1 |
Hey, the guy with 59OS is here (well, the max I ever got in team games was 59OS, which was equivalent to top 12).
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1 |
Hey, the guy with 59OS is here (well, the max I ever got in team games was 59OS, which was equivalent to top 12).
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2 |
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3 |
I’ve played several thousand matches in BAR and ZK. You've highlighted many things already, but I’ll add more. There’s a clear distinction in gameplay modes: 1v1, small teams, FFA, and large team games. In BAR, these differences are even more pronounced than in ZK. Let’s start broadly — currently, if we’re talking about gameplay, ZK feels like a game that has reimagined and addressed a huge number of pain points from BAR and has moved far away from TA, whereas BAR remains conservative and close to classic TA.
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3 |
I’ve played several thousand matches in BAR and ZK. You've highlighted many things already, but I’ll add more. There’s a clear distinction in gameplay modes: 1v1, small teams, FFA, and large team games. In BAR, these differences are even more pronounced than in ZK. Let’s start broadly — currently, if we’re talking about gameplay, ZK feels like a game that has reimagined and addressed a huge number of pain points from BAR and has moved far away from TA, whereas BAR remains conservative and close to classic TA.
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5 |
Let’s begin with the most fundamental difference: the T1, T2, T3 tech system — which leads to disaster. I’ll explain briefly.
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5 |
Let’s begin with the most fundamental difference: the T1, T2, T3 tech system — which leads to disaster. I’ll explain briefly.
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6 |
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When talking unit power levels, ZK units are around T1.5 — they’re stronger than T1 units, with better turning radii, smoother handling, larger ranges, better DPS, etc.
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7 |
When talking unit power levels, ZK units are around T1.5 — they’re stronger than T1 units, with better turning radii, smoother handling, larger ranges, better DPS, etc.
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8 |
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Some BAR T2 units are stronger than ZK units, but not all.
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Some BAR T2 units are stronger than ZK units, but not all.
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11 |
T2 units are about 45% stronger than T1 units relative to cost, with the exception of artillery, where T2 is vastly stronger.
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T2 units are about 45% stronger than T1 units relative to cost, with the exception of artillery, where T2 is vastly stronger.
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The T2 factory costs 2900 metal — expensive, yes — but it gives access to very powerful units, even without upgraded mexes.
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The T2 factory costs 2900 metal — expensive, yes — but it gives access to very powerful units, even without upgraded mexes.
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At +30m/s, you can start building your T2 factory. In an 8v8 match, you reach this around the end of the opening stage (4–6 minutes in).
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At +30m/s, you can start building your T2 factory. In an 8v8 match, you reach this around the end of the opening stage (4–6 minutes in).
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So, if T2 units are stronger than T1, then rushing T2 becomes crucial. What stops two players from both investing in T2 factories and building units — even without upgrading mexes — since they’re generating +60m/s together? Nothing. This is what’s known as the cooperation problem. The player facing a cooperating enemy team loses their lane instantly.
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So, if T2 units are stronger than T1, then rushing T2 becomes crucial. What stops two players from both investing in T2 factories and building units — even without upgrading mexes — since they’re generating +60m/s together? Nothing. This is what’s known as the cooperation problem. The player facing a cooperating enemy team loses their lane instantly.
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19 |
In ZK this simply isn’t possible, because there are no overpowered units you can get that suddenly make you a god. (Paladin might be the one exception 😄)
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In ZK this simply isn’t possible, because there are no overpowered units you can get that suddenly make you a god. (Paladin might be the one exception 😄)
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21 |
In BAR, the cooperation problem has no solution, because any solution would just be cringe.
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In BAR, the cooperation problem has no solution, because any solution would just be cringe.
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==
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==
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You mentioned mexes not being super important earlier — actually, losing 3 mexes in BAR can cause you to lose the entire game, easily. That’s because you need resources, time, and breathing room to recover — and during that time, your opponent freezes the front line and techs to T2. Then you’re dead.
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You mentioned mexes not being super important earlier — actually, losing 3 mexes in BAR can cause you to lose the entire game, easily. That’s because you need resources, time, and breathing room to recover — and during that time, your opponent freezes the front line and techs to T2. Then you’re dead.
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==
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==
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GF wrote about APM — I liked his explanation. It’s important in both games.
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29 |
GF wrote about APM — I liked his explanation. It’s important in both games.
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30 |
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31 |
==
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==
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33 |
ZK reimagined all the garbage around resource mechanics and calculations, while in BAR it's a complete mess. I was 59OS and I couldn’t calculate in my head when I’d get an AFUS (ZK’s Singularity equivalent). Know why?
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33 |
ZK reimagined all the garbage around resource mechanics and calculations, while in BAR it's a complete mess. I was 59OS and I couldn’t calculate in my head when I’d get an AFUS (ZK’s Singularity equivalent). Know why?
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35 |
BAR units have three different cost types, and they’re all different:
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BAR units have three different cost types, and they’re all different:
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Metal
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Metal
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Energy
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Energy
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Build Time — yeah, meet this disgusting concept that’s also hidden in the GUI. ZK has it too, but as an intermediate value in a simple formula. In BAR, it’s a fixed stat.
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Build Time — yeah, meet this disgusting concept that’s also hidden in the GUI. ZK has it too, but as an intermediate value in a simple formula. In BAR, it’s a fixed stat.
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Here’s how it works in ZK:
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Here’s how it works in ZK:
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If a unit costs 100 metal, and your constructor has 10 BP, it takes 100 / 10 = 10 seconds, consuming 10m and 10e per second. It's absurdly simple.
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If a unit costs 100 metal, and your constructor has 10 BP, it takes 100 / 10 = 10 seconds, consuming 10m and 10e per second. It's absurdly simple.
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In BAR:
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In BAR:
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48 |
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49 |
The unit will have something like: 100 metal, 670 energy, 1500 build time.
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The unit will have something like: 100 metal, 670 energy, 1500 build time.
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Your constructor might have 90 BP.
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Your constructor might have 90 BP.
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Oh, and another joy — in BAR, metal is in tens, energy in hundreds.
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Oh, and another joy — in BAR, metal is in tens, energy in hundreds.
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54 |
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55 |
So you might have +27 m/s and +631 e/s. Energy is just arbitrarily x10.
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So you might have +27 m/s and +631 e/s. Energy is just arbitrarily x10.
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Now the unit will be built based on the constructor’s BP and the build time — and the energy and metal drain is calculated via a multiplier. It’s impossible to do this math in your head. And keep in mind — in BAR, economy and build orders are critical parts of gameplay. There are maps where a single delay in build timing by a few seconds can set you back 2 minutes and cost you the game — someone playing "by the book" will just win.
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57 |
Now the unit will be built based on the constructor’s BP and the build time — and the energy and metal drain is calculated via a multiplier. It’s impossible to do this math in your head. And keep in mind — in BAR, economy and build orders are critical parts of gameplay. There are maps where a single delay in build timing by a few seconds can set you back 2 minutes and cost you the game — someone playing "by the book" will just win.
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58 |
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59 |
ZK completely ditches all this trash, and thank God. BAR used to make me suffer so much I even modified LUA just to display energy in different units.
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59 |
ZK completely ditches all this trash, and thank God. BAR used to make me suffer so much I even modified LUA just to display energy in different units.
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60 |
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61 |
==
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61 |
==
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62 |
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63 |
In BAR there are two maps that the same group of players plays every day in 8v8. I played one of these and got up to 55OS. When I switched to random maps, I dropped to 42OS.
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63 |
In BAR there are two maps that the same group of players plays every day in 8v8. I played one of these and got up to 55OS. When I switched to random maps, I dropped to 42OS.
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64 |
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64 |
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65 |
ZK doesn’t have this issue.
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ZK doesn’t have this issue.
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66 |
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66 |
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67 |
==
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67 |
==
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68 |
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68 |
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69 |
With
mex-area
in
BAR,
the
designer
designs
a
shitty
path
between
mexes,
in
zk
it's
perfect.
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69 |
With
mex-area
in
BAR,
the
cons
designs
a
shitty
path
between
mexes,
in
zk
it's
perfect.
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70 |
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70 |
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71 |
==
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71 |
==
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72 |
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73 |
The commander in BAR is fun, he has this dgun - it adds spice, of course there are situations when the commander is used as a mini-nuke and dropped on the enemy.
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The commander in BAR is fun, he has this dgun - it adds spice, of course there are situations when the commander is used as a mini-nuke and dropped on the enemy.
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74 |
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75 |
By the way, the bar commander has a hidden damage multiplier from llt, that is, llt hits him harder :D
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75 |
By the way, the bar commander has a hidden damage multiplier from llt, that is, llt hits him harder :D
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76 |
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76 |
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77 |
==
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77 |
==
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78 |
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79 |
BAR is still behind ZK in map quantity. BAR’s 8v8 maps follow a very strict format, so you’ll end up playing ~6–8 maps on repeat. In ZK, you can run a 16v16 on basically any trash map — even if it turns into a Paladin rush, it’ll still be fun.
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BAR is still behind ZK in map quantity. BAR’s 8v8 maps follow a very strict format, so you’ll end up playing ~6–8 maps on repeat. In ZK, you can run a 16v16 on basically any trash map — even if it turns into a Paladin rush, it’ll still be fun.
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81 |
Why? In BAR, 8v8 gives each player a fixed lane and a fixed number of mexes — usually enough for a +22m/s economy to reach T2. Maps are pre-divided into “who gets what mexes,” and players memorize these as a core skill. It gets to the point where people argue over mexes. I’ve had people flame me over this — once I spawned on the wrong spot (I didn’t know the convention), someone typed !stop and called me a troll. I genuinely didn’t understand what I did wrong. After that, the devs added spawn circles to show where to go. It feels like they did it because of me 😅
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81 |
Why? In BAR, 8v8 gives each player a fixed lane and a fixed number of mexes — usually enough for a +22m/s economy to reach T2. Maps are pre-divided into “who gets what mexes,” and players memorize these as a core skill. It gets to the point where people argue over mexes. I’ve had people flame me over this — once I spawned on the wrong spot (I didn’t know the convention), someone typed !stop and called me a troll. I genuinely didn’t understand what I did wrong. After that, the devs added spawn circles to show where to go. It feels like they did it because of me 😅
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83 |
In ZK, you can spawn wherever the hell you want — nobody cares. You can build all the mexes — nobody cares. It’s chill as hell.
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83 |
In ZK, you can spawn wherever the hell you want — nobody cares. You can build all the mexes — nobody cares. It’s chill as hell.
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84 |
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85 |
===
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===
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86 |
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87 |
While we’re at it — spawning in BAR sucks because commanders are all one type — the equivalent of ZK’s combat com. In ZK you can pick jumpcom, which gives you terrain mobility, changing opening strategies.
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87 |
While we’re at it — spawning in BAR sucks because commanders are all one type — the equivalent of ZK’s combat com. In ZK you can pick jumpcom, which gives you terrain mobility, changing opening strategies.
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88 |
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89 |
BAR still makes you build a factory for 30 seconds every match — wasting my life! ZK said: "Hey, why are we building this trash every game? Let’s not waste people’s lives."
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89 |
BAR still makes you build a factory for 30 seconds every match — wasting my life! ZK said: "Hey, why are we building this trash every game? Let’s not waste people’s lives."
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90 |
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91 |
Also, terraform gives cool tricks in the opening — lets you go places.
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91 |
Also, terraform gives cool tricks in the opening — lets you go places.
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92 |
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92 |
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93 |
And since BAR only has two viable opening factories — cloak and rovers — the openings are super repetitive.
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93 |
And since BAR only has two viable opening factories — cloak and rovers — the openings are super repetitive.
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94 |
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94 |
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95 |
==
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95 |
==
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96 |
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97 |
Repetitiveness — that’s the reason why BAR 1v1 is trash compared to ZK 1v1. No wonder @Godde doesn’t want to play BAR.
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97 |
Repetitiveness — that’s the reason why BAR 1v1 is trash compared to ZK 1v1. No wonder @Godde doesn’t want to play BAR.
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98 |
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99 |
Here’s the deal: in BAR 1v1, you only really play bots and rovers (really 4 factories due to ARM/COR, but unit roles are basically the same). And as I said, ZK’s units are like T1.5 — they’re just better and more fun to use. BAR’s T1 units suck. Most games never even reach T2, so you’re stuck with T1 — which is frustrating. There’s also air in BAR with a couple of metas, but ZK has two air factories too.
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99 |
Here’s the deal: in BAR 1v1, you only really play bots and rovers (really 4 factories due to ARM/COR, but unit roles are basically the same). And as I said, ZK’s units are like T1.5 — they’re just better and more fun to use. BAR’s T1 units suck. Most games never even reach T2, so you’re stuck with T1 — which is frustrating. There’s also air in BAR with a couple of metas, but ZK has two air factories too.
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100 |
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101 |
In ZK you get 6 factory options, 4 commander variants, and a well-developed unit classification theory. ZK also follows a design philosophy: each unit should be unique, not just another version of something else. Balance changes follow this philosophy. Compare Moderator vs Ronin, for example. In BAR, both factories give you "Ronin" — one just walks 8% faster.
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101 |
In ZK you get 6 factory options, 4 commander variants, and a well-developed unit classification theory. ZK also follows a design philosophy: each unit should be unique, not just another version of something else. Balance changes follow this philosophy. Compare Moderator vs Ronin, for example. In BAR, both factories give you "Ronin" — one just walks 8% faster.
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102 |
\n
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102 |
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103 |
ZK dominates in 1v1.
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103 |
ZK dominates in 1v1.
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104 |
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104 |
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105 |
==
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105 |
==
|
106 |
\n
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106 |
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|
107 |
UI
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107 |
UI
|
108 |
\n
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108 |
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109 |
In BAR, I cannot move the minimap to the bottom-right corner and have it stay there permanently. I hate that. Know what I hate more? That I can’t see unit HP — it’s in the bottom-left corner. Also, Ctrl+A doesn’t work well to select metal extractors, because selected units only show up in a 20-pixel strip at the bottom left. There’s no reason for this. ZK solves all of this elegantly.
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109 |
In BAR, I cannot move the minimap to the bottom-right corner and have it stay there permanently. I hate that. Know what I hate more? That I can’t see unit HP — it’s in the bottom-left corner. Also, Ctrl+A doesn’t work well to select metal extractors, because selected units only show up in a 20-pixel strip at the bottom left. There’s no reason for this. ZK solves all of this elegantly.
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110 |
\n
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110 |
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111 |
By the way, I made a GitHub post about this, and BAR devs added a grid menu (ZK-style build layout). That made me happy — probably one of the reasons I was able to enjoy BAR.
|
111 |
By the way, I made a GitHub post about this, and BAR devs added a grid menu (ZK-style build layout). That made me happy — probably one of the reasons I was able to enjoy BAR.
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112 |
\n
|
112 |
\n
|
113 |
==
|
113 |
==
|
114 |
\n
|
114 |
\n
|
115 |
ZK’s "Attack and Move" is amazing. BAR has a sad imitation of this. It’s funny to see Randy try to A-move in BAR 1v1 by reflex 😆
|
115 |
ZK’s "Attack and Move" is amazing. BAR has a sad imitation of this. It’s funny to see Randy try to A-move in BAR 1v1 by reflex 😆
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116 |
\n
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116 |
\n
|
117 |
==
|
117 |
==
|
118 |
\n
|
118 |
\n
|
119 |
8v8 BAR vs 16v16 ZK
|
119 |
8v8 BAR vs 16v16 ZK
|
120 |
\n
|
120 |
\n
|
121 |
Here, BAR wins.
|
121 |
Here, BAR wins.
|
122 |
\n
|
122 |
\n
|
123 |
In ZK, you're always in a low-metal situation. You only get bonus metal from reclaim, and OD strategy (overdrive) isn’t viable at high ranks — at higher levels, you’re expected to output team DPS.
|
123 |
In ZK, you're always in a low-metal situation. You only get bonus metal from reclaim, and OD strategy (overdrive) isn’t viable at high ranks — at higher levels, you’re expected to output team DPS.
|
124 |
\n
|
124 |
\n
|
125 |
ZK team matches revolve around long, sustained DPS output using whatever meta exists. That might mean sniping with Lancets or Impalers. You’re controlling a few dozen units just to snipe enemy units — not even managing mexes or energy. No real challenge.
|
125 |
ZK team matches revolve around long, sustained DPS output using whatever meta exists. That might mean sniping with Lancets or Impalers. You’re controlling a few dozen units just to snipe enemy units — not even managing mexes or energy. No real challenge.
|
126 |
\n
|
126 |
\n
|
127 |
In BAR, I’m 1v1 on my lane. My job is to kill the opponent, break the line, and then flank and destroy other noobs. That’s satisfying. I manage more units. BAR T2 is more dynamic than ZK units. BAR T3 is better than ZK’s Striders factory because it has dynamic, rhythm-based hard-hitting units. I’m also annoyed by some ZK metas — Newt and JJ, Iris + Puppies or Snitch. Feels like a clown juggling swords — not serious.
|
127 |
In BAR, I’m 1v1 on my lane. My job is to kill the opponent, break the line, and then flank and destroy other noobs. That’s satisfying. I manage more units. BAR T2 is more dynamic than ZK units. BAR T3 is better than ZK’s Striders factory because it has dynamic, rhythm-based hard-hitting units. I’m also annoyed by some ZK metas — Newt and JJ, Iris + Puppies or Snitch. Feels like a clown juggling swords — not serious.
|
128 |
\n
|
128 |
\n
|
129 |
Even the giant T3 Pyro is fun.
|
129 |
Even the giant T3 Pyro is fun.
|
130 |
\n
|
130 |
\n
|
131 |
==
|
131 |
==
|
132 |
\n
|
132 |
\n
|
133 |
Balance
|
133 |
Balance
|
134 |
\n
|
134 |
\n
|
135 |
Let’s go.
|
135 |
Let’s go.
|
136 |
\n
|
136 |
\n
|
137 |
Ships in BAR are total trash. Their range is increased, like in ZK, but ZK has semi-amphibious factories that can fight back against ships. Not so in BAR. There are no such factories — shipyard is permanently stronger than any land factory, even T2. And T2 shipyard beats even land T2s. Now brace yourselves — there’s a ship called Flagship. It has a completely insane attack range — more than ZK’s Shogun. Further than Merlin. When this thing shows up, your units just die. BAR has no mechanic to counter the Flagship. Whoever wins water, wins the map — full stop.
|
137 |
Ships in BAR are total trash. Their range is increased, like in ZK, but ZK has semi-amphibious factories that can fight back against ships. Not so in BAR. There are no such factories — shipyard is permanently stronger than any land factory, even T2. And T2 shipyard beats even land T2s. Now brace yourselves — there’s a ship called Flagship. It has a completely insane attack range — more than ZK’s Shogun. Further than Merlin. When this thing shows up, your units just die. BAR has no mechanic to counter the Flagship. Whoever wins water, wins the map — full stop.
|
138 |
\n
|
138 |
\n
|
139 |
BAR’s air is also trash. Though ZK has started showing similar issues in recent patches. BAR interceptors can’t shoot ground targets — they’re useless. There are tons of land-based T1 AA turrets that aren’t effective, with dumb AI. There are 3 types, but it doesn’t matter which you build. Meanwhile, T2 AA is great. ZK air is more about sniping, stunning, and fun interactions. BAR has Shuris (Gnat analog), but with 100% accuracy. BAR air is a mix of GS and ZK’s air plant. T1 has Locust-style planes (for ARM faction), but weak and no DPS — only rarely useful for sniping commanders in FFA. Bombing bases to kill Winds with bombers — well, ZK’s Phoenix is similar, but Phoenix can hit ground units too. BAR bombers are useless on the front line — AA deals massive damage. Just three 90-metal AA turrets will wipe out a bomber swarm. Not worth it — better to go T2.
|
139 |
BAR’s air is also trash. Though ZK has started showing similar issues in recent patches. BAR interceptors can’t shoot ground targets — they’re useless. There are tons of land-based T1 AA turrets that aren’t effective, with dumb AI. There are 3 types, but it doesn’t matter which you build. Meanwhile, T2 AA is great. ZK air is more about sniping, stunning, and fun interactions. BAR has Shuris (Gnat analog), but with 100% accuracy. BAR air is a mix of GS and ZK’s air plant. T1 has Locust-style planes (for ARM faction), but weak and no DPS — only rarely useful for sniping commanders in FFA. Bombing bases to kill Winds with bombers — well, ZK’s Phoenix is similar, but Phoenix can hit ground units too. BAR bombers are useless on the front line — AA deals massive damage. Just three 90-metal AA turrets will wipe out a bomber swarm. Not worth it — better to go T2.
|
140 |
\n
|
140 |
\n
|
141 |
BAR air is fragile and only useful in a few narrow patterns.
|
141 |
BAR air is fragile and only useful in a few narrow patterns.
|
142 |
\n
|
142 |
\n
|
143 |
ZK has a unit-type theory — think of it like rock-paper-scissors, but for unit interactions:
|
143 |
ZK has a unit-type theory — think of it like rock-paper-scissors, but for unit interactions:
|
144 |
\n
|
144 |
\n
|
145 |
Raider
|
145 |
Raider
|
146 |
\n
|
146 |
\n
|
147 |
Riot
|
147 |
Riot
|
148 |
\n
|
148 |
\n
|
149 |
Sub-Arty
|
149 |
Sub-Arty
|
150 |
\n
|
150 |
\n
|
151 |
Assault
|
151 |
Assault
|
152 |
\n
|
152 |
\n
|
153 |
Arty
|
153 |
Arty
|
154 |
\n
|
154 |
\n
|
155 |
Raider beats Sub-Arty.
|
155 |
Raider beats Sub-Arty.
|
156 |
Riot beats Raider, but not vice versa.
|
156 |
Riot beats Raider, but not vice versa.
|
157 |
Sub-Arty beats Riot.
|
157 |
Sub-Arty beats Riot.
|
158 |
\n
|
158 |
\n
|
159 |
These types are created by tuning unit parameters — speed, range, HP, DPS, AoE, etc.
|
159 |
These types are created by tuning unit parameters — speed, range, HP, DPS, AoE, etc.
|
160 |
\n
|
160 |
\n
|
161 |
No unit has two overlapping types — otherwise it can't be countered properly.
|
161 |
No unit has two overlapping types — otherwise it can't be countered properly.
|
162 |
\n
|
162 |
\n
|
163 |
BAR wants to have this unit-type theory, but it’s weak. In BAR, the golden rule is:
|
163 |
BAR wants to have this unit-type theory, but it’s weak. In BAR, the golden rule is:
|
164 |
\n
|
164 |
\n
|
165 |
The longer a unit’s range, the stronger it is 😆
|
165 |
The longer a unit’s range, the stronger it is 😆
|
166 |
\n
|
166 |
\n
|
167 |
Great example — compare Glaives/Sling to Sprinter/Sheldon.
|
167 |
Great example — compare Glaives/Sling to Sprinter/Sheldon.
|
168 |
\n
|
168 |
\n
|
169 |
In ZK, Glaives (Raiders) can close in and kill Sling (Arty) with minimal losses. That’s balance.
|
169 |
In ZK, Glaives (Raiders) can close in and kill Sling (Arty) with minimal losses. That’s balance.
|
170 |
\n
|
170 |
\n
|
171 |
In BAR, Sprinters (Raiders) can’t even reach Sheldons (Arty) — they’ll die or take massive losses. Sheldon has perfect accuracy, tight turning, etc. It's technically a slow Raider, but functions like a sniper.
|
171 |
In BAR, Sprinters (Raiders) can’t even reach Sheldons (Arty) — they’ll die or take massive losses. Sheldon has perfect accuracy, tight turning, etc. It's technically a slow Raider, but functions like a sniper.
|
172 |
\n
|
172 |
\n
|
173 |
BAR has weak Riot design. There’s basically just the T1 Reaper. ZK’s Riot system is fully fleshed out. Also, Flea in BAR is stronger than in ZK — because in ZK, everything with AoE can kill it. Its biggest counter is Kodachi — one AoE shot deletes a swarm.
|
173 |
BAR has weak Riot design. There’s basically just the T1 Reaper. ZK’s Riot system is fully fleshed out. Also, Flea in BAR is stronger than in ZK — because in ZK, everything with AoE can kill it. Its biggest counter is Kodachi — one AoE shot deletes a swarm.
|
174 |
\n
|
174 |
\n
|
175 |
==
|
175 |
==
|
176 |
\n
|
176 |
\n
|
177 |
I could write much more about other differences — like FFA — but this is already super long.
|
177 |
I could write much more about other differences — like FFA — but this is already super long.
|
178 |
\n
|
178 |
\n
|
179 |
PS I would also like to add that the OS rating system is complete crap, while WHR is a divine creation!
|
179 |
PS I would also like to add that the OS rating system is complete crap, while WHR is a divine creation!
|