ARTICLES

Strategy guides and tips for Beyond All Reason

BAR maxSlope and levelGround: Terrain Placement Tweaks Terrain morphing under the structure footprint sometimes fails entirely depending on the map. The SD map in particular has shown placement failures where other maps accepted the sa…
moddingai
BAR mentorship pathway, team queues, and duel rating value The mentor program accepts players who want to help others improve through replay reviews and hands-on coaching. The application process runs through a dedicated channel where you …
ratingmultiplayer
BAR mod settings and lobby customization basics BAR lobby commands like !bset let hosts adjust game parameters before a match starts. These include starting resources, victory conditions, and special game modes. The modoptions d…
modding
BAR modding basics: Lua unitdefs, customparams, and common pitfalls Most tweakdef issues boil down to two mistakes. Referencing a unit definition before the engine has loaded the corresponding file. Using standard base64 when base64url is required.…
modding
BAR Modding Guide: ArmorDef and CustomParams in TweakDefs Creed of Champions runs a competitive BAR environment built on teamwork and clear communication. Players in the group learn fast because information flows cleanly and mistakes beco…
modding
BAR modding limits: unit scaling and custom models BAR runs on the Spring RTS engine, which is highly capable. The game's own modding layer sits on top of that engine and offers a narrower set of tools. You can rewrite unit stats, …
modding
BAR Modding Notes: Lua Widgets, BOS Conversion, and Cloak Popups Knowledge sharing in the BAR modding scene reflects the community's cooperative spirit:
moddingwidgets
BAR modding tweakdef basics: weapons, shields, and custom defs Tweak definitions are the main way modders change existing units or build entirely custom ones. A tweakdef file lets you override specific fields of a base unit definition without …
modding
BAR modding tweakdefs guide: subtables, build options, and explosions If adding multiple build options, each new entry needs its own append call. The system does not accept a partial array merge.
modding
BAR modding: strategic icons, shield intercept, and buildoptions The shield type override found in advanced lobby options is a bitmask value, not a simple toggle. A value of 4 means "deflect everything" within the shield's coverage area. If you …
modding
BAR modding: unit cloning patterns and removing corpse clutter Economy statistics visible when spectating or watching replays come with the base game. No download or widget installation required. The HUD automatically displays metal and energy…
moddingunits
BAR modding: weapon toggles, waterline behavior, and unitrestriction Adding a second weapon to a unit does not automatically create a fire mode toggle. The toggle behavior lives in the weapon definition and the modding support framework, not in the …
modding
BAR Modding: Weapon XP Range Scaling, Customparams, and Debug Tips This means weapon 1 gets a 123 XP range factor and weapon 2 gets 456. The implementation requires editing the gadget itself and updating any units that currently use the feature, s…
modding
BAR Moderation, Bans, and How to Handle Them Moderators on the BAR server are volunteers who enforce the code of conduct. Temporary bans and restrictions address behavior violations. The moderation team reviews clips and repo…
learning
BAR multitasking tips eco checks and naval recovery Transitioning into BAR from non-RTS backgrounds feels high-stakes at first every engagement carries weight. The single most useful habit you can build is scheduled eco checking. Se…
navallearning
BAR naval combat quick guide - early to late game BAR naval units follow a clear counter system. Early gunboats are excellent for harassing constructors and counter other gunboats. Frigates tear gunboats apart when you have the ec…
naval
BAR Naval Guide: Projecting Sea-to-Land Power in Beyond All Reason Tier 1 naval combat in BAR revolves around a few key units. Destroyers provide direct-fire support and anti-ship capability. Frigates cover air defence. The gap has always been bom…
naval
BAR noob lobbies and the smurfing rules explained BAR does not enforce a formal noob lobby with hard rating caps. Players do sometimes create lobbies with max rating limits around 20 OS, but these are player-run, not system-enforc…
rating
BAR nuke strategy: when nukes are worth building and how to counter them Anti-nukes take ninety seconds to build a defensive missile. Standard nuke silos take one hundred twenty seconds for theirs. Cortex and Legion silos need a full one hundred eighty …
tactics
BAR OpenSkill rating explained - mu, sigma, and what they mean BAR uses the OpenSkill algorithm for rating and matchmaking. The system tracks two internal values. Mu represents your estimated skill level and rises when you win. Sigma represent…
rating
BAR OpenSkill rating floors and choosing constructors The match rating display is capped at zero minimum. If your actual OpenSkill is negative 7, you will still see zero on screen. Your rating continues moving behind the scenes. You c…
rating
BAR options presets showing blank pages and how to fix it Saved presets that worked fine suddenly display empty when opened. The preset list may still show names, but clicking into any preset loads a blank screen. Creating a new preset do…
troubleshooting
BAR OS rating explained: what it means and why you see it OS rating helps the matchmaking system create balanced teams. It tracks your performance history and uses that data to find opponents at similar skill levels. The system is imperfe…
rating
BAR party matchmaking, OpenSkill quirks, and community culture If four players join a party, there is a solid chance they will all land on the same team in an 8v8 lobby. The matchmaking system tries to keep parties together. In smaller lobbies…
rating
BAR performance and CPU hyperthreading what matters BAR benefits from multiple physical cores far more than virtual ones created by hyperthreading. The Spring RTS engine distributes unit pathfinding and simulation across available c…
learning
BAR performance expectations for large events and why team games beat FFA BAR runs on the Spring engine, which is heavily CPU single-thread bound for simulation. A mid-range processor from five years ago paired with any modern GPU handles 100 player even…
commander
BAR Performance on Laptops What Actually Works BAR handles massive unit counts that push even desktop CPUs hard. Laptops compound the problem with thermal throttling, mobile GPUs, and integrated graphics. Players with even 12th…
learning
BAR performance with large armies and rating lobby options BAR handles large armies well on high-end hardware, but performance scales with how many units are active simultaneously. When both players max out at hundreds of units across mult…
rating
BAR Player Stats Sites and OS Rating Explained Three main sites serve the BAR community for player statistics and rating tracking. Server4.beyondallreason.info provides per-game OS gain and loss broken down by individual match,…
stats
BAR Private Server Takes Time to Start - What to Expect When you host a game, especially in mid-mission or on a private server setup, the server process needs time to initialize. The lobby screen can appear to sit there without respondi…
troubleshootingmultiplayer
BAR Quick Tips: Turret Reclaim, Player Reports, and Bug Tracking The Beyond All Reason project uses GitHub Issues to track bugs. Key repositories:
reclaim
BAR Rating After Resign and Selection Tricks You Should Know When your team resigns and you leave the match, your rating behavior depends on timing. Leaving right near the end of a match can preserve your rating credit in some cases, but the…
moddingrating
BAR rating and resignation rules plus commander death mechanics If your commander dies and your team is still fighting, leaving the match early counts as a loss on your rating. Even if your team eventually wins by eliminating the last opponent,…
learning
BAR rating and resignation rules you need to know before playing The full openskill explanation lives on the BAR website rating guide page. This document answers why new players cannot start lower and how rating calculation handles different gam…
learning
BAR rating explained: chevrons, OS ranking, and what actually matters Chevron rating is literally time played. Every match you participate in earns chevron progress. They indicate experience, not proficiency. A player with max chevrons simply played …
scenariosrating
BAR rating impact when resigning early or leaving matches From the moment a ranked game starts, any departure impacts OS rating. Resigning immediately after the first unit spawns carries the same rating consequences as resigning mid-game.…
rating
BAR Rating System and Chevron Guide for New Players Chevrons in Beyond All Reason measure your accumulated playtime. Each chevron represents roughly one hour in-game. The system recalculates at set times throughout the day and updat…
rating
BAR ratings and why 8v8 dominance matters New players see a number and panic. BAR ratings work on a progression curve that rewards playing, not winning every game. The concern about starting at a specific rating level refl…
rating
BAR Reclaimer Bot Targeting and Practical Settings That Trip Up New Players The most frequent question from newer BAR players with reclamation bots is simple: how do you set them up so they grab metal instead of draining energy spots, and keep them near th…
reclaimmechanicsmultiplayer
BAR Replay and Spectator Tips for Beyond All Reason Players Every BAR game uploads a replay automatically to the BAR website unless you specifically play a private match. The replay file captures the full game state and every input command.…
replaysspectatinglearning

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