BAR stats widgets: TeamStats, rating, and what they actually show

Understanding the difference between TeamStats and spectator HUD, plus how rating works when matches end.

Tags: beyond all reason, teamstats, rating, elo, resign, widgets, post-match

TeamStats uses more resources than spectator HUD

The TeamStats popup that appears when you press Statistics during a match draws more CPU and memory than the spectator HUD widget. It calculates aggregate data for all players simultaneously. Each player's production queue, resource intake, and unit count gets tallied every few frames. The spectator HUD performs lighter-weight checks focused on what one observer needs to see. This is why running TeamStats during an active match costs more than viewing the same data as a spectator after the game ends.

Rating behavior after resignation

When your team resigns, the full team result still determines whether the match counts as a win or loss for rating purposes. There are limited edge cases near the end of a match where leaving early preserves your rating, but these are exceptions, not the rule. The safest assumption is that your rating will reflect the final team outcome regardless of whether you stayed in until the match screen appeared.

Players who alt-f out after their teammates call resign usually take the same rating penalty as players who stay. The system records the team result at the point of resignation, not the point at which individual players leave the lobby.

Widgets cannot share computed stats

Each stats widget in BAR runs its own calculation pipeline. TeamStats cannot borrow numbers that the spectator HUD already computed, and vice versa. Adding a shared stats layer to the base game would fix this redundancy, but it requires changes across multiple widget systems. Until that happens, running multiple stats-heavy widgets simultaneously multiplies the CPU cost instead of sharing it.

For most players, picking one stats display and sticking with it gives the cleanest performance trade-off.

Creed of Champions: clean stats, clean play

Stats panels show the raw numbers behind every match: economy growth, army size, tech progress. At Creed of Champions, those numbers translate directly into coaching conversations. Members review post-match stats together, discuss what worked, and plan improvements with zero blame. Just honest analysis and a team that wants to help each other climb.

[Crd] I love being able to communicate with my team, getting and sharing tips and constructive feedback on gameplay, and having a good spirited community.

Serious play without the ego. That is the whole point.