This very much depends on the lobby. I don't think this is unique to BAR either - it's just that 8v8 is the most popular mode.

Lots of players mean more chances to get a toxic guy who doesn't recognise their own faults and blames others.

I actually just don't really agree about the assertion on player slots. If anything, the better players get the more likely they are to play a front slot, because they have an outside influence on the chances of their team winning.

My OS floated around 10-15 and I virtually always ended up having to go front in every lobby, which is the position I hate the most because I don’t like playing my strategy game like an RPG - that is, micro-ing just a dozen of units and optimising every rocket or bullet hit or whatever, which is kind of what front is like.

Front has zero opportunity or resources available to build any kind of economy, and once the T2 units start coming through from the other side they feel very expendable. As the front player you build the same 1 or 2 units every single game and never really get to strategise.

What also enraged me is that the back players would have the nerve to make the front player “pay” for their T2 constructor units after working so hard to keep everyone alive, despite everyone knowing the front player has zero resources at any given time because it’s all going into units that are being meat grinded.

> My OS floated around 10-15 and I virtually always ended up having to go front in every lobby, which is the position I hate the most because I don’t like playing my strategy game like an RPG

So the truth is, "Front" is the absolute standard. There are only two other "types" of positions which are tech and air. And a good tech player usually also plays that role more like a front player just with more time in the early game to scale his economy. (with the exception of a few maps like supreme and glitters)

What I'm saying, if you don't like playing front then you should not play the regular 8v8 PvP lobbies on most maps since playing front is the optimal play.

> What also enraged me is that the back players would have the nerve to make the front player “pay” for their T2 constructor units after working so hard to keep everyone alive

Again this is the somewhat optimal play. It is much more efficient to only pay for 1 T2 lab instead of 8. This being said, if you don't "pay" the player giving out t2 you MASSIVELY slow down the production of T2 constructors since the player can't get the economy to comfortably produce 8 of them by 6-7 minutes. Thus not paying leads to the whole team massively losing tempo and upgrading their mexes etc. more slowly which will lose you the game.

> the front player has zero resources at any given time because it’s all going into units that are being meat grinded.

You should be able to save up 400 metal during the 5-6 minutes of early game by building some defenses and playing more passively around that time. You will notice your opponent will too. All-In'ing in T1 is a very risky strategy and 400 metal are usually not the deciding factor if it succeeds or fails. Ofc there are cases were you ARE poor, in those the tech player should understand it and not require payment, but this is usually only the case if you got raided early on for example.

On last thing:

> and never really get to strategise.

Soooo there is a lot of strategy but it's essentially locked behind very high skilllevels. As a 10-15 OS player keeping your units alive and managing your eco is hard enough and what you should be focusing on. Only once that becomes second nature you will notice the more strategic part of BAR.

Source: 37 os with 58% wr playing only in the highest OS rotato lobby.

I'm not sure what are you trying to prove and refute in your post really.

The OP - which you're replying to - is saying that they're not having fun playing RTSes like that (which I understand - sounds awfully limited). You're just trying to prove them they're wrong for not having fun or something.

What was your goal with this post, really?

Understanding a bit about BAR but not really understanding those multilayer games, I found it a helpful counterpoint to the assertion that front is basically t1 spam then die. The idea that you should budget and save for your t2 con because your opponent also has to is useful, and the idea that greater strategies also open up after micro becomes second nature actually makes me want to play these multilayer lobbies more, whereas the initial post seemed quite negative and just intending to moan.

Mechanics of course depend on the map and meta. However, you cant really go into a 16 player game and expect to get the spot you want. Both backline and front line should be working non-stop and both have a lot to do. It is a sweaty game.

Paying for t2 that is usally a noob mistake. High OS play rarely asks, or has a meta for who pay to run specific plays.

One of My favorite 40 OS streamers leaves every losing game asking what they could have done better, which I think is a good mentality.