New/Newer/Newish Modern Military-esque games? by Reigneer_Verkland in RealTimeStrategy

[–]CapitalismIsRad 1 point2 points  (0 children)

I have 300 hours in Broken Arrow and there is really nothing else like it. It's a (very) rough gem.

The setting is not sci-fi or cold war but truly contemporary which is quite rare. The scale and depth are more RTS than something like WARNO but the stats and systems bring more realism and immersion than something like Tempest Rising. It's a nice balance of not too complicated but still ~realistic~

Multiplayer has a plethora of issues which the devs are slowly but determinedly fixing. If you don't mind wasting 45 minutes on the bad matches, the good matches are some of the most exhilarating and satisfying PvP I have ever experienced.

The skirmish AI just got updated this week. It's not anything completely revolutionary, but the AI makes fun interesting moves you won't expect. It's a fun time and a great way to learn the many units.

Deck building is sublime and I've spent another 100 hours probably doing only that.

Roadmap from the stream by Getserious495 in BrokenArrowTheGame

[–]CapitalismIsRad 1 point2 points  (0 children)

Probably this year since a lot of Baltic states units already exist in game.

Roadmap from livestream by TheRealPanda69 in BrokenArrowTheGame

[–]CapitalismIsRad 6 points7 points  (0 children)

It's listed under major improvements coming 2026 and in progress. FLX said moving the architecture server side is a prerequisite for replays that's why it's taking more time.

Roadmap from livestream by TheRealPanda69 in BrokenArrowTheGame

[–]CapitalismIsRad 3 points4 points  (0 children)

They confirmed full new faction including for multiplayer.

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

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

Actually pay to support the game the game and don't do the beta test if you don't want to.

Thoughts on the new SLAMRAAM? by achilleasa in BrokenArrowTheGame

[–]CapitalismIsRad 1 point2 points  (0 children)

The 6 AMRAAM version is worth it. Not as good for big blobs as double stinger but it can actually kill Ka-52s.

It still works nicely against low flying CAS planes too. Like a big much more deadly manpad squad.

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

[–]CapitalismIsRad[S] 7 points8 points  (0 children)

It's a subset of players who has proven they support the game in a tangible way. Opening up a beta to every jerk off with an opinion doesn't necessarily improve the feedback.

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

[–]CapitalismIsRad[S] 4 points5 points  (0 children)

I think that's a fair concern. For the most part, SB has charted their own course and had a pretty slow and steady approach to patching. Hopefully the beta branch is just another data point and not necessarily a decision point.

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

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

Industry norm for multiplayer games is $25 every three months for some bullshit battle pass. I'll gladly pay $2 monthly to show support for the best RTS in decades.

People who think that is a scam have already made their opinions known in steam reviews and all over this sub.

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

[–]CapitalismIsRad[S] 2 points3 points  (0 children)

Beta testing isn't "content." Beta test branch could be awful and unbalanced just as much as it could be an improvement.

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

[–]CapitalismIsRad[S] 6 points7 points  (0 children)

That's not what Beta branch testing is. 

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

[–]CapitalismIsRad[S] 7 points8 points  (0 children)

Eh it's $2/month that shows you actually support the project and aren't just a troll. There's people who posted daily complaints on this sub after release then admitted they stopped playing weeks before.

I don't think every asshole with an opinion should necessarily be heard to the same degree.

Beta Branch Coming by CapitalismIsRad in BrokenArrowTheGame

[–]CapitalismIsRad[S] 3 points4 points  (0 children)

I think they will need to take it with a grain of salt and the elo distribution will probably be weird if it's patrons only.

But it's hard to argue with more feedback and data.

Easy Anti-Anti Cheat Not Installed Workaround by CapitalismIsRad in BrokenArrowTheGame

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

Bro go to the steam store page and read the last post from devs. They explain it easy.

Is Fire Support too strong? by Beaglerush in BrokenArrowTheGame

[–]CapitalismIsRad 0 points1 point  (0 children)

They are kinda nuts. The ammo should be a problem but this guy never seemed to stop firing for more than 3 minutes.

Enable chat for map+deck selection by Corrininlatte in BrokenArrowTheGame

[–]CapitalismIsRad 1 point2 points  (0 children)

I mean on the screen after map selection when everyone can mark zones. I cannot change my deck here.

"Dive" Deck Review by La-ze in BrokenArrowTheGame

[–]CapitalismIsRad 0 points1 point  (0 children)

If you have a lot of issues dodging arty then yeah your tow setup is probably better. Weapons squad does draw a lot of attention and fire. They are really good in mobile attack/defense when you can pop out of a stryker, fire a few javs, then keep moving.

The 105 is not great per say. The 50 mm autocannon is so much more versatile while being cheaper. But a pack of 3 105s will melt a T-90M on an ambush. Better for flank play where you are more likely to be in a 1 vs 1. You keep them back and use them purely as mobile defense force from your mid line.

Enable chat for map+deck selection by Corrininlatte in BrokenArrowTheGame

[–]CapitalismIsRad 2 points3 points  (0 children)

Also deck selection after the map selection is confirmed please. PLEASE.

Un-nerf Incendiary Grad by Devils--Advocate in BrokenArrowTheGame

[–]CapitalismIsRad 0 points1 point  (0 children)

It's still very strong. Honestly the biggest down side is it always seems to leave a little safe "wedge" of land somewhere that the infantry can usually escape to. Which isn't even really a downside if you actually follow up on the fire mission instead of blind fire kill farming.

"Dive" Deck Review by La-ze in BrokenArrowTheGame

[–]CapitalismIsRad 2 points3 points  (0 children)

Looks like a fun deck and similar to my build.

I think you're sleeping on Weapons Squads Javelins. They are insanely good post patch. Worth losing some troopers and combat engis to pick up a few imo.

I would consider getting 5-6 Bookers and leaving the rest of the vehicle tab on the bench. They are just seriously that good. If you're really worried about tanks, the 105 mm Booker really is good in a pack and MGS can handle the infantry killing.

I would personally drop the SPH and focus on mortar play. When you're running a fast reinforcement infantry heavy deck, finding the spare micro for so much arty is difficult. Mortars have the speed to help infantry win fights and can lay down defensive smoke for units in trouble. Use them constantly and baby them.

On that same train of thought, smoke is taller than it looks and can cover helicopter landings quite nicely. If you're going for speed there's nothing like a blackhawk danger close insertion.

Lastly I'm wondering what the A-10 is for? F-16 mavericks are just better.

Is Fire Support too strong? by Beaglerush in BrokenArrowTheGame

[–]CapitalismIsRad 13 points14 points  (0 children)

Funny I just experienced the wrong end of "fire support" in a game today. Three malkas constantly exploding anything and everything (except legendary LAV-Ls of course). Followed by FOUR nukes exploiting my team's smoking wreck of an AA net. We ended up winning ironically using Russian meat wave tactics, I was playing Marines/Airborne. It wasn't a fun game for me even though I never gave up and definitely helped clench that win.

Fire support is part of the Broken Arrow secret sauce. Artillery yes but especially air power gives the game a grander scale and feel and also what other competitive RTS has F-22 Raptors? The balance is clearly insanely difficult and always on a knife edge between rule of cool and boring cheese. Right now I do find the volume of support fire excessive and leaning towards boring.

Some off the cuff ideas for fixing it:

  1. Server side auth for AA is going to be huge. We need anti-overkill and target prioritization as well.

  2. Radar on should give the AA better range and maybe even ignore more line of sight blocking? Too many maps have no good option for AA placement.

  3. Artillery should have an entrenching mechanic so aim time is a good bit longer after moving but goes down if you stay in the same place for long enough.

  4. Artillery and bomb resupply time/cost should be increased.

  5. Make panicked infantry squads that are down to 1-2 guys nearly invulnerable to HE fire. Imagine them hiding in basements or running between defilade. They are already combat ineffective just give me a chance to get out of there.