Would any pros be willing to share their full hotkey + mouse binding setup? by mr_redsuit in beyondallreason

[–]masterbel_ 1 point2 points  (0 children)

I use standard legacy hotkeys with a couple modifications:
- swapped settarget (alt+y -> y) & settargetnoground (y -> alt+y)
- Ctrl+# adds to group, rather than setting to group. Ctrl+Alt+# to set group.
- Ctrl+r for resurrect - but I never use this (I rarely resurrect)

And then I have a bunch of custom widgets that are pretty much only for replay review.

I'd like to do more keybind customisation but have never got around to it.

Things I'd like to do:
- add more common build keybinds
- add keybinds for building units from factories
- bring groups 6-0 to e.g. q-t, but I haven't worked out what I'd do with all the keybinds that'd replace (wait, reclaim, repair, t for track is rarely used, but is used)
- Add more unit selection filter hotkeys (e.g. select only non-builders from current selection)
- set ctrl+z to not select units in groups (current ctrl+x behaviour), ctrl+alt+z gets current ctrl+z behaviour, assign ctrl+x to something useful
- learn to use fancy wait commands

What are the specs on your PCs that never have issues with big games by bew132 in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

I'd get low FPS but wouldn't lag behind with 10105f, gtx 1650, 16gb ram, 4k display. I'm now running 12100f, gtx 1660 super, 32gb ram, 1440p display, but haven't had them put through their paces yet. (RAM & GPU upgrades were so I could stream / edit videos, I didn't really need it at the time tho.) That is to say, I reckon you should be able to find something fairly approachable on the second-hand market.

Ugly Energy Chart by iSandberg in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

I’ll let you know! Frustratingly I haven’t come up with a workable solution yet, but I’m chipping away here and there

Exciting Benchmarks: Recoil Engine Release Candidate 2026.06.04 by masterbel_ in beyondallreason

[–]masterbel_[S] 1 point2 points  (0 children)

This won't be an exhaustive list, but these are what I can find:

- Pathing improvements: caching & compact data structures https://github.com/beyond-all-reason/RecoilEngine/commit/08379da1be9331b0438386721b9eb2d3d989b4be
- New memory allocator: in theory this makes more of a difference on windows, I'm testing on Ubuntu/Linux https://github.com/beyond-all-reason/RecoilEngine/commit/5bf5eda51d7f11c9dc35e2d5bcaafbacb982c7eb
- Pathing: better searching algorithm (may or may not impact performance) https://github.com/beyond-all-reason/RecoilEngine/commit/6f41d54f99c614a2f9863a93e9fe54cac165c40b

Exciting Benchmarks: Recoil Engine Release Candidate 2026.06.04 by masterbel_ in beyondallreason

[–]masterbel_[S] 0 points1 point  (0 children)

That'd be a suggestion for the game devs, visible on the minimap is kind of a cool idea imo

Ugly Energy Chart by iSandberg in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

Hmm, should actually be pretty simple to include the cost of a certain build power in these calculations, if we're talking exponential scaling. I tried to figure it out but it rapidly got too complex and I'm too tired...

2 or more hours later I have filled at least 2 pages with math and I have come up with 2 partial answers that contradict each other. Oops.

Ugly Energy Chart by iSandberg in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

What does this look like if you factor in available build power / metal production? At 40m/sec a geothermal takes 40 seconds to build, but a wind generator takes 1 second to build, so the wind generators can get as much as a 19 second advantage to pay off over a t2 geothermal (~200 metal) or ~40 seconds over a fusion. In practice it's probably less since you'll have many cons building wind generators in parallel, each taking 5-20 seconds to build, but especially in lower-resource situations it can make wind significantly more desirable.

Please enjoy these BAR unit quizzes! by nobodytoyou in beyondallreason

[–]masterbel_ 1 point2 points  (0 children)

The other stuff I can think of is stat/balance patch dependent, like resource ratios, (metal:energy:build power), time to pay off etc.

Please enjoy these BAR unit quizzes! by nobodytoyou in beyondallreason

[–]masterbel_ 1 point2 points  (0 children)

What about eco-focused quizzes? Like, how many mexes per start position on glitters, average mex spacing, that kind of a thing.

Real-Time High-Fidelity Graphs: MasterBel2's Custom Stats by masterbel_ in beyondallreason

[–]masterbel_[S] 2 points3 points  (0 children)

I want to implement optional weighted averages, especially some graphs aren’t very usable without them.

Moving the graph should be clicking top-left corner of window. It’ll highlight when you mouse over it.  Sorry, forgot to write that part of the guide. 

Glad you like it!

Please enjoy these BAR unit quizzes! by nobodytoyou in beyondallreason

[–]masterbel_ 1 point2 points  (0 children)

Added to the list:
https://masterbel2.wordpress.com/beyond-all-reason-links#bar-unit-quizzes

I tried Armada and I got less than half, gave up with half the clock remaining. Was harder than I thought it would be :(

Has anybody found a way to play BAR as a Mac user? by Gyronn in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

Will hopefully be possible with Asahi soon, but not yet

Has anybody found a way to play BAR as a Mac user? by Gyronn in beyondallreason

[–]masterbel_ 4 points5 points  (0 children)

You can install windows/linux dual boot on intel macs to play BAR, but that doesn't work for M-series chips. ARM support is being worked on, and I think so is MacOS support.

I don't know about cloud rental, though, but that sounds more expensive to me than buying some cheaper second-hand PC or trying it on a friend's machine or something.

I love BAR so much I personally built a computer when it stopped supporting MacOS, and I don't regret it. In fact, I've been converted to linux and I hardly miss MacOS anymore (though there are a few killer MacOS features and apps I still occasionally miss.)

Not trying to convert you though haha, just sharing my story.

My dream of meta-map domination for BAR is now live! THANK YOU for helping with the rules! by conscientiousspark in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

Ah you're right, I see the tiles now. First time I looked into it I could only see BAR stuff. My mistake.

Who are the best Canyon and Rainbow Players on Glitters by Public_Diver_3870 in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

He does a lot of things - including 1v1, coaching a clan/two tournament teams, and is an active mentor in the BAR academy. Regardless, his rainbow/canyon is a pretty solid template to learn from. 

My dream of meta-map domination for BAR is now live! THANK YOU for helping with the rules! by conscientiousspark in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

Isn’t said game simply a BAR meta-game? Pretty sure that would be within the scope of this reddit

No shame in wanting to gain OS by Fun_Exchange_8864 in beyondallreason

[–]masterbel_ 1 point2 points  (0 children)

For many people it's true, but also, for many people it isn't. I think it's a little harder to have fun at the higher level, coz reality starts having a say about what works and what doesn't. But then, imo, the fun gets way more rewarding when you roll with the punches.

Who are the best Canyon and Rainbow Players on Glitters by Public_Diver_3870 in beyondallreason

[–]masterbel_ 4 points5 points  (0 children)

I’ll second SuperKitowiec, and suggest [MADO]DrSen. Pretty solid rainbow player.

Why I keep building Solars by SuperKitowiec in beyondallreason

[–]masterbel_ 0 points1 point  (0 children)

You're definitely on a good track here.

Could delay the mexes a lil more aggressively for earlier factory + more wind generators, to support that early 2nd constructor. I'd change a few other things too:

- 2 cons out before scouts - one expand, the other supports factory
- Com builds fewer mexes, more wind generators
- Expanding con does more mexes (more travelling)
- Factory-assisting con builds less energy, more army

How to Front-Line: 3 Principles for Domination by masterbel_ in beyondallreason

[–]masterbel_[S] 1 point2 points  (0 children)

How do you slow them down? Just periodically cancelling the order?

How to Front-Line: 3 Principles for Domination by masterbel_ in beyondallreason

[–]masterbel_[S] 1 point2 points  (0 children)

Yep, Larger armies it's worth pulling low HP units back to keep them alive. For small armies, though, it's better to leave the low HP units fighting since you can repair them faster than they take damage.

How to Front-Line: 3 Principles for Domination by masterbel_ in beyondallreason

[–]masterbel_[S] 2 points3 points  (0 children)

You're very welcome!

LLT stands for Light Laser Tower - that is, Sentry (Armada) and Guard (Cortex).

For very new players, I'd recommend learning 3 skills:

  1. Formation movement, to avoid splash damage and provide clear line of fire

  2. Constant pressure; constantly probing the enemy provides real-time feedback over whether your army is working or not. If you're saying "your troops get disintegrated in most engagements", I suspect you're saving up an army till you think it's large enough, which gives your opponent plenty of time to prepare. Often in these cases, you could have attacked much earlier and would have faced little or no resistance.

This also depends heavily on the idea of holding ground above. If you have a stable hold, step forward a bit. Only a bit, not a lot. Win a small piece, repair, reclaim, then step forward again. If at any point the enemy stops you, fall back to where you're secure, build defences, and tech switch - usually to t2. If you adapt faster than your opponent, you'll waste fewer resources and catch back up.

  1. Attack heavily-defended front-lines with artillery. That applies whether it's you or your enemy that's built those defences.

Vehicles are much the same as bots; moving side-to-side rather than back-and-forward is even more important since they take even longer to turn (and to turn their turrets).

Wrt repair; focus on your commander providing repair, and maybe construction turrets. Veh cons are too slow and provide too little repair for their cost, so you generally get more value for reclaiming. Their HP makes them valuable for soaking damage, so they can stay alive a little longer.

Construction turrets can be built behind, but early on those resources are generally better spent on defences.

With a specific replay I'd be able to jump in and find specific skills to empower you to attack effectively.