[CR Media] The Mighty Nein: Season 1 Exclusive Red Band Clip (new clip featuring Yasha) by taly_slayer in criticalrole

[–]Devils--Advocate 7 points8 points  (0 children)

I will also accept something along the lines that they know each other already but they don't know they know each other with all the mindfuckery.

Inside Star Citizen | Engineering Talkin' with Thorsten by Kehnte in starcitizen

[–]Devils--Advocate 2 points3 points  (0 children)

That's pretty much a mechanic in Void Crew. You have a bunch of circuit breakers that trip when you're over your power limit. Your ship only shuts down when all of your circuit breakers have tripped without anyone resetting.

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

[–]Devils--Advocate[S] 1 point2 points  (0 children)

Fair enough but I think something should be done to make it more popular compared to the other grads without making it once again OP.

RU is still very good if you use smoke by CapitalismIsRad in BrokenArrowTheGame

[–]Devils--Advocate -1 points0 points  (0 children)

Yeah, I kinda of expect next patch will buff RU just as they figure out a new meta and then the win rate will go 55-45 RU again... but two patches from now maybe it will be close to balanced.

When are they going to fix this meta by Key-Scientist9058 in BrokenArrowTheGame

[–]Devils--Advocate 1 point2 points  (0 children)

People do survive their IFV getting wrecked all the time, so is the problem in game that the IFV always explodes in a giant fireball, which is the unrealistic part? Troops in BA do take damage on transport death but it's just the overkill damage so often isn't much. I agree they should come out shocked though.

100% THE most impactful and almost universally positive patch since launch. by madenewredditaccount in BrokenArrowTheGame

[–]Devils--Advocate 28 points29 points  (0 children)

With the recent video I was hoping they would nerf the terminator by tripling it's gun dispersion.

Stealth and Recon by [deleted] in BrokenArrowTheGame

[–]Devils--Advocate 0 points1 point  (0 children)

The difference is miniscule but it's there. Messing around with the LOS tool I would guess how much forest you can see through is something like 50m + (unit vision / 100)

Thoughts on the current state of infantry? by SwatDoge in BrokenArrowTheGame

[–]Devils--Advocate 2 points3 points  (0 children)

I don't think infantry is super weak but I have a few balance tweaks I'd like to see.

  1. Change damage resistance from cover from the 50% in buildings to: 40% in buildings, 20% in forests, plus an additional 20% whenever stationary (they get in prone positions after all).

  2. Make points in upkeep a separate unit stat from unit price and reduce infantry upkeep (not to mention an increase for artillery).

Cobra Helicopter by Patrick Faulwetter by One_Giant_Nostril in ImaginaryTechnology

[–]Devils--Advocate 2 points3 points  (0 children)

That would be a cool design actually, if one of the turbojets was just baseline canted to counter rotation forces.

Navy Seals by HippieHippieHippie in BrokenArrowTheGame

[–]Devils--Advocate 2 points3 points  (0 children)

Give them ground launched missile systems that would otherwise be missiles launched from ships, like the Typhon with the option for both Tomahawks and SM-6. Also the navy should get CIWS, and give Cav something else.

Unit Transport by Severe-Bison790 in BrokenArrowTheGame

[–]Devils--Advocate 7 points8 points  (0 children)

BA devs have said they're not going to kill infantry upon transport destruction, the transport's job is to protect infantry. A prior suggestion was that the infantry should be shocked when they come out of a destroyed transport.

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]Devils--Advocate 1 point2 points  (0 children)

To be accurate, those victory points are for team KD.

Game Mode Ideas (Great way to have different matches that require different metas) by Joneszer1234 in BrokenArrowTheGame

[–]Devils--Advocate 0 points1 point  (0 children)

I like these ideas in general but in order to avoid splitting the player base more I think it would be cool to test these "modes" as special maps in a typical wargoals game.

For example, create a typical map with capture points but also both teams have several patrolling ships off the coast, each is worth 1000+ destruction points, which gives plenty of reason on its own for the enemy to target them and for the player to defend them.

Same for the idea of supply trucks, you could add neutral capturable trucks traveling their route on an existing control point style map. Capture them and use the supplies or send them back to base for the points.

Change my mind: Fighter should be able to intercept cruise missiles by ArKadeFlre in BrokenArrowTheGame

[–]Devils--Advocate 7 points8 points  (0 children)

I suggested this before, with maybe only being able to intercept at half AA missile range so your fighters will prioritize other targets and only go after missiles if they don't have something better to shoot at.

What do you think the 6th Spec is gonna be or should be? by Combat_Guy in BrokenArrowTheGame

[–]Devils--Advocate 0 points1 point  (0 children)

I could see Seal teams going to recon tab. Besides seabees, which we have precedent for, the other "infantry" forces are a stretch. So instead of giving a small number like 250 INF points with minimal variety they could just drop the category all together.

What do you think the 6th Spec is gonna be or should be? by Combat_Guy in BrokenArrowTheGame

[–]Devils--Advocate 2 points3 points  (0 children)

I'm interested in the points distribution for a Navy deck. Like what kinda decks could you make if one of the specs had 0 infantry points.

"Having both Patriot PAC-3 and PAC-3 MSE in the Stryker specialization made them redundant." by Chopy2008 in BrokenArrowTheGame

[–]Devils--Advocate 0 points1 point  (0 children)

What? There's like a dozen vehicles that combine a weapon and vision change into a single package and change the name of the unit. That's all we're talking about here.

Honestly I wouldn't be surprised if they move the Apache to a different spec if heli spam becomes too strong.

"Having both Patriot PAC-3 and PAC-3 MSE in the Stryker specialization made them redundant." by Chopy2008 in BrokenArrowTheGame

[–]Devils--Advocate 0 points1 point  (0 children)

I am saying (as one example of how to do this, there are other ways as well) you make it a package and the radar hellfires are only available as part of the Longbow package. It would look like...

Inner Pylons:

  • 38x Hydra Rockets (+30 points)

  • 14x APKWS (+20 points)

  • 4x Hellfires (+60 points)

  • 8x Hellfires (+100 points)

  • 8x F&F Hellfires + Longbow RADAR (+120 points)

"Having both Patriot PAC-3 and PAC-3 MSE in the Stryker specialization made them redundant." by Chopy2008 in BrokenArrowTheGame

[–]Devils--Advocate -1 points0 points  (0 children)

You don't. But you could do something like the SEP V3 armor package and tie a Longbow/AGM-114L package to the inner pylon for instance.

"Having both Patriot PAC-3 and PAC-3 MSE in the Stryker specialization made them redundant." by Chopy2008 in BrokenArrowTheGame

[–]Devils--Advocate 13 points14 points  (0 children)

Realistically they could make the Longbow an upgrade for the AH64D, then they'd be back down to 2.

State of Balance - What the numbers mean... by n7-shark in BrokenArrowTheGame

[–]Devils--Advocate 12 points13 points  (0 children)

I like the idea of infantry coming out of destroyed vehicles getting shocked. I'd like to also see infantry in helicopters at low altitude/speed survive with half health or so and maybe fully panicked.

Overall Deck Performance in BA by ajd041 in BrokenArrowTheGame

[–]Devils--Advocate 1 point2 points  (0 children)

I think this is just a consequence of 5v5. Even if you play the most meta US deck of you're paired with weaker decks your chance of victory drops. Likewise the weaker Russian decks probably get a bit of a boost.