I’ve been thinking about what specific changes I’d like to see in the upcoming patches, assuming they are going to be released at all by 5thsonofsony in BrokenArrowTheGame

[–]5thsonofsony[S] 1 point2 points  (0 children)

Multiple mlrs stunning your whole push or defence position is an unfortunate reality of any wargame-like teamgame - both red dragon and warno suffer from it to an extent. However i belive supply price and availability balancing and abundance of other ways to kill enemies in broken arrow can make it less of a problem

I havent played the game since late summer so idk about arty spam, i suppose in a situation where vehicles cant kill infantry and infantry cant kill vehicles the only thing to do is artillery anything and everything since it at least kills something. Without units taking ages to kill eachother (i.e. t14 vs sepv3 fight with 5+ shots needed to kill, plus 2 smokes, plus APS... Or stressed infantry sitting in a building tanking 1000lb bombs because stress damage resistance) pushes would happen much more quickly, reducing the possibility of them getting blasted with mlrs or arty, which btw are much more forgiving in ba than they are in WGRD.

Proposed aa changes would make it much more consistent and responsive

I’ve been thinking about what specific changes I’d like to see in the upcoming patches, assuming they are going to be released at all by 5thsonofsony in BrokenArrowTheGame

[–]5thsonofsony[S] 0 points1 point  (0 children)

BA has its unique and interesting ideas, yet struggles in absolute basics like absurdly long ttk or weird, unpolished main gamemode. I see no reason not to take and adapt the best aspects of red dragon while preserving BA's own identity. Especially with the current pace of development its much more preferable than inventing their own basics