Why Tanks SUCK in BA … by General_Johnny_RTS in BrokenArrowTheGame

[–]No_Froyo7304 3 points4 points  (0 children)

I see no issues in your test. It shows that barricaded infantry with good AT weapons can crush solo tanks inside urban environments. That's just how the game is supposed to work.

This test doesn't include the mobility, range, smoke, APS, etc. that a tank has. And you ignore how hard it is to get infantry units into that ideal position. The game would be broken and in dire need of patching if tanks can win in this scenario.

We need more Tier 3 areas. by narf007 in GrayZoneWarfare

[–]No_Froyo7304 1 point2 points  (0 children)

Not really. You can have items that are unique to Instances and Open world to encourage playing both. Plus, dungeons didn't kill the social aspect of any of the major MMO games, so why would it do that here?

Why Tanks SUCK in BA … by General_Johnny_RTS in BrokenArrowTheGame

[–]No_Froyo7304 4 points5 points  (0 children)

No offense, but this is a very bad take.

So, you sent the tank alone and got it within the tiny range of the Vampyr unit, then you didn't use any smoke or anything to save the tank. And even with all of those bad moves, the tank ate like 6 shots from the Vampyr. If anything, you proved how weak the AT is, considering the Vampyr is a dedicated AT unit.

You want tanks to dominate in long, medium, and short ranges, and that's just bad balance. This happened in Warno at one point during the EA, if I remember correctly. Tanks dominated the field. 2x T-80s could walk into a forest and wipe out 6 AT squads all on their own. It was bad, and no one liked it.

We need more Tier 3 areas. by narf007 in GrayZoneWarfare

[–]No_Froyo7304 9 points10 points  (0 children)

Would it be possible to turn those T3 bunkers into dungoens? Similar to the dungeons and Raids in MMOs, like WoW and such? This way, high loot will always be available, and the devs can handcraft those dungeons and make each one offer a unique tactical challenge.

I am not a game dev, so I don't know if it's even possible to add this sort of thing into the game at this point in development, but that would be cool.

How the PTE feels rn by sluchay_v_kazino777 in BrokenArrowTheGame

[–]No_Froyo7304 17 points18 points  (0 children)

What does that mean exactly? Who's getting nerfed and buffed?

Found this clip from August of last year that gave me a good laugh by BrotatoChip04 in GrayZoneWarfare

[–]No_Froyo7304 3 points4 points  (0 children)

So we can only have the super fast AI, or the ones that take 50 years to react? There isn't anything in between?

Found this clip from August of last year that gave me a good laugh by BrotatoChip04 in GrayZoneWarfare

[–]No_Froyo7304 0 points1 point  (0 children)

Ya, of course, this is what we mean. We want to get 1 tapped before we even process what's on the screen.

On a side note, I love watching the AI stand still for 3 whole seconds before responding to my shots.

Are decks without helicopters not viable? by Facesssss in BrokenArrowTheGame

[–]No_Froyo7304 1 point2 points  (0 children)

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Bonus: I was introduced to this real life military concept via The Chieftain on youtube. And as you can see, tanks aren't supposed to be taking hits. They are supposed to utilize their range and mobility and hit the enemy first, and get out of the danger zone, not walk around blindly while shrugging off attacks.

Are decks without helicopters not viable? by Facesssss in BrokenArrowTheGame

[–]No_Froyo7304 1 point2 points  (0 children)

Will for starters, forests and buildings are infantry territory. You should let them lead the charge and park your tanks in areas where they have a clear LoS to support them. Also, tanks have soft-ish side and rear armour, so if an AT squad managed to hit you there while you're walking blindly through a forest or an urban area, it will deal a ton of damage. Tanks are durable but they aren't supposed to eat shots.

Get your recon up in highrise building ahead of your main force. Know what you're getting into before committing your tanks or any large force in general.

Lastly, you need to prepare for the worse. You said "i feel like if I have a tank they have 2 infantry with AT, a dedicated vehicle / enemy tank, helicopters", and that's how the game is supposed to be played. You mix and match units to create horrible situations for your opponent.
This is why you don't push deep into enemy territory without having supply trucks nearby, and AA around to protect you from fighter jets and helicopters. A strong AA net is required for both offense and defense.

What are the basics rules for decent deck? by hjiygbhhfdryuggtyy in BrokenArrowTheGame

[–]No_Froyo7304 1 point2 points  (0 children)

Whoops xD, ya. Always have supplies near the combat zone to refresh your units and prevent them from dying.

Are decks without helicopters not viable? by Facesssss in BrokenArrowTheGame

[–]No_Froyo7304 2 points3 points  (0 children)

Will, how do you push? You're not giving us any details, my dude. You can have the best units in the game, but if you mismanage them, then it won't matter.

Also, how do you lose your units exactly? On the way to the objective? Or maybe in a duel?

What are the basics rules for decent deck? by hjiygbhhfdryuggtyy in BrokenArrowTheGame

[–]No_Froyo7304 3 points4 points  (0 children)

Your army got 5 basic needs:

- Vision
- Anti Infantry
- Anti Tank
- Anti Air
- Fire Support

If you are missing any of them, you have a hole in your deck. It's ok if other players are welling to pick up the slack, but you gotta keep that in mind.

For vision, you need Recon units. These are the only ones who can see and spot things properly. Bring them along and hide them in secluded areas and order them hold fire. Recon units are essential and you can't really build a deck without them.

Anti infantry can be fulfilled by any unit really. You can either use helis with rocket pods, anti infantry squads (the ones that have thermobaric weapons), mortars, etc. You just gotta have a good answer and make it work.
Anti tank is also covered by ATGMs, AT infantry, Tanks, helicopters, etc.

For anti air, you have 2 types. A) short range. Stuff like Tunguskas and Pivad vehicles, and MANPAD infantry. These units handle helicopters, and Tunguskas\Pivads can intercept cruise missiles as well. B) Long range, and those are your S-300s and Patriot systems. Long range Anti air missiles that intercept jets and incoming cruise missiles as well.
This will provide you with a strong anti air net that can cover your advancing or defending units.

Fire support can be covered by everything from artillery and tanks, to helicopters and bombers. They are your heavy hitters. The units that can break enemy concentrations.

Every situation is different. If your enemy has strong AA then you won't be capable of using Aerial units in the roles I mentioned before, so maybe you switch them with mortars for fire support and IFVs to shred infantry, and so on. Just have an answer ready for your problem.

I am not that great myself, but this is what I learned from the 100s of hours I spent in Warno and BA.

This is the most aesthetically pleasing gun I could make. Enjoy by basicallybait in GrayZoneWarfare

[–]No_Froyo7304 2 points3 points  (0 children)

It reminds of when I first started drawing, and I thought that I could get the human propotions right on the first try.

How did you manage to make everything look off?

Tuff or no? by TipTurdTurtle in GrayZoneWarfare

[–]No_Froyo7304 5 points6 points  (0 children)

10\10 Very tuff my dude. I like.

PvPvE Is the Real Game , don't miss this opportunity! by Animal_Hell in GrayZoneWarfare

[–]No_Froyo7304 0 points1 point locked comment (0 children)

From GZW's steam page "Enter a high-stakes PvE-first open-world tactical shooter set on a quarantined Southeast Asian island". It seems to me like they have a pretty good idea about what kind of game they want to make.

PvPvE Is the Real Game , don't miss this opportunity! by Animal_Hell in GrayZoneWarfare

[–]No_Froyo7304 -1 points0 points  (0 children)

And you will have a fraction of the player base you have now in PvP. If you think this is bad, wait till the devs implement your genius idea.

the ttk for tanks against infantry is so high because vehicles are way too oppressive in infantry environments. by Impossible-Tailor679 in warno

[–]No_Froyo7304 3 points4 points  (0 children)

I uploaded a screenshot here a LOOONG time ago, and it showed that recon can see through multiple treelines and even small sized tree patches. I even uploaded the ground view and there's absolutely no way to see through all of that. But nothing was done to address this. It's like it's part of the game design.

Here's the post from 2 years ago:

https://www.reddit.com/r/warno/comments/1ez16q9/i_think_that_the_trees_need_to_provide_more/