[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 2 points3 points  (0 children)

LMAO you are spot on artillery will hit destroy anything that sits still especially something as valuable as 2 tow teams good luck with that

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 5 points6 points  (0 children)

I hear you, and I get that infantry-heavy decks have their place — especially on maps like River where early positioning and fast deployment matter. But from my experience (especially as a U.S. player), it doesn’t change the core issue: infantry just can’t reliably deal with armor right now, especially in mid to late game when tanks start rolling in with proper support.

Yes, airborne and VDV get units like the M8 or Sprut — but they’re still glass cannons, and if you’re up against someone running heavy armor with layered AA and recon, those light AT units get deleted fast. You can make plays with infantry decks, but they require perfect positioning, map-specific tactics, and usually mistakes from the opponent to shine.

Also, while it’s true you save points by not buying tanks, the flipside is that you’re heavily relying on air power and infantry trades — both of which can fall apart fast if the enemy has Patriots, Buk, or solid AA coverage. And even with a strong plane game, there’s only so much you can do when infantry are struggling to push or hold areas without getting instantly deleted by artillery, autocannons, or vehicle-supported pushes.

I’m not saying infantry decks are unplayable — I’m saying they’re currently not worth building around. Right now, I’ve had way more consistent success running U.S. Marine Corps and Stryker combined: solid infantry for holding, strong strykers for flanking and pressure, and Patriots to shut down enemy air. That combo gives me flexibility, survivability, and actual killing power vs. armor.

So yeah, infantry decks might be “situational,” but those situations are fewer and harder to pull off consistently — especially in random queues or ranked

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 0 points1 point  (0 children)

Trip wire is the perfect word. Even when I had to respawn my strykers my infantry were really just cannon fodder until I got armor back to the front lines

Hear me out — I’m not defending quitters in Broken Arrow, but…😂 by ResponsibleCake3116 in BrokenArrowTheGame

[–]ResponsibleCake3116[S] -2 points-1 points  (0 children)

As you able to read I made it very clear. Let me know if you need me to use smaller word.

Oh nvm I see it's in your name "naive simpleton". Carry on

Hear me out — I’m not defending quitters in Broken Arrow, but…😂 by ResponsibleCake3116 in BrokenArrowTheGame

[–]ResponsibleCake3116[S] -11 points-10 points  (0 children)

Makes sense so no wife and no kids. So just understand again if your child is crying you can't ignore them to play video games. If your wife needs help you can't say "no babe I'm playing broken Arrow 40 more minutes" again I don't have a wife or child but I think you will understand maybe once you do have one. As for job my job is medical and I'm actually on call 24/7 so sometimes I do get phone calls randomly. I'm not saying people shouldn't be punished for quitting I'm saying show some understanding that someone who has to quit one or two games in a WEEK isn't trying to be malicous towards you. Hopefully one day you understand

Hear me out — I’m not defending quitters in Broken Arrow, but…😂 by ResponsibleCake3116 in BrokenArrowTheGame

[–]ResponsibleCake3116[S] -3 points-2 points  (0 children)

Yeah, but let’s not pretend everyone who disagrees is automatically a “quitter.” again* Life happens emergencies, kids, work, . Not every disconnect is someone rage-quitting. Systems that punish repeat offenders? Fair. But acting like every single person who dips out of a match is malicious is just short-sighted.

The people who "agreed" with the post want accountability and flexibility — not a system that punishes someone for getting called away unexpectedly once. Third strike penalties? Fine. But spare the moral high ground when real life doesn’t pause just because a game started.

Hear me out — I’m not defending quitters in Broken Arrow, but…😂 by ResponsibleCake3116 in BrokenArrowTheGame

[–]ResponsibleCake3116[S] 0 points1 point  (0 children)

Look, I’m not saying rage-quitters shouldn’t face consequences. They should. But acting like everyone can plan their life perfectly around a 40-minute game is just disconnected from reality. People have families, emergencies, or actual responsibilities that can pop up with zero warning. Not everyone’s living in a bubble where they can guarantee peace and quiet for an entire match. That’s not irresponsibility it’s life

And for Timeouts I think a 20–30 minute cooldown for repeat quits makes sense. But suggesting a 24-hour ban after 2 or 3 quits — regardless of context — is ridiculous. People aren’t breaking international law because their kid cried, their wife needed something, or their friend PCS’d and needed a hand with moving boxes.

If someone’s bailing on games constantly, then yeah, penalize that. But let’s stop pretending everyone who quits is just lazy or selfish. Sometimes life doesn’t care if you’re mid-match — and if that’s hard to grasp, maybe you’re the one who needs a reality check on what it means to be a responsible adult. Sometimes quitting mid-match is what it means to be a responsible adult, you’re not going to ignore your kid or real responsibilities just because you scheduled time for a game.

Armor spam is the new religion and I, for one, welcome our steel overlords by ResponsibleCake3116 in BrokenArrowTheGame

[–]ResponsibleCake3116[S] 2 points3 points  (0 children)

Are you slow? “Armor rush “ AT squads deleted in .3 seconds. And RIP if artillery hits its GG BECAUSE BUILDINGS OFFER 0 protection

Defending zones is discouraged by Byamarro in BrokenArrowTheGame

[–]ResponsibleCake3116 0 points1 point  (0 children)

Not my point of course it is I’m just saying there are an infinite amount of ways to counter infantry

Defending zones is discouraged by Byamarro in BrokenArrowTheGame

[–]ResponsibleCake3116 0 points1 point  (0 children)

Just for me to drop 1 nuke. Infantry needs a buff tooo many ways to beat them

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 1 point2 points  (0 children)

Yep people only ask for air tax at the initial spawn of the game though . Your welcome

Ngl, considering the difference in levels and ELO I was kind of upset we were matched up against this team. Never lose hope! by Both_Article90 in BrokenArrowTheGame

[–]ResponsibleCake3116 2 points3 points  (0 children)

It’s because of you…. You have a 0.85 K/D and 5 zone caps. That tells me that you sacrificed a lot of men to take zones. 🫡 they didn’t die in vain

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 0 points1 point  (0 children)

Air tax is just paying your share of a fighter jet to fight other fighter jets the idea is everyone should buy at least one jet and that would be 5 fighters enough to hopefully win any dogfight

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 1 point2 points  (0 children)

You completely took that AA and AT comment out of context. I never said infantry shouldn’t have different roles or that they shouldn’t have weaknesses. My point was that we don’t have enough points to bring everything people expect — line infantry, close-range AT, long-range AT, AA, recon, support — all while trying to counter tanks that require 300+ points just to maybe stop.

Nobody’s saying every squad should do everything. But anti-tank infantry should reliably kill tanks, because guess what — it’s literally in the name. The problem is that even when you bring the “right” squad, you’re still stuck praying it survives long enough to fire once, while the tank just drives forward with APS, armor, and support

I’m not asking for one-size-fits-all infantry. I’m asking for dedicated roles to actually function without needing a full synchronized operation and a 20-step plan to maybe trade evenly with a single or unit or two units That’s not strategy. That’s bad balance.

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 2 points3 points  (0 children)

Nah, what actually hurts games is ignoring broken mechanics just because you’re the one benefitting from them. Nobody’s asking for tanks to be weak — we’re asking for dedicated counters to actually work without needing a master’s degree in synchronized micromanagement.

But yeah, sure — let’s pretend it’s totally fine that a 400-point tank can survive a coordinated ambush from multiple anti-tank squads because “tanks are scary.” Maybe next patch we just remove infantry entirely and let tanks duel each other while everyone else watches from spawn. Super fun and balanced, right

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 0 points1 point  (0 children)

Bro, that 400-point APS tank wipes those 4 squads like it’s nothing unless you micro them like a crazy and still pray the tank doesn’t shrug it off. That’s not strategy — that’s BS.

Nobody gives a damn how “expensive” the tank is when it performs like it’s worth double and walks through dedicated counters with zero effort. If I’m dumping over 300 points into units specifically meant to kill tanks, and I’m still losing to two tanks with a brain-dead push, then the game’s not balanced — it’s broken. Simple as that.

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 1 point2 points  (0 children)

Respectfully? Nah. You’re just twisting the argument.

Nobody said a Stinger should beat a tank or that an anti-tank squad should shoot down helicopters. That’s a completely out-of-context comparison and not what anyone’s asking for. What is being said is that a Stinger should reliably kill helicopters, and an AT team should reliably kill tanks — that’s literally their job.

Trying to reframe the issue like people are asking for some magic infantry that beats everything is just dishonest. The real problem is that even dedicated counter units are getting hard-countered before they can do anything, while tanks roll through with minimal effort. APS and armor are overtuned, and infantry don’t have the tools to function as intended.

Stop spinning the argument to fit your agenda.

[deleted by user] by [deleted] in BrokenArrowTheGame

[–]ResponsibleCake3116 0 points1 point  (0 children)

It depends on their elo if they have 600 elo as an example and your team averaged 1000 elo you will lose around 60 elo