Season Zero is here with Commanders update!

We are excited to announce the Season Zero is starting on June 1st, together with the long awaited update to Commanders. Time to explore the new meta and go down in history claiming your spot in the seasonal ladderboards!

May 31, 2023

Secure your spot in the annals of history!

Dear Commanders - we are thrilled to announce the launch of a brand-new feature: "Seasons". 

Season Zero begins on June 1st 2023

Starting with Season Zero, this exciting addition will introduce Seasonal Leaderboards to the usual Leaderboard page, giving you all a chance to showcase your prowess and compete with fellow players to reach new heights. With many new players joining the community we are starting to prioritize some of the more competitive elements of BAR game play and balancing.

See the leaderboards now!

Based on the innovative OpenSkill algorithm, the leaderboard will rank players according to their skills, factoring in both wins/losses and your opponents’ own skills to calculate your score. More information about our implementation of the OpenSkill algorithm can be found below:

Check our rating and balance guide!

Time to climb the ladder

Season Zero will introduce a change in the way players' OpenSkill ratings advance. The uncertainty factor for all players will be reset, but their skill scores will remain unchanged from before the start of the season. This means that players will notice a quicker increase in their scores if they perform well (or a decrease if they don't), similar to how new players experience it.

How is it going to help?

Currently, we are experiencing a massive surge in player numbers, which has led to some rating inflation. Additionally, the skill scores of many experienced players have solidified over time, making it difficult for them to either progress or reach levels that truly reflect their skill level. This update aims to tackle both of these issues simultaneously. leading to a much better balance and overall experience over time.

How long is the season going to last?

We have not yet determined the duration of Season Zero, but upcoming seasons will incorporate additional features based on valuable feedback from players. To participate in the discussion and provide your suggestions, please join us on Discord and navigate to the "#suggestions" channel, specifically the "Seasons" thread.

Get ready to rise through the ranks, and prove that you are the ultimate commander in this epic Season Zero showdown!

Massive kudos to Borg King and Teifion for preparing the Seasons design and tooling!

Commander Update is finally here!

Together with the new season, comes a new much anticipated gameplay update. This decision aligns with our commitment to avoid major balance changes during the season, ensuring the most accurate rating and balancing possible.

The Commander update aims to address long-standing gameplay issues and improve upon unintuitive mechanics that players have pointed out over the years. We have given Commanders the attention it deserves and made it better integrated into the rest of the game than ever before. The goal of this change is to adjust the commander's extreme volatility, bringing it more in line with the overall flow of the game and reducing high-risk, high-reward situations. These adjustments will allow for more strategic long-term decision-making.

No options are removed from the wide arsenal the commander possesses, only the outcomes are brought more in line with the pace of the strategic game.

So, what does the Commander update entail?

D-Gun immunity - Commanders are now impervious to D-Gun attacks. Defending commanders are no longer a liability at risk of destroying your own units any time an enemy commander gets anywhere near.

Increased HP: 3350 -> 4000

Commanders will be able to survive all-in sudden attacks more easily making them more in line with their expected toughness.

Refined blast mechanics - Comblast damage has been adjusted for better tactical control. Instead of destroying almost everything in the entire area with then an immediate drop-off, the commander now deals 5000 damage at its point of explosion, with a steady, predictable linear drop-off to its max range.

This means full HP commanders will no longer immediately blow up if at a shooting distance to other commanders (but still will if closeby or damaged).

Strategic Regeneration

Commanders are now in line with other units in that they no longer receive mid-combat HP regeneration. So while they are more difficult to burst down, any prolonged engagement or push will be made much more difficult and will force the commander to retreat.

Reduced Wreck Metal Value: 2000m -> 1250m

Since exploding commanders destroy less stuff around them, the compensation can be lowered as well, meaning a single bad engagement will less likely decide the outcome of a game. It also makes the choice between using one’s own commanders’ metal or keeping the commander more nuanced.

Streamlined numbers

Hidden numbers and mechanics whose only purpose is to counterbalance a Frankenstein of a commander are nobody’s friend. With the above changes which bring the commander closer to the rest of the game, special increased damages from turrets are no longer needed.

Share your thoughts with us

Giving more tools to the player, favoring strategic play, and changing your commander from a ticking time-bomb or tech-up scrap-metal, to a full member of your army is at the core of Season Zero. We encourage you to approach this update with an open mind. This update represents one of the most significant balance changes we have made so far, and we truly value your feedback. We are eager to hear your thoughts on it. There will be a survey coming in the future to collect your feedback.

Special thanks to the one and only Raghna for developing and tinkering with this update and to other developers like Watch the Fort, IceXuick and Floris who helped with proper implementation.

Secure your spot in the annals of history!

Dear Commanders - we are thrilled to announce the launch of a brand-new feature: "Seasons". 

Season Zero begins on June 1st 2023

Starting with Season Zero, this exciting addition will introduce Seasonal Leaderboards to the usual Leaderboard page, giving you all a chance to showcase your prowess and compete with fellow players to reach new heights. With many new players joining the community we are starting to prioritize some of the more competitive elements of BAR game play and balancing.

See the leaderboards now!

Based on the innovative OpenSkill algorithm, the leaderboard will rank players according to their skills, factoring in both wins/losses and your opponents’ own skills to calculate your score. More information about our implementation of the OpenSkill algorithm can be found below:

Check our rating and balance guide!

Time to climb the ladder

Season Zero will introduce a change in the way players' OpenSkill ratings advance. The uncertainty factor for all players will be reset, but their skill scores will remain unchanged from before the start of the season. This means that players will notice a quicker increase in their scores if they perform well (or a decrease if they don't), similar to how new players experience it.

How is it going to help?

Currently, we are experiencing a massive surge in player numbers, which has led to some rating inflation. Additionally, the skill scores of many experienced players have solidified over time, making it difficult for them to either progress or reach levels that truly reflect their skill level. This update aims to tackle both of these issues simultaneously. leading to a much better balance and overall experience over time.

How long is the season going to last?

We have not yet determined the duration of Season Zero, but upcoming seasons will incorporate additional features based on valuable feedback from players. To participate in the discussion and provide your suggestions, please join us on Discord and navigate to the "#suggestions" channel, specifically the "Seasons" thread.

Get ready to rise through the ranks, and prove that you are the ultimate commander in this epic Season Zero showdown!

Massive kudos to Borg King and Teifion for preparing the Seasons design and tooling!

Commander Update is finally here!

Together with the new season, comes a new much anticipated gameplay update. This decision aligns with our commitment to avoid major balance changes during the season, ensuring the most accurate rating and balancing possible.

The Commander update aims to address long-standing gameplay issues and improve upon unintuitive mechanics that players have pointed out over the years. We have given Commanders the attention it deserves and made it better integrated into the rest of the game than ever before. The goal of this change is to adjust the commander's extreme volatility, bringing it more in line with the overall flow of the game and reducing high-risk, high-reward situations. These adjustments will allow for more strategic long-term decision-making.

No options are removed from the wide arsenal the commander possesses, only the outcomes are brought more in line with the pace of the strategic game.

So, what does the Commander update entail?

D-Gun immunity - Commanders are now impervious to D-Gun attacks. Defending commanders are no longer a liability at risk of destroying your own units any time an enemy commander gets anywhere near.

Increased HP: 3350 -> 4000

Commanders will be able to survive all-in sudden attacks more easily making them more in line with their expected toughness.

Refined blast mechanics - Comblast damage has been adjusted for better tactical control. Instead of destroying almost everything in the entire area with then an immediate drop-off, the commander now deals 5000 damage at its point of explosion, with a steady, predictable linear drop-off to its max range.

This means full HP commanders will no longer immediately blow up if at a shooting distance to other commanders (but still will if closeby or damaged).

Strategic Regeneration

Commanders are now in line with other units in that they no longer receive mid-combat HP regeneration. So while they are more difficult to burst down, any prolonged engagement or push will be made much more difficult and will force the commander to retreat.

Reduced Wreck Metal Value: 2000m -> 1250m

Since exploding commanders destroy less stuff around them, the compensation can be lowered as well, meaning a single bad engagement will less likely decide the outcome of a game. It also makes the choice between using one’s own commanders’ metal or keeping the commander more nuanced.

Streamlined numbers

Hidden numbers and mechanics whose only purpose is to counterbalance a Frankenstein of a commander are nobody’s friend. With the above changes which bring the commander closer to the rest of the game, special increased damages from turrets are no longer needed.

Share your thoughts with us

Giving more tools to the player, favoring strategic play, and changing your commander from a ticking time-bomb or tech-up scrap-metal, to a full member of your army is at the core of Season Zero. We encourage you to approach this update with an open mind. This update represents one of the most significant balance changes we have made so far, and we truly value your feedback. We are eager to hear your thoughts on it. There will be a survey coming in the future to collect your feedback.

Special thanks to the one and only Raghna for developing and tinkering with this update and to other developers like Watch the Fort, IceXuick and Floris who helped with proper implementation.

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