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BAR and Zero-K Comparison

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I made a kind of comparison/review of BAR vs Zero-K. I'd be happy if anyone wants to format this in a nice pic or table and to post this somewhere in BAR space, as it might attract interest in ZK there. Please let me know if you notice I've left something out or it seems incorrect, I'll update. ZK is still my strong favourite, but I've tried to be as fair as I can.


Tech tree
BAR
-3 technology tiers, emerging 5-10 minutes apart
-Lower tier units often made obsolete by higher tiers
-Small units can be late-game spammed for scouting or decoys
-400+ units/structures across 3 factions so far
-Fewer unconventional units, factions have some similar units
Zero-K
-Flat tech tree, no tiers
-Most units available from start or very early
-Smaller units often remain widely used late-game
-200+ units/structures, 12 factories (quasi-factions)
-More unconventional units

Gameplay
BAR
-Medium or long matches
-Slower pace - strong sense of build-up/progression
-Focus on longer strategic moves
-APM/micro quite important for success (including base management)
-Strict player roles in large matches
Zero-K
-Shorter faster games (60-70% average match length)
-Large range of tactical options - many unconventional
-Focus on using correct counters and creative tactics
-APM/micro less important (superior unit AI)
-Very flexible roles in large matches
-Terraform feature allows terrain deformation. eg walls, towers


Economy
BAR
-Exponential economy curve - massive resources late-game
-Energy converters allow scaling in base
-Very strict build order, intense base management
Zero-K
-Economy curve has diminishing returns
-No energy converters - map/mex control essential
-Very loose build order, less base management

UI and performance
BAR
-Solid unit controls
-2,000 max units per player by default
-Less mods/options, but polished
-Better multicore CPU utilization
Zero-K
-Best-in-genre unit controls
-Unit limit technically 10,000, but lower than BAR in practice
-Larger variety of mods and options

Graphics/sound/maps
BAR
-Graphics - Great
-Sounds - Great
-Music - Excellent
-Maps - Great quality, less fun/silly maps
-For some reason, same maps often get played over and over
ZK
-Graphics - Some good, some dated, slight cartoonish art style
-Sounds - Ok
-Music - Very good
-Maps - Good quality, more fun/silly maps

Community
BAR
-Community size - Medium to large
-Multiple games of any size, available in any time zone
-Toxicity level in PvP rooms tends to be bad or extreme
-16 player maximum room size (with rare exceptions)
ZK
-Community size - Small
-Large matches not available in some time zones
-Some toxicity in larger matches
-22 player maximum room size (recently down from 32)

+6 / -0

18 hours ago
What is bar's equivalent of cloaked snitch?

I don't get the APM and micro comments. Every time I take a look at BAR, EVERY player, EVERYONE, plays fully zoomed out and controls icons. You never even see the unit models.

What micro can there possibly be?
+0 / -0
18 hours ago
Compare BAR vs Techk?
+0 / -0
One thing I will give to BAR over ZK is that ZK's website looks like absolute shit.

I don't intend on being mean here, and I know dev credits blah blah blah... but BAR's site looks really nice and zk.info is repulsive diarrhea barf mixture.

Compare this:

https://www.beyondallreason.info/unit/armflea

Beautiful. Graphs. 3d rotating model.

to this:

https://zero-k.info/mediawiki/Glaive

Information regurgitation with zero style.



I wonder if the best investment to ZK wouldn't be trying to match BAR's site.

EDIT:

There's also the welcome page.

BAR has pictures of gameplay, units in cool positions shooting at stuff. At most 3 short sentences for each picture. The graphical elements are taking most of the space. The site screams HERE! LOOK AT THIS! DON'T YOU WANT TO PLAY THIS?


Meanwhile, ZK.info seen in incognito was designed for 640x480, has one video (which is nice), and then the other pictures are like a pitch deck for investors.
+2 / -0
16 hours ago
I'd downgrade Zero-k's graphics to "Dated, Inconsistent". I don't think a modern gamer in 2025 would consider our graphics "Good".
Some models are decent, see Amphbots. However, things like Cloakbots, Jumpbots, Rover, etc are definitely extremely dated and in need of overhaul.
+2 / -0

16 hours ago
zk has terrorform.
+2 / -0
Updated based on graphics and terraform comments.

quote:
What micro can there possibly be?

I've got solid playtime in both, and my experience is that frontline PvP roles requires a lot of micro, particularly because you don't have any autoskirmish AI like in ZK. In BAR every individual player needs lots of well organized base structures too, so switching back and forth can be very APM heavy. I'm not much of a 1v1 player, so I'd be interested to hear from someone that is.

quote:
Compare BAR vs Techk?

That would be interesting to see, but I haven't played much TechK and thought vanilla comparison would be of more general interest especially to BAR players.

quote:
What is bar's equivalent of cloaked snitch?

They have a snitch like unit, and a cloaked skuttle-like version, but they don't get used much or in the same way. From my experience most of the micro comes from the skirmishing, which is unaided and constant in most battles.
+0 / -0
So basically same as in ZK, minus the various D skills/area attacks.

I don't know why people think ZK doesn't require micro. In 1v1 the difference in skill between two players is very clear if significant. The better player will lose next to nothing every encounter while inflicting a lot of damage.


Actually scratch that. I know why. People who think that never tried 1v1.
+0 / -0
9 hours ago
A bit snarky, but fair enough. Let's agree to disagree.
+0 / -0
I don't think it's a matter of agreement.

Multiplayer B2230062 6 on Random Plateaus v1.1

Just because the units can do smart things with default commands doesn't mean the player can't do better things overriding them.
+0 / -0


7 hours ago
ZK requires micro, BAR requires micro. The difference is in expressiveness. Perhaps the big difference is that in BAR micro is required for units to achieve their basic roles. But this only applies to most units, since Skuttle and Scythe don't exactly work without close attention. Also, BAR has the basics (eg line move), so someone who micros twice as hard in BAR than in ZK is going to have better controlled units.

The economic micro is also a good point. BAR has you micro your base and your army. Neglecting your base can run you into an avoidable stall or hamper your economic escalation. Neglecting your army causes it to stand still, or get baited, and picked off. ZK says you only have to micro your base when you want to make decisions about it (adding chunks of energy, a factory, a superweapon etc), and the unit AI gives you breathing space to look away from your army for longer. But you shouldn't actually leave your army to fend for itself, because there are frequent opportunities to make small judgements and micro the battle to a better position. And 1v1 is played on such a knife-edge that eking out this advantages is required.
+3 / -0