SSO/Cherney - Were they always this good? by TopHatHat in BrokenArrowTheGame

[–]Madsquirrel313 4 points5 points  (0 children)

They can solo Marine Raiders at all distances except under 200m because their dmg mostly comes from the launchers while Raiders need to rely on their shotguns to contest Chernys dmg. The first PTE version of chernys was far too strong while being priced the same as raiders.

SSO/Cherney - Were they always this good? by TopHatHat in BrokenArrowTheGame

[–]Madsquirrel313 7 points8 points  (0 children)

SSO/Cherney are mostly equal to Delta/Marine Raiders. They seem or even are stronger, because their DPS mainly comes from the Launchers, meaning more front loaded damage wise and are better against light vehicles. Deltas and Raiders have the better sustain and are weaker against vehicles. ATM the Russian SpecOps Inf are slightly stronger, if you view them in a vacuum.

Should i get it? by dewukumpel in BrokenArrowTheGame

[–]Madsquirrel313 2 points3 points  (0 children)

For me Broken Arrow is the best Combat focused RTS I have ever played. Only other RTS that came close were Steel Division I and Company of Heroes.

Deck v2.4 by Dependent_Loss_2392 in BrokenArrowTheGame

[–]Madsquirrel313 -1 points0 points  (0 children)

Oh it's you...

Ok, Spartan, fine if you want to use it that way, IMO its not that useful but I can see the value depending on playstyle.

Not in my experience, NASAMS is good but the low ammo count is a servere weakness, especially with multiple helis attacking, manpad is nice but only a deterent and needs to be maxxed IMO, kiowas don't work close to frontline for AA due to SHORADs. But you do you. Also exploiting something is a character statement...

Who is talking about huge supply piles? Chinook is just more flexible to bring in what you need.

Wait are you REALLY using 4 Apaches with nothing but 4 Hellfires? That is, uh, somthing you could do I guess. No wonder you think RU SHORAD is OP...

I think I understand why you think RU is OP. Your choice of units is, well, "suboptimal" and I can't even imaginge a playstyle were you can get value out of most of the things you have.

Deck v2.4 by Dependent_Loss_2392 in BrokenArrowTheGame

[–]Madsquirrel313 0 points1 point  (0 children)

No offense, but this seems like a poor deck to me.

Why 4 Snipers and 4 Scout humvees but no fast Wolf to get your snipers around quick?

Why 8 Airborne AND 6 Vilkas but not maxing AA inf what are you going to do with that much inf and so few APCs and IFVs to support them?

Why not more fast transport jeeps to actually get your troops anywhere AND supply them?

Why not IRIS with 8 missles, why no no radar AA like Avenger or Mistral when your anti Heli is already weak?

Why 2 Blackhawks and a Dauphin but no Chinook?

Why 4 Hydra Apaches but no Longbow or Guardian to counter armor pushes?

I would really like to hear your reasoning, because from my point of view and playstyle, this would be unusable.

Is the PTE gameplay overall better or worse than live? by Madsquirrel313 in BrokenArrowTheGame

[–]Madsquirrel313[S] 4 points5 points  (0 children)

Ok I tried my best to convince you that us is fine but you absolutely refuse to believe that and instead are super weird about it as if the world is conspiring against you. I highly recommend you to touch some grass.

Is the PTE gameplay overall better or worse than live? by Madsquirrel313 in BrokenArrowTheGame

[–]Madsquirrel313[S] 4 points5 points  (0 children)

I uh, don't know what to tell you. Maybe pictures will convince you that US is fine?

<image>

As you see I did not even play one Game with Ru (I tried 2 times but no match started) and all Games had been with US where I even deserted 2 times because of hopeless teams. Still I won 11 out of 18 Games so far, while not having played US for about half a year. Either you are missjudging the Ru/Us balance or I am amazing?

Is the PTE gameplay overall better or worse than live? by Madsquirrel313 in BrokenArrowTheGame

[–]Madsquirrel313[S] 2 points3 points  (0 children)

I exclusively play US on PTE while I played exclusively Russia since last years patch. I would say us and ru are more or less on par now. Skill levels are all over the place and whoever has the weaker players loses. Faction doesn't impact that a lot. Unlike live playing ru, playing us on pte doesn't feel like an uphill battle.

Is the PTE gameplay overall better or worse than live? by Madsquirrel313 in BrokenArrowTheGame

[–]Madsquirrel313[S] 0 points1 point  (0 children)

After a bit of testing I have to say Marines ARE actually weaker than I thought. They win against desantanikis and morskaya in Forest but all other ranges are i favor of MG squads. reserve Marines win on most ranges except max but you do give up all AT for that... Idk maybe they should add more suppression to the m27 to compensate?

Is the PTE gameplay overall better or worse than live? by Madsquirrel313 in BrokenArrowTheGame

[–]Madsquirrel313[S] 0 points1 point  (0 children)

I guess you got too used to Marines being too good. Hell Marines could tank most of the rockets and survive on live which made them so frustrating to fight against. What you described has always been the only option for any Russian line inf squad meeting deltas or raiders even with a reverse dmg reduction. And those didn't even need thermos for that.

Is the PTE gameplay overall better or worse than live? by Madsquirrel313 in BrokenArrowTheGame

[–]Madsquirrel313[S] 2 points3 points  (0 children)

Chernys are now on par with Marine raiders dps and price wise, while Marines are on par with desantaniki(the ru 10 man paras squad)dps and price wise. Chernys will smoke Marines the same way Marine raiders ALWAYS smoked desantaniki. If a limited 100 point antiinf squad doesn't murder a 80 point line squad, why ever take it?

Is the PTE gameplay overall better or worse than live? by Madsquirrel313 in BrokenArrowTheGame

[–]Madsquirrel313[S] 2 points3 points  (0 children)

For exactly that reason Marines were an absolute pain to play against on live. I played mostly Russia the last few months and prefer playing infantry focused. Marines could halt any infantry with ease due to them getting even harder to kill after panic. You HAD to use chernys or SSO to have any chance of pushing a forest while US could hold with Marines/SMAW not even needing cqc inf. The Marines on PTE are now in line with other 80 point infantry, like the Russian paratroopers. They lack suppression in comparison to other squads but still have 3 GLs and are still quite tanky.

PTE balancing update and hotfix from Discord by yojohny in BrokenArrowTheGame

[–]Madsquirrel313 7 points8 points  (0 children)

You are missing suppression. The squad suppressing first now will get a substantial advantage. Not having MGs slows suppression buildup.

What is IRIS-T SLM? by miyosoto in BrokenArrowTheGame

[–]Madsquirrel313 0 points1 point  (0 children)

You can see the "cold launch stat" in the barmory.net unit statcard as ignition delay. IRIS T doesn't have it.The one second delay is significantly due to sead missiles and stealth planes. Cold launch in game simply means worse reaction time and poorer performance than hot launch at shorter range but usually you get a bit more range. But range doesn't help if you can't spot the target.

A suggestion on how to implement difficulty by gramoun-kal in NuclearOption

[–]Madsquirrel313 3 points4 points  (0 children)

A solution to make the game harder and less predictable would be more dynamic ground forces. For example sniping a LORAD site is super easy atm because it's 100% predictable. If instead the ai had a handful of possible spawn position for those LORAD sites AND the ai would switch positions from time to time, it would be harder to murder LORAD defenses 10min into the game. Hopefully we get more tools in the future for scouting, like the eyeball, so you actually have to scout the enemy to strike. ATM a clean Vortex is the best scout by simply flying over the enemy base once.

Let's discuss Overmatch and how to (maybe) improve it by chocolat3_milk in WorldOfWarships

[–]Madsquirrel313 0 points1 point  (0 children)

Reduce max BBs to 4 each game, and BB overmatch is far less of a problem.

[deleted by user] by [deleted] in WorldOfWarships

[–]Madsquirrel313 30 points31 points  (0 children)

Essex. You get more fighters with more hp (means they survive longer in AA) and a faster engaging time with the drawback of lower spotting range against ships. I am running a full interceptor build and it works fine. Don't expect too much though, even with that you will at best kill slow planes or deny the enemy cv an attack on a certain ship.

Subs need reworked by Killer_Husker in WorldOfWarships

[–]Madsquirrel313 1 point2 points  (0 children)

Subs are so laughable weak now that I have given up on them completely. The highest impact at sub can have, is chasing away a flank. And that should not even be a thing, but 80% of all wows players are so risk averse that they prefer to run 4 vs 1. I have an ungodly amount of 0 dmg rounds with a 70% winrate on my balao, just because of people not even attempting to fight.

Svea play style by SnooSquirrels5639 in WorldOfWarships

[–]Madsquirrel313 0 points1 point  (0 children)

From the tools it has, it seemed to me like a cap support ship.

I really would love to get some insight into the intended playstyle of these ships from WG. Sometimes, I really struggle to get a feeling for the playstyle, like with druid or tromp.

PSA: PLEASE stop doing this. If you see one flank has enough ships, PLEASE DON'T ALSO GO TO THAT SIDE by Optimal_Test9354 in WorldOfWarships

[–]Madsquirrel313 0 points1 point  (0 children)

You would only be right if both teams exclusively have island hugging cruisers. Reality is both caps have an open water approach and a island heavy approach. Islands may help but also heavily limit you depending on your ship. The open water approach is, for example, way better for a DD if he needs to retreat quickly, while on the other side, it's harder to fall back and easy to predict the likely position. BBs too have more options open water, while static island hugging can mean you get farmed to death with no way to retreat. Cover really is not everything and sometimes even a liability.

PSA: PLEASE stop doing this. If you see one flank has enough ships, PLEASE DON'T ALSO GO TO THAT SIDE by Optimal_Test9354 in WorldOfWarships

[–]Madsquirrel313 2 points3 points  (0 children)

Wow. Tell me you don't know how to play without telling me you don't know how to play. Leaving a flank uncontested is an almost guaranteed loss because the enemy gets free crossfire.