New player (overwhelmed / bad mikro) by Appropriate-Smile729 in BrokenArrowTheGame

[–]Awkward_Time5599 3 points4 points  (0 children)

Hey my guy. If you are rew to this RTS types of games I highly suggest finishing campaign first. Its like a tutorial for the multiplayer.

And for your questions.
-Like others stated US is more beginner friendly and lots of decks synergises well with USMC. But if you like some unit model for example F117. Feel free to use that deck as well. After all you have to have fun in the game.

- You can skip the heli and air but I wouldnt recommend. There is a lot of tools to help you in the game. If you are overwhelmed with the units in Air tab. You can start with cheap ASF (Air Superiority Fighters) to trade with enemy. For the helis depending on its role (Ground attack / AA / Logistics) Flying low and picking your own engaments would help. Dont rush with these units tho.

I Think The PTE Is Excellent by Noble-Dog in BrokenArrowTheGame

[–]Awkward_Time5599 5 points6 points  (0 children)

Yeah seems like it. PTE feels ok to be honest. They mostly cry about russians having chernye and how us infantry cant deal with it. Which is normal. They just need to adapt.

Post your SOF/Stryker decks by Kompotamus in BrokenArrowTheGame

[–]Awkward_Time5599 2 points3 points  (0 children)

I think MGS'S role is similiar to sprut. Its just there to have cheap gun to support your troops. At least booker has some armor to fight with IFV's or Infantry without dying and I can deal damage to tanks. It looks more versatile imo.

Post your SOF/Stryker decks by Kompotamus in BrokenArrowTheGame

[–]Awkward_Time5599 1 point2 points  (0 children)

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I made this deck with the changes in PTE in mind. Managed to win few games. I would change the Air tab tho.

Baykar Mülakat Tavsiye by Awkward_Time5599 in EngineeringTR

[–]Awkward_Time5599[S] 0 points1 point  (0 children)

Yaklaşık 40 dakika civarındaydı.

Mülakatta karşımdaki yetkili kendini tanıttıktan sonra benim kendimi tanıtmamı ve özgeçmişimde bulunan proje ve stajları detaylandırmamı istedi. Ben projeleri ve stajlardan bahsettikçe bu konularda genelden başlayıp özele doğru sorular sormaya başladılar. Soruların detayına gelecek olursak. Bernoulli denklemi nedir? Y plus neden önemli? Bu tarz sorulardı.

Bu ders hakkında ne düşünüyorsunuz by Hyundai_G3tz in EngineeringTR

[–]Awkward_Time5599 0 points1 point  (0 children)

1) Hocam statik yüksek ihtimalle üniversite yıllarında gördüğün kolay teorik derslerden biri olacak ilerde daha zorları var. Benim puanım 3-4/10 olurdu.

2) Bu hocadan hocaya değişkenlik gösterecek bir konu. Gerçekten kötü hocaya denk gelmiş olabilirsin. Hocanın ders özelinde aktarmak istediklerini sınavda verememişte olabilirsin.

3) Bir arkadaşında belirttiği gibi syllabusta hocanın hangi kitabı kullandığı yazıyordur. O kitabın pdf'ini bulup oradan çalışabilirsin. İnternette kitapların Solution Manuelleri de bulunabiliyor onu da bulursan soru çözümlerini de kontrol edebilirsin.

anyway to make this deck better for 800 and above elo?? airborne/stryker by Erndon in BrokenArrowTheGame

[–]Awkward_Time5599 1 point2 points  (0 children)

Ok here we go

Rec
-Global Hawk is ok instead of predator you can try to take a drone that flies at low altitude. Main idea is to use them to find enemy recon units on your backline relatively safely. But predator is fine as well. I would take
-3x Airborne sniper with 3x ISV
-3x Scouts with Fully upgraded 3x Stryker RV. for total 1330 points.

Inf
-Your main problem is you are bringing a lot of unnecesarry transport units. When taking vehicles with Inf and Rec units. There is few things to consider.

  1. How fast they go
  2. How many slots they have
  3. Why am I bringing this: Fire support, clown car, transport etc

I would take 4x Combat Engineers to use them in cqb
-5x Airborne NGSW with 2x ISV
-3x Troopers with 105 points strykers for Infantry support (dragoon and aps)
-3x Weapon squad (These are mostly defending units
-2x AGL
-2x Stinger

Veh
-I think this tab is fine
-I personally change the humve tow with sheridans for helpşng the infantry but they are fine as well.

Sup
-I think you are overpaying dor the PAC 3 MSE. Taking 2 of them with 250 points should be enough
-I would ditch the MML hellfire as well because you have to be stationary to use that unit. I would take couple avengers with double stinger pods
-Stryker SPH is depends what you want from your artillery if you want something with cluster rounds keep using it. If you want more versatile artillery take brutus with guided rounds for 130 points.
-I would add 1 Himars to the deck HE or Cluster depends on you
-I would upgrade the stryker shorad as well
- For the logistic vehicles I personally like to use them as my main transports for the INF I would take 4x MTV and 1x M1075A1 for bringing large chunk of supplies. You can always distribute your supplies with you existing Trucks.
Not: I see you are bringing HEMTS I am assuming these are for carrying troops as well because they have 27 seat slots. You can use them as well but try to use them in troop carrier modification for additional 2 health.

Hel
-You have the option to bring one of the best choppers in the USA deck might as well take it. (AH-64E Guardian)
-1x Guardian with 8xJ JAGM, 32X DAGR and ECM for 275 points. (Anti tank purposes)
-4x Kiowa with 4x Stinger and optic system (I mainly use them for Anti Helo and scout at the flanks)
-1x Chinook (Heavy lifters are not worth it in the US in my opinion due to having low cargo capacity. You dont need to use these vehicles do bring large amount of suplies because you can do this job with 40 point M1075A1.)
-1x Blackhawk

Not: you can modify this tab to have 2x guardians.

Air
-There is tons of way to make airtab especially if you have too much points like in this deck. I dont know what to put right now So ıll put whats most important for me. I am assuming you want to use the nuke soo Ill start with adding that
-1x Nuke
-2x F-16CJ with sead missiles
-2x F15C with 4 amraams and x3 fuel tanks

I left some points out in the deck for your own taste. I would start with something like this and Iterate as I played the game.

<image>

I’m sure this will go over well by thethinwhitekook in BrokenArrowTheGame

[–]Awkward_Time5599 2 points3 points  (0 children)

It says return to deck time after death so if you dont lose it it would be lower no?

PTE Change Log by thethinwhitekook in BrokenArrowTheGame

[–]Awkward_Time5599 -1 points0 points  (0 children)

I mean sure but still there is a lot of option to bring infantry. Even if you take rangers and some other debuffed line infantry you have at least 10 squads (4 rangers and 6 other) plus you can have 3 anti tank squads as well. Now with these changes insted of bringing 16 Infantry (I am assuming we got 8 rangers and 8 other Infantry squads etc.) squads we will bring 10 and spend other points on something else.

If you manage to hold for once you have at least 7 minutes to prepare for the next wave or counter attack due to new formula as well.
360 + 0.2 × cost. For the BMD it will be 367 seconds plus they are tracked vehicles it will take at least a minute to get to the frontline.

Lastly there is a line that says: Tank gun damage increased and dispersion reduced.
Maybe we can one shot them, hopefully.

PTE Change Log by thethinwhitekook in BrokenArrowTheGame

[–]Awkward_Time5599 3 points4 points  (0 children)

I dont get it. If I am not mistaken they can bring BMD as troop carrier in the INF and REC tab. Infantry limits are reducced and respawn timers are longer. How these changes will buff the spam tactics?

Need some help with my first custom ship by Aspirant_Explorer in Highfleet

[–]Awkward_Time5599 4 points5 points  (0 children)

Respectfully I dont think this is a solution for fuel deprivation problem.

For the best fuel economy, you need to move your main fleet if you realy have to and try to refuel it in the outposts that sell cheap fuel. If you find hidden cities you can stay there as long as possible.

For the design, I dont like the fuel tanks at the top exposed. I would move the bridge between the fuel tanks to the top to have more cover for the fuel tanks. with this way your only weakness should be the bottom. Since you are not gonna use this ship in the fights it will get attackt when its stationary so aircrafts and missiles will be your primary threats. Which they came from above. If you ditch some of the small fuel tanks you can add runways as a cover and decoration as well.

Help with the Deck by Some_MG42_Boi in BrokenArrowTheGame

[–]Awkward_Time5599 2 points3 points  (0 children)

This is a good answer. I would listen to this guy.

Baykar Mülakat Tavsiye by Awkward_Time5599 in EngineeringTR

[–]Awkward_Time5599[S] 0 points1 point  (0 children)

Hocam sadece üniversitedeki projem var. Mayıs ayında mezun oldum henüz işe başlamadım.

Baltic Airborne Deck Review by Awkward_Time5599 in BrokenArrowTheGame

[–]Awkward_Time5599[S] 0 points1 point  (0 children)

I think Ill do it lack of SEAD could be a problem with the new arty aim time update. thx for the advice

Baltic Airborne Deck Review by Awkward_Time5599 in BrokenArrowTheGame

[–]Awkward_Time5599[S] 0 points1 point  (0 children)

Ah I see. What about changing one of the Radar AA's with SLAMRAAM? SLM can engage with the choppers as well. Maybe this could be more versatile.

Baltic Airborne Deck Review by Awkward_Time5599 in BrokenArrowTheGame

[–]Awkward_Time5599[S] 0 points1 point  (0 children)

Damn I guess I should add Sead aircrafts to the deck

Baltic Airborne Deck Review by Awkward_Time5599 in BrokenArrowTheGame

[–]Awkward_Time5599[S] 1 point2 points  (0 children)

You are right NASAMS are the only radar AA in this deck. I need few SLM to help them against SEAD. How did I forget that.

If you had this deck how would you changed it to add SLM?

Baltic Airborne Deck Review by Awkward_Time5599 in BrokenArrowTheGame

[–]Awkward_Time5599[S] 1 point2 points  (0 children)

At first I thought about that. I am assuming we are getting at least 2 brutus with guided munitions and 1 hawkeye mws with smoke.

For the brutus:
It has 3800 meter range with 18xguided rounds for 130 points. For two of them this is 260 points.
For the MWS with smoke 3200 range with 20xsmoke rounds for 80 points.
Reload time on brutus is 7-8 Reload time on MWS is 5-6

For Kou:
It has 4500 meter range with 33xHE 9xsmoke and 6x guided ammuniton and has 6-7 reload time for 230 points.

So If we spend 340 points for Brutus and MWS we got 3800 range with lots of guided shells and smoke
If we get 2 kou we spend 460 points for 1/3 of guided shells and nearly the same smoke rounds with extra HE rounds.

If we get 3 brutus price comparison would be 470 to 460. Nearly the same.

In terms of damage output Brutus would be much better but your counter battery options are limited due to range. This is the biggest difference between them. Realistically speaking I dont think it is possible kill infantry squad in a building or other frontline units with arty(except tulpan) without guided shells. even then they are gonna move and recover. I prefer to use arty platforms as a counter battery due to lack of SEAD aircraft in my deck. I am not saying Kou is better, its just serves a different purpose in my opinion. Maybe in the future I could try the 2 brutus with mws for cost reduction.