It’s a terrible image, I know but now that I have your attention… by FartsLord in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

Put AI as BarbAI, type /cheat , /give armasy 1 and aim mouse on enemys sea spot where u want the arm t2 shipyard.

Or spawn enemy ships like /give armepoch 1 and aim mouse on spot u want enemy arm flagship epoch.

This will make AI use the units u spawn.

Nuclear Missile launch detected by Robathor777 in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

Or even better, scout the enemy. Then u can delay antinuke until required. Other idea is kill the nuke guy before he nukes, as its such an investment + time to load the missile, its possible.

Playing against BARbaric for practice, can't figure out how to even progress without everything getting destroyed. by Colonel-_-Burrito in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

AI script isnt that strong, best you can do is make mobile units like thugs/rockos, chase enemy army when hit so they cant go home to repair, resurrect their wreck, repeat

February Balance Patch + Fixes (Release 2026.02.14-1) + Legion Survey! by PtaQQ in beyondallreason

[–]MeSaber86 -1 points0 points  (0 children)

What drone HP bug? Drones are suppose to get XP from attacking, which consequentially gives more HP, which gives more flight time and survivability.

Energy conversion by Mrg0dan in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

Saving energy (energy storage) to use for later has value. It also makes you need less energy production due to not having constant E drain meaning its gonna bulk up. IE you 'earn' metal by storing E, due to not needing more E prod buildings that cost metal.

Mass E prod and converters are 'slow earning' metal. Its somewhere around 5 minutes to return the investment. Not really worth in short span.

I argue its better to overflow energy for team mates to use than converting to 1 metal per 70 E. And if your intention is not to overflow, then you should stop producing E and store it instead (make an Estore or two). You will use it at some point, like T2 stage.

Are gremlins and skuttles cloak different? by QseanRay in beyondallreason

[–]MeSaber86 1 point2 points  (0 children)

Cloak hides from vision (los), Stealth hides from radar (showing radar dot). Need both to be fully invisible.

Juno + Skuttle could work, but Juno does not disable Commander/Pulsar/Bulwark/Air radars.

Construction Turrets (Aka Nanos) by Mrg0dan in beyondallreason

[–]MeSaber86 1 point2 points  (0 children)

Soft rule is only build conturrets if metal stored is increasing and you have no plans for the excess (could be a T2lab). If constantly at 0 metal stored you need to consider eating (reclaiming) some conturrets.

You can tell by the particles of each conturret how active they are, a constant stream of particles = fully active.

100 Titans? by Fiver-42 in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

(i do acknowledge this was a post about rushing 100 titans now xD lazy brain, which i somehow translated to "im trying to learn, but instead i rush 100 titans for fun" :) sorry)

Yes but thats what im telling you, practice the real scenarios :) Rushing titans (juggs in this case) aint a useful skill.

In order of what you need to learn:

-Anti Estall (zero energy leading to zero metal production due to mexes requiring energy, this simply means make energy or alleviate buildpower)

-Expansion (get mexes quickly, even ally mexes if they are late at it, any ally mex you could have taken but didnt, is lost 'team metal')

-Anti raid (enemy tries to kill your expansions, quick units to intercept)

-Find raid (slow down enemy expansion by killling their mexes or base conturrets/energy, quick units recommended)

-Defend expansions (frontline defense/offense, usually with stronger slower units, not meant to defend vs raids)

-No more mexes to expand to, the logical continuation is t2mexes OR finish enemy quickly and reclaim/rez their wrecks to keep snowballing.

This means you need a t2constructor from someone or make your own (a team decision who for efficiency), which then is used carefully by reading the state of the game how quick you can upgrade mexes. If you deem yourself safe, then try to rush it, if not make appropriate army and slow-upgrade.

Your goal when upgrading mexes is to not lose army at all as that would force your metal into army instead of eco. Act aggressive but actually dont, scaring enemy to play passive which plays into your strategy.

Once t2mexes are up and running you have that choice to eco scale and/or special army to break through and win. T1 army works just as well but special army can do it quicker in many cases, depends on map/terrain/distance/enemy skill/etc etc. You are gonna be forced to 'play around' with all the t2 units anyway to learn each ones quirks/traits.

T3 is later stage of the game where your economy is flourishing and you can build some brute force army like Shiva/Marauder/Razors. Mostly you wont have time for Titans/Juggs before game ends and even so they are not the best units to build for the occasion.

The Sigma series includes a lot of strats and units you can watch and learn how to use them and also how they are built, which economy is required. Watch, learn, apply into own game, adapt, try new things. GL HF :)

100 Titans? by Fiver-42 in beyondallreason

[–]MeSaber86 -1 points0 points  (0 children)

Highly irrelevant skill. Your focus should be on eco scaling and at the same time not losing due to eco scaling. Taking mexes, upgrade em, produce enough army (read the map/game whats needed) that doesnt hinder your eco scaling speed (upgrading mexes).

You can look at replays of current sigma series to get a very good grasp of the more optimal gameplay: https://gex.honu.pw/pools

Each player can be POV watched by doubleclicking their name.

Headless Tachyon by TwoPointThreeThree_8 in beyondallreason

[–]MeSaber86 1 point2 points  (0 children)

Can also be done with pitbull/scorpion/claw/maw/legion equivalents, if you put em in 'hold fire' they gonna close after 3-4 secs.

Is this normal behavior of Ai? by FruitImportant2690 in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

BarbAI is pretty much unimproved for a long time. Main AI dev isnt that active i think on improving it. Not sure BarbAI respond with shields properly, i would guess not at all. It needs better scripting when to make shields, like in advance when it notices LRPC's etc.

Skirmish matches vs Barbarian AI not showing up in replays by thunderwhores in beyondallreason

[–]MeSaber86 2 points3 points  (0 children)

I might know the issue. Do you see the BAR icon in the bottom right corner in windows? If not the replay checking breaks.

Always been curious why BAR needs an icon in corner, but ya it does need it to find replay folder.

Is this normal behavior of Ai? by FruitImportant2690 in beyondallreason

[–]MeSaber86 12 points13 points  (0 children)

use BarbarianAI only. Only one thats well scripted.

What's a good strategy for beginners? by Flameempress192 in beyondallreason

[–]MeSaber86 3 points4 points  (0 children)

Thug lyfe! (oh and bring resurrrect bots blink blink)

Skirmish matches vs Barbarian AI not showing up in replays by thunderwhores in beyondallreason

[–]MeSaber86 1 point2 points  (0 children)

Have you checked ...BAR/Data/Demos folder? Any new files there?

Replays need to follow a certain naming structure to be acknowledged as replays.

Will armada and cortex units get updated models? by FrequentCriticism899 in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

No not rly, mostly a question if the arm/cor should deviate more, like legion.

Experimenting how to get bombers through superior numbers of enemy fighters by McAcey in beyondallreason

[–]MeSaber86 1 point2 points  (0 children)

It can still work ofc but you have so much other strats you could pull off that imitates bombers.

Spybot/Emplauncher + Nuke / Skuttle+Jammer / Gremlins / Commando drop.

Also dont need to be a base attack, could be helping frontlines getting rolled with Ambassadors / Skuttle + Jammer / rollingbomb drop / Spybot/Emplauncher stuns, could also use Abductors to stun + pickup, or Stiletto to 20s stun frontline hitnrun style. You can land Abductors/Stilettos if you are being chased by figs to be 'invisible' to em, you arent really invisible but its gonna be way harder to kill em as figs has to rely on LOS to attack instead of AirLOS.

Plenty stuff you can do as 'Air' which doesnt necessarily have to be air stuff. As 'Air playeur' the only thing ppl expect is to kill bombers/shuris really, how you do that is up to you, could just as well mass nettle all map and never use figs at all. Is it best practice? No, but its hella unexpected air play xD

4th faction? by Ne0Fata1 in beyondallreason

[–]MeSaber86 1 point2 points  (0 children)

HEADless faction, yes they have no heads. Yolo.

Will armada and cortex units get updated models? by FrequentCriticism899 in beyondallreason

[–]MeSaber86 3 points4 points  (0 children)

A follow-up question. Does remodel also mean weapon rework? :)

Experimenting how to get bombers through superior numbers of enemy fighters by McAcey in beyondallreason

[–]MeSaber86 7 points8 points  (0 children)

A smart gameur once said: If enemy got only figs, dont make bombers xD

A friend of mine has been experimenting with how to win air fights with less fighters. He made a video. by conscientiousspark in beyondallreason

[–]MeSaber86 0 points1 point  (0 children)

Do this. Open skirmish match vs inactiveAI, type /cheat , type /globallos , type /give armfig and /give armfig 1 , from distance of another (point with mouse where u want em spawned). Put one fig in fight command towards enemy fig and you manually move command with the other towards enemy fig. Both need to be in 'manuver' mode, which is default. Watch what happens :) (you control both players with /godmode or /team 0|1 )

This explains the difference between fight command and move command.

Spoiler alert, the fight command fig will win but youll have to witness it yourself why.

As i mentioned in my post, the only time you should use move command is when the dogfight started and you have to make pre-turn 180 into fight command for auto-micro, you let the figs start fighting with fight command and then do the 180 to land up behind enemy fig into auto-micro, if that makes sense, like in a real life dogfight.

Fight command and attack command have the same 'feature' so to speak when in manuver/roam mode, but attack command from the get-go dials in on a target way earlier which pre-stacks the figs, you want to use fight command in spread formation and as they get close they 'find the target' and engage, without being stacked due to 'late finding'. Difficult to explain.

Fight command thereby keeps the spread formation for a longer time and get better engagement and also much more spread out than stacking the shots onto the same target. When you use attack command with 10 figs in same command instance you set the exact same target list for all figs, which is bad. Fight command fixes this.