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Metal, Energy & Build Power Economy Guide for Beyond All Reason & Tech Tutorial for base building скачать в хорошем качестве

Metal, Energy & Build Power Economy Guide for Beyond All Reason & Tech Tutorial for base building 5 месяцев назад

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Metal, Energy & Build Power Economy Guide for Beyond All Reason & Tech Tutorial for base building

New economy guide for Beyond All Reason in 2025, on how to gain metal, energy, build power and tech up to T2, upgrade metal mexes, convert energy to metal and build AFUS in T3. This tutorial will help you adapt to different map conditions, like no wind or many trees and starting positions or roles, like front, tech or eco in battles. These are two of the most popular 8v8 maps, All That Glitters and Supreme Isthmus as well as one of the more popular 1v1 maps and I use the Armada faction. ✅BAR Download link: https://www.beyondallreason.info/down... 💥Nuke Build Tutorial:    • Beyond All Reason Quick Nuke Build Tutoria...   🔷More BAR Guides:    • Beyond All Reason Tutorials & gameplay Guides   ⭐UPCOMING STRATEGY GAMES⭐    • New & Upcoming AAA and Indie games   👓Game Previews:    • PC Game Previews with gameplay and features   Chapters 0:00 2025 ECO Guide for BAR 0:56 8v8 Front Start & Economy 1:27 Vehicle Lab & Constructors 1:48 Metal extractors 2:04 Managing & Storing Energy 2:35 Scouts & Commander Walk 3:02 Converting Energy to Metal 3:20 Choice of vehicles on front 3:52 Unstable Wind & Energy 4:07 Build power & Con Turrets 4:57 Tips on Build power 5:55 T2 constructor & Mexes 6:25 8v8 Tech Start & Economy 6:56 Solar Collectors & Bot lab 7:14 Reclaim Trees into Energy 8:06 Energy storage & conversion 8:50 Storing Metal for T2 9:37 Reclaim bot management 9:59 Tech 2 Transition 10:53 T2 Con & T2 mexes 11:26 Butlers & Wind farms 12:29 Touch & Go Construction 12:56 Fusion Reactors & T2 Converters 13:32 Balancing Income with Build Power 14:04 T3 Advanced Fusion Reactor (AFUS) 14:28 Reclaiming T1 structures 15:11 1v1 Map with low wind 15:34 Mexes & Solar Collectors 15:38 Vehicle Lab & Com Walk 16:02 Frontline Solar Collectors 16:16 8vs8 Front/Tech back line 16:29 Bot lab & Rock metal reclaim 16:42 Wind Turbines & Converters 16:55 Self made T2 tech? Welcome to my economy guide for Beyond All Reason. Because BAR doesn't have a uniform start on its many maps nor the same conditions, for energy production and metal extraction, there isn't a single opening build to follow. While this makes it even harder to learn the game it also makes each match less predictable and more fun. This is why I will now do my best to teach you about the economy so you can adapt your playstyle to different conditions, starting positions or roles which you play in battles. I am going to limit my guide to two of the most popular 8v8 maps and one of the 1v1 maps and use the Armada faction as it will be familiar to you across my other guides which are linked in the description of this video. And in case you want to go for a nuclear missile rush build I have a video on that playlist covering that topic too. Since so many new players start multiplayer on the All That Glitters 8v8 map here is how you eco and build units for the first few minus on the middle front position. Because the commander spawns in turned towards the enemies I put the first metal mex up then left, and pre plan for a wind turbine next to each new mex. If the wind is low I will switch to a solar Collector. This time the wind is just at the edge of usefulness so I take a gamble and keep using wind turbines. Due to how wind is unpredictable you can always expect to be low on energy or wasting it with only wind turbines. You can give your extra energy to your team mates or just construct more energy converters. If you have a lot of metal and energy that is the perfect time to increase your build power. This is basically a third resource type in Beyond all Reason and a very important one. Because gaining resources is nothing if you can’t spend them fast enough to produce units and buildings. And you produce both with build power. This is why adding a constructor turret early to your base and in range of your labs and metal extractors is a must. Especially as you upgrade those metal extractors to level 2 which takes not just a lot of energy and metal but also time, which you reduce by having more build power. Essentially build power allows you to add energy and metal into a construction or recruitment project faster. Which is a must as everything costs progressively more in the second and third tech tiers. At the start of a match the commander and your constructors are your main source of build power but as the match progresses it is these construction turrets. They are very weak and can be blown up by the smallest of units which is why you need to both space them out and protect them. #BeyondAllReason#RTS#Guide

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