BAR game balance and the turtling debate
BAR's balance draws comparison to Supreme Commander while maintaining its own identity. Turtling versus expansion is an ongoing strategy debate.
Tags: beyond all reason, game balance, turtle, defense, economy, hovertank
Is BAR balanced
New players coming from other RTS titles sometimes question BAR's balance. Experienced players argue the game is actually overbalanced, with unit trade-offs and economy math working out more evenly than most alternatives. The balance team continuously adjusts numbers based on leaderboard data and tournament results.
The turtling problem
Some BAR players build heavy static defenses and refuse to expand. This creates slow, resource-heavy games where defense spending outpaces economy by wide margins. A player might spend 2000 metal on turrets compared to an attacking player spending 10000 energy on a 39 unit push. The defense can still fall if the attacker commits enough resources.
Hover units demonstrate this principle. While less metal efficient than other options, their energy investment scales faster, and massed hover pushes overwhelm concentrated defensive lines.
Why players turtle
Turtling appeals to players who prefer controlled, low-risk positioning. The problem is that static defenses scale poorly against coordinated multi-factor assaults. BAR's terrain and mobility options exist to punish players who refuse to expand and scout.
Creed of Champions and aggressive learning
Creed of Champions training encourages players to expand, push, and engage rather than sit behind defenses. Training sessions expose turtling players to varied attack patterns so they learn when to push and when to hold. The goal is well-rounded players, not specialists in one position.
[Crd] One of the few places where you can for sure coordinate with people in matches with a good supportive attitude. Everybody tends to be understanding and constructive.