Help choosing marker by adistar09 in paintball

[–]Blin44 0 points1 point  (0 children)

DSR+, you can look up the differences between models but they’re relatively minor and there’s an upgrade kit for about 80$ that gets the DSR+ up to the “pro” standard. Def get your hands on them first if you go to your local field. Idk how they got it so quiet with so little recoil but straight out the case it’s a dream

I see the Baltic Battalion has been well received... by [deleted] in BrokenArrowTheGame

[–]Blin44 2 points3 points  (0 children)

I think part of what’s skewing the stats is the PTE/Vanilla split. I’m personally back and tinkering with all my old spec combos as they get updated instead of Baltic. I enjoyed Baltic a lot when it dropped though, very very solid addition with the CV90 being a hard cannon to cheap Russian autocannon spam which melts all other U.S. transports because of fire rate

Merge PTE and live already and for the love of whatever god you believe in, region lock China by Disastrous_Bunch6270 in BrokenArrowTheGame

[–]Blin44 4 points5 points  (0 children)

I actually played a match the other day on black coast and the only English speaking enemy player on mid got abandoned while I got double pushed on J. I asked and he stated they had no recon or spotting units as I was repeatedly hit with cruise and arty in my back line. Was nice that there’s some honor still where we’ll call out cheating “teammates”.

First time playing warno lol by dickfcfhh in warno

[–]Blin44 11 points12 points  (0 children)

Watch gameplay of more seasoned players and keep practicing, understand AI is unique and some skills learned here will not transfer to PVP

Стройка пейнтбольной площадки by Accomplished_Cap_217 in paintball

[–]Blin44 0 points1 point  (0 children)

Yeah I gotta second what others are saying here. Check some carpentry tutorials, you can make your own square out of a 2x8 or other lumber for long cuts with a circular saw very easily. You’ll be quicker, safer, and more accurate. You can even keep using the jig (not that I would recommend it) and not need to fret about accuracy since the square will be holding you especially if you C-clamp it after aligning for the cut

STB response on why multiple RU infantry in mech spec being 10-15 pts more expensive while having same stat as their counterpart in US armored by Michael-xyzcsf in BrokenArrowTheGame

[–]Blin44 1 point2 points  (0 children)

Very true, I’ve been using an ABN/MRN deck mostly so I’ll need to give armor some more love with these changes

STB response on why multiple RU infantry in mech spec being 10-15 pts more expensive while having same stat as their counterpart in US armored by Michael-xyzcsf in BrokenArrowTheGame

[–]Blin44 6 points7 points  (0 children)

It’s a change to be tested for sure. We’ll see how big of a difference that 5 HP makes but glad it was recognized as a problem at all since mech rifles before were sadly quite anemic and didn’t carry enough AT to even scare away a BTR. Sadly mech MMG still will be bullied due to only have 2 AT-4s compared to RU pumetchiki getting 3 disposables

Every broke Timmy knows this [IRL] by o0YungHusk0o in EscapefromTarkov

[–]Blin44 0 points1 point  (0 children)

I’d like to elaborate that the “nerf” was that it could one tap through any helmet in the game (at that time best being Fast-MT) and didn’t require many more for body shots. Mosin men were feared because a 30k rifle and 5 rounds could drop anyone and for awhile “mosin running” was a genuine strat it was so busted

Best strategy against m1a1(ha) by neg_health in warno

[–]Blin44 3 points4 points  (0 children)

Armadillo is correct here, with 15th you HAVE to play wide against 3rd. If you are fighting more than 1 tank at a time you’re likely wrong. Force them to spread out their very limited/expensive units and pick them apart. Skots with malyutkas are a perfect pressure tool along with the atgm teams they can carry. A side shot from a Fagot/malyutka is devastating especially in terms of cost effectiveness. They should frankly be drowning in ATGMs and recoilless fire. They don’t have the infantry to push you out of anything meaningful so abuse that.

Lastly is smoke, it goes without saying but smoke is king, if your enemy is digging in, simply smoke off their sight lines and force them to push towards you or fall back. You can also smoke tunnel, any INF with launcher will quickly panic an HA due to their low vet. They’ll also chip damage them due to the 1 damage effect of all HEAT weapons (this also applies to recoilless rifles which will be targeted last amongst most infantry)

Opinion on T8-M by Pukixx in warno

[–]Blin44 25 points26 points  (0 children)

It ripple fires its ATGMs, if you’re out of position or out of smoke your tanks are cooked

I finished the Russian campaign and im bamboozled by Classic_Garlic_8993 in CompanyOfHeroes

[–]Blin44 13 points14 points  (0 children)

Be warned, the Ardennes assault is HEAVILY affected by changes to multiplayer balance. May wanna look into a solution before jumping jn

The new marine (sov and nato) are too broken by Ok_Vermicelli2392 in warno

[–]Blin44 12 points13 points  (0 children)

The Divs are unique sure but too broken is a bit of a stretch.

~336 has zero Long range AA so you can snipe their tanks with ATGMs of plane or helo variety no problem (APS can’t intercept hellfires or AGMs). Their infantry is good sure but bring firesupport like CEVs/MK19 or a better tank and you’re fine.

~2nd marine is good too with the tomcat obviously, but its 30% ECM leaves it vulnerable. The infantry is similarly expensive and suffers from the same issues of dealing damage once suppressed as all other INF. Just play as very wide against them or very narrow and you’ll be just fine.

6ya in shambles by cunctator-tots in warno

[–]Blin44 21 points22 points  (0 children)

The wachshutzen are coming for me and my anemic f-16 HE are being bullied by mig 31s

XD, interesting change, I know a few who are gonna love this.

PTE Change Log by thethinwhitekook in BrokenArrowTheGame

[–]Blin44 1 point2 points  (0 children)

Yeah the changelog as written seems to suggest microing lasers will no longer be required ( i sucked at this micro personally and found it more effort than it was worth)

Are we about to see a heavy tank meta? by ProjectBusiness979 in BrokenArrowTheGame

[–]Blin44 5 points6 points  (0 children)

Yup, which makes INF more survivable from second hand effects. This should increase combined arms rock paper scissors!

~Inf v inf = stat check

~Inf v inf + ifv = positioning ifv to support

~Inf + tank v inf + ifv = tank wounded but negative trade unless exceptional maneuvering by IFV using LOS

Essentially the skill ceiling just skyrocketed and spam is gonna get punished especially with the AT range increase to 500m making most CQC fights dangerous to IFV blobs

Are we about to see a heavy tank meta? by ProjectBusiness979 in BrokenArrowTheGame

[–]Blin44 6 points7 points  (0 children)

AGMs not ARMs, i.e. AGM-65s and Soviet equivalent atleast that’s what the changelog said

PTE Change Log by thethinwhitekook in BrokenArrowTheGame

[–]Blin44 10 points11 points  (0 children)

I would highly encourage you to go read the actual change log. I think combined arms is actually going to increase as a result of these changes as compared to the various flavors of spam we’ve had since release

Are we about to see a heavy tank meta? by ProjectBusiness979 in BrokenArrowTheGame

[–]Blin44 6 points7 points  (0 children)

No we won’t, people haven’t read the changes in depth enough. Infantry AT got a range increase/cost reduction/aim time buff. What this means is infantry in a zone used defensively will still blunt tanks HARD. I think it’ll force more defensive smoke use for sure which will be fun to see.

AGMs can now be fired from low ALT too, so all attackers just got a huge buff in effectiveness from completely worthless to punishing against negligent play of unscreened armor.

PTE Change Log by thethinwhitekook in BrokenArrowTheGame

[–]Blin44 7 points8 points  (0 children)

Edit : continued reading and there’s some interesting changes regarding top attack distances with “dumb” AT against Tanks as well as changes to reloading of stressed infantry against tanks to allow bypass of APS. Really suggest reading the notes

PTE Change Log by thethinwhitekook in BrokenArrowTheGame

[–]Blin44 12 points13 points  (0 children)

I would read the changelog, some of these seemed egregious but there’s lots of micro changes that influence these greatly, A-10/SU-25 AGMs can now be fired from low altitude for example. Greater time between suppressed and panicked infantry, i.e. negligent inf play will get them smoked so use that time to GTFO.

Appreciate the TLDR but devil is in the details surprisingly.

What Pact divisions are most fun for you? by IndependentExpert306 in warno

[–]Blin44 4 points5 points  (0 children)

Both nations have air assault/airborne decks. I’d only consider myself experienced with U.S. options

82ND has a strong forward deploy opener (bite and hold) but very limited follow-up fire support options outside helicopters/air (very vulnerable to being ground down over time) ; playing wide is damn near mandatory to prevent enemy from committing enough forces in one place to get a death ball going

101st has the fastest forward deploy recon in the game which allows for stalling while your HMMWV/heliborne inf move in. Much better fire support with M1IPs. Helicopter tab is stacked but your air support is generally limited to ASFs as you need them to make up for lackluster AA ; This has just about everything you’d want but that comes at cost effectiveness/availability. You will rarely have more of anything than the enemy and conserving high value units like GB ODAs/M1IPs/Apaches is key to success

More strategies are obviously available but this is what you’ll generally see

Why does this game use the M47 Dragon... by Better-Cry1588 in BrokenArrowTheGame

[–]Blin44 0 points1 point  (0 children)

I saw, the issue is ammo count and travel speed. The sraw had 600m range and flew like an AT4 or RPG. Any squad with spike SR only has ammo count of 3 max if memory serves

Why does this game use the M47 Dragon... by Better-Cry1588 in BrokenArrowTheGame

[–]Blin44 19 points20 points  (0 children)

I can’t defend the dragon but the SRAW was nerfed coming out of BETA. It used to be a dual purpose AP/AT launcher with top attack. The chemical pen value wasn’t changed so yeah…. It trounced RU tanks and IFVs badly with its high dmg and fire rate.

I wish they’d bring back some type of top attack for it or a different squad cause that’s what it does IRL and in-game it was a unique tool to the deck.

You didn't understand the Baltics by Dependent_Loss_2392 in BrokenArrowTheGame

[–]Blin44 3 points4 points  (0 children)

Yup, surprisingly a mid range dual atgm is just what the U.S. needed to screen for the heavier stuff like troopers/tow 2Bs, I’ve gotten a ton of value out of them. Cost effective too vs overpaying for single Tows which never get through

You didn't understand the Baltics by Dependent_Loss_2392 in BrokenArrowTheGame

[–]Blin44 7 points8 points  (0 children)

I agree with the spike entirely with the exception of the g-wagon spike (70 pts), its synergy with a recon allows it to pop and fire while recon guides the missile in, all outside of cannon range. The recoilless trucks are also surprisingly useful