by making sure there is a strong mandate from our beloved team.
What's next
If the mandate is clear we will proceed with the signing and then a full public announcement will follow. We are excited to share what we have been working on with the Hooded Horse team. We will make that announcement properly and will give it the treatment it deserves
If you have questions or concerns, bring them to us and try to not rely on third-party framing/potentially doctored versions aimed to cause harm. We will be reading and responding where we can, and a fuller picture will follow shortly.
Thank you for your attention and continued trust,
The BAR Admin Team
Getting back into BAR... Can anyone fill me in? Feels like this atm
Feature suggestion: Air Bridge (OC visual mockup)
I made a visual proof of concept in Blender for an air transport feature I’d love to see in the game.
Air Bridge
Select an air transport, create a pickup zone, then set a destination point. The air transport waits next to the pickup zone until an eligible ground unit enters. Then it automatically picks it up and transports it to the destination point.
If a unit leaves the pickup zone before the transport reaches it, that pickup is aborted. Multiple air transports can be assigned the same pickup zones/destination points, allowing for some really powerful shuttle systems!
I think this could be very useful (especially for beginners), but most of all it could be so satisfying to see reinforcements being automatically flown into the front line or onto cliffs/islands!
Tutorial on Using Air Transports to Ferry Units
I saw a recent post here asking for an "air bridge" feature that would continually move units from one point to another, so I made a quick tutorial showing how to do this with tools already built into the game!
Any advice for a newbie that only really plays vs AI with friends? I take forever to do anything and my econ is BAD
Hey ya'll. I got my friends into BAR and the more we play the less I feel like I'm getting better enough to continue playing. A single easy barbAI can beat all 3 of us without almost any effort. I've spent the last 3 days watching video after video and haven't had even the slightest improvement, so I'm caving and asking directly for help.
I like artillery, always have in most games. I love the idea of raining hellfire down from the comfort of my base. I picked the arty team after playing the other team for a few games. My goal was always to tech up to tier 2 quickly to get the fun arty out. This never happens, at least not "quickly". Unless 20 min is "quick" in a 3v1.
I also don't believe a "build order" is something that can be really followed but I have been starting almost every game with.
metal -> metal -> 2 wind -> 3rd metal -> lab/factory. After this, I'm usually getting attacked and everything spirals out of control and I die. With the lab I'll produce 1 con unit, then a few of the quick basic unit which I'll try to form a front line with, but the AI usually has arty units by this point and outranges whatever I try to put out. So my units die before they can even engage.
Since it's a bunch, I'm just going to bullet point what I THINK are my issues.
- I can't seem to figure out resources to save my life. I'm either way over or don't have enough to build anything. I use wind when the winds are high, solar when they're not
- I have no idea when to build storage. I'm ALWAYS building. But I never remember storage.
- I hit tier 2 between 18 to 30 min depending on if I get picked first by the AI or not. That seems like forever in a 3v1.
- I have absolutely no idea what units to build (a bit of an explanation at the end). If the Ai builds X do I build Y?
- When should I be pushing out for more metal? I've tried building 3 con units (between units for defense) and went out for more metal nodes right away and every time, the Ai just waltz's over with arty units and kills everything outside it's range. I can't afford to stick my own arty over there cause I never have the metal for it by this time.
- When I do hit tier 2, I send my first Con unit to upgrade all the metal, second one starts building reactors.
Please, any help would be greatly appreciated. I'm really bummed that we have something to play together and I'm so bad that I'm slowing losing the enjoyment and I'll be honest, I'm relatively desperate to have something for us to play together again. Even if I can see some improvement in my gameplay, it'll help. I don't have to go for gold right off the bat.
Also, as a relatively new player. These units look so similar it's nigh impossible for me to tell what the hell I'm looking at or about to build without extra time taken to stare at the unit. Why does everything look so similar?
This Month in BAR – April/May 2026
(Releases 2026.03.21 – 2026.05.05)
Commanders! Unless you have been living under a rock, (and honestly if so, I envy you), you have probably already heard about the potential partnership with Hooded Horse that the Admin Team and I have been cooking up.
We plan to make some proper announcements about that soon, but for now, we have addressed what leaked from our internal comms with the contributors. We hope you can separate the wheat from the chaff when parsing the controversy.
Tim, Hooded Horse’s CEO, has also said hi in our subreddit and explained a bit more about the things we are cooking together. Give it a read and say hi too!
Now, in some actual gamer news, let’s see what we’ve got from the last month (and a bit) of BAR development!
✨ Visual Overhaul: New Effects
This period saw a major push on next-gen GL4 visual effects, bringing the game significantly closer to a modern visual standard:
- Build Particles – Are now energy cube shaped with varying size/speeds and noise/brightness. Particles now also home in towards the target when moved.
- Death Fire & Smoke – Exploding unit-pieces now burst into proper fire and smoke trails + using the same effect crashing aircraft trails.
- Beam Lasers – Beam lasers received a complete visual rework: traveling pulse effect. Handles moving origin/target fadeout better: no longer displays beams for each fadeout step.
- Plasma Cannon Projectiles – Plasma projectiles now use a new multi-billboard rendering approach with improved noise, size calculations
- Missile Thruster/Trails – Missiles now have their thrusters properly attached to their missile models, previously they were limited to 30 fps, trails are still limited but can be positioned more correctly instead of starting in front of the missile models!
- Shield Effects – Shields received visual enhancements and now only show when in (air) LoS (bugfix).
- SSAO – Improved quality, more pronounced and wont render on top of grass/particles! (+fix for AMD cards)
- Bloom Shader – Enhanced overall and wont overbright as easy
- Brakelights – Vehicles now have dynamic brake lights that illuminate when decelerating.
- Metal/Geothermal Spots - when under water these are no longer distorted
- Grass - bends when walking on top of it
Misc Visual Fixes
- FFA anonymouse team colors are now all the same when you are (becoming) spectator
- Commander name tags, healthbars, rank icons, group number, wait and energy icons are no longer affected by game lighting/effects
- LOS view remains the same after LuaUI reload
- Added measures to prevent white-outed ui elements
⚔️ Gameplay Changes
EasyTax 2.0
The Easy Sharing Tax modoption has been completely overhauled. Key changes:
- 30% tax applies when sending resources, overflowing resources, assisting ally construction, or inserting metal into partly reclaimed wrecks for resurrection.
- Combat unit transfers remain free.
- Economy buildings/factories given to allies are now stunned for 30 seconds instead of being blocked outright.
- Builder units (including commanders and rezbots) given to allies have their buildspeed set to 0 for 30 seconds — they can still move and start builds, just can't make progress unassisted.
- Commanders can now be shared.
- Partially built units still can't be given (except for mex/geo upgrades or taking over a dead ally).
General:
- Napalm & Acid on Water - Napalm and acid weapons now create damaging area effects when hitting water or lava (not void). Areas on water have half duration. Submarines are immune to area damage.
- Lab Reclaim Refund - When a factory is reclaimed by you or an ally while producing a unit, the metal already spent on that unit is now refunded. No more losing that partially-built Titan's worth of metal.
- Map Lava - Lava now damages aircraft inside it as well, and also damages features (wrecks/rocks) that have no metal value. Also when hit: lava no longer displays water splashes!
- Area Attack Limiter - Prevents excessive area-of-effect spam (lag) by limiting how many area-attack commands can be issued in a short period. Bombers are excluded.
- Bomber No Air Target - Prevents bombers from targeting air units, fixing an edge case where bombers could be ordered onto air in unexpected ways.
- Fixed turret re-aiming behavior for several units including Garp and Pincer, aligning turret rotation speeds with their actual body turn rates.
- Cluster plasma projectiles now use shield radius when calculating deflection, instead of using a fixed value.
Misc Fixes
- EMP units can now manually target floating labs.
- Reclaim/resurrect progress bars are now hidden under fog of war.
- Transport + transportees are killed on the same frame (preventing stragglers).
- Overpen no longer breaks early on a dead unit or invalid feature.
- Area DoTs now use the largest of the area radius or the target's collision radius for hit detection.
- Preventing some self-flanking bonus cases
⚖️ Balance
Universal Brakerate & Sightdistance Patch
- Brakerate set to a minimum of 90 elmos/s² for vehicles (helps artillery stop cleanly at firing range) and 180 for radar/jammer bots.
- Sightdistance minimum set to 330 for vehicles, 380 for bots (except crawling bombs at 260). This notably improves Centurions, Fiends, rocket bots, cons, and some artillery.
- Legion also received brakerate/sightdistance treatment in a follow-up patch, matching the same standards applied to Armada and Cortex. See dedicated post for details: https://discord.com/channels/549281623154229250/697141979892416512/1500902036625952828
Misc Balance news:
- The Community Balance Modoption has been updated! See the tweaks the players came up with!
- Legion Balance Patch - read the full breakdown.
🖥️ UI & Quality of Life
New Widgets
- Unit Repeat Icons – Displays icons on units that have Repeat mode active.
- Unit Fire State Icons – Displays icons indicating a unit's current fire state (for Hold Fire and Return Fire).
PiP Improvements
- All PiP (Picture-in-Picture Minimap) keybinds are now fully configurable
- ALT+scroll now required to zoom in PiP (configurable), preventing accidental zoom.
- Activity tracking: smoother zoom and less aggressive zoom-in.
- Multiple bug fixes: shift-queuing, command queue, camera move, radar wobble accuracy, unit taken/transferred events.
Home Grid Prioritizes Advanced Labs & Gantries
The build grid home screen now puts Advanced Labs and T3 Gantries in the priority first row for advanced constructors, hover cons, and seaplane cons — ensuring they're always accessible regardless of how many items are in the build list.
ETA Timer for Feature Reclaim/Resurrect
Units reclaiming or resurrecting features (wrecks, rocks) now display an ETA timer, matching the behavior already present for building construction.
Total Buildpower in Info Card
The unit info card now shows a unit's total buildpower for builders, formatted in shorthand (e.g., 18.5k).
Restructured Restriction Modoptions
- New modoption: No Sea Units – bans all sea units.
- "No Tech 2" no longer also removes Tech 3.
- Removed the broken "No Defenses" option (to be re-thought).
keybinds
- Open chat and type
/set_camera_anchor [index]then move the camera and - type
/focus_camera_anchor [index]to recall the saved camera state. - fov [number] - Set Field of View to [number] or 45 degrees
- fov_inc [number] - Increase Field of View [number] or 5 degrees
- fov_dec [number] - Decrease Field of View [number] or 5 degrees
🎵 Music
- Objective Unfurled by Leon Devereux (menu track)
- Three Raptor tracks from West Basinger: Bioweapon, Adaptation, Biomass Reclamation.
- April Fools 2026 – Community remix submissions from the last "Call to Arms" event were added to the game as special event music.
Will Matchmaking be behind PayWall?
Hello,
Following the announcement, i have read 2 conflicting versions concerning muliplayer
1- Multiplayer will stay free only Single player will be paid
2-Matchmaking will be on the paid version
im newish player and i would like to know if i will be able to keep playing bar for free otherwise i don't feel like investing so much time into it if i won't be able to keep playing after steam release.
Thank you
Epic Fusion flown into enemy base
Seems there a mod that allows this.
So I'm now chev 3, and already put a lotta hours into the game in the past week+.
I've had 3 games precisely where the randos are super chill, patient, fun, and just looking for a good time. I've even been fortunate enough to make some friends in the UK (USA based here) that have experience and were thrilled to show me the ropes and offer advice.
However, that's about where the good experiences have ended. Outside of those 3 isolated incidents, the majority of the experience playing this game with real people has been a terrible experience. Experiences that my two new UK buddies with hundreds of hours of play have stated is very common.
I come from League of Legends, Overwatch, AoE2, and other games where toxicity reigns supreme, but the experiences I've had in BAR take the cake. There is SO MUCH hatred toward new players, so much impatience and intolerance.
Today alone, I was;
- Forced spectator because one of the teammates buddies wanted tech but I was just earlier in the pick order (not to mention the guy didn't say anything, so I had no idea he wanted tech or that there was an issue at all).
- In another lobby, I asked why the boss chose to play with different settings and one guy said "lobby leaders choice, if you don't like it just skip the lobby." When I replied, "The attitude isn't necessary? I was just curious" and called him condescending, I was banned out of the lobby.
- Was ENDLESSLY flamed in a 8v8 game mid match because, as a new player, I was expected to extrapolate what "just make spam" means (as the individual continued to spam that same message 10 more times like I understood what it meant.) while also trying to deal with the fact that my troll lane neighbor made SIX t1 radar jammers then dc'd. When getting stressed over being expected to know what "make spam" meant and stating that if I was doing something wrong they should have told me what to do different, I was called an entitled little shit.
This doesn't even cover the other toxicity I've experienced.
I'm really not trying to stir the pot or cause issues, and I want to learn and be better at the game! I grew up on Command & Conquer games, the Halo Wars games, Age of Empires, and WH40 Dawn of War, and so on.
Finding BAR was so awesome, but now I can't even get my buddies to play it again with me because they;ve all had similar experiences and were put off by it. I can't blame them, I don't expect any NEW player to continuously subject themselves to a playerbase that, while some are super fun and cool, others are just so polarizingly opposite of cool.
Is this an issue in the game? What have your experiences been if so?
Do you think this contributes to new players being gatekept out of a game that is genuinely SO FUN?
I just got gifted a copy of Tempest Rising from a friend's Humble Choice. No money was harmed in the making of this story.
I was looking forward to giving it a spin; classic Command and Conquer vibes, base building, single player campaign - all that good nostalgia stuff.
And yet.
The controls are just so frustrating. All the units just move to where you click. All of them. Then if there's an enemy nearby some of them will just run off to fight on their own. You can't line your infantry up in front of your tanks without ordering each guy individually to stand in a particular spot, and then once an enemy turns up they'll just go running off anyway!
This lack of fine control is compounded by there being multiple units even in the early campaign that do area damage. Have fun individually ordering your infantry to avoid rubbing into that flamethrower! Oh, and of course, units can only move OR shoot.
Oh, and per-unit abilities. Man. I do not miss those! Am I playing a MOBA or an RTS? Every damn unit has a special ability or combat mode, which just compounds how unwieldy everything is.
The UI is also frustrating. No range indicators on anything, except for some abilities - but only when you mouse over the ability button when you have selected that particular unit - or for when you're placing turrets. But once they are placed? Nah. No indicators of enemy ranges at all.
The resource model and base building are just different, and that's fine - but BAR's UI and control interface has made it so hard to enjoy other RTS games no matter what else the game might offer D:
Has anyone managed to overcome this pain to enjoy other RTS titles?
why are they called skimishers if they are so f'n slow!?
Idk about u but I like my energy in place and not moving up and down cuz of inconsistent winds. But I feel like id be behind a min or 2 cuz of building. What do u guys think? I like to calculate my energy and converters just the way I like it.
player offended by nickname?
it is so hilarious. i (ZjadlemKota) was banned from lobby for a nickname by catlover. FYI this nick translates to 'I ate a cat' and its just a miningless nickname
Buildpower display bar widget
https://gist.github.com/hclivess/bbaf85e5e6da526d4b63b0e40fad5d69
original idea by u/wesleybarlow8870
For example. Im pushing thugs on front early and opponent is microing rocket bots. I cant hit them so i back up and they keep creeping forward and i back up more. I dont know how to handle this.