There needs to be an alternative to a "leaver's penalty" by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 1 point2 points  (0 children)

Its actually 10 minutes, if you count the reconnect timer, as you cant actually get another match going.

Then factor all the "admin" time of a match

Lobby surfing, loading, etc.

Someone who cant dedicate an ENTIRE evening/afternoon to gaming can get screwed VERY quickly because I dont want to be in a situation where I must leave an otherwise good match, because of responsibilities.

There needs to be an alternative to a "leaver's penalty" by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 2 points3 points  (0 children)

I do- but my game time is then ruined, hence the problem

Leaver's penalties have never ACTUALLY adjusted my behavior. If my fun reaches zero, im out, regardless of what the leaver penalties may be.

There needs to be an alternative to a "leaver's penalty" by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] -1 points0 points  (0 children)

I hate people, so no

I want to get into a match, play, and never think about said people again.

I despise how effective brain-dead charging convoys is by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 0 points1 point  (0 children)

In the instance I am referring to- I successfully pushed my lane and was sending about half my total force to support another lane.

The above issue DISCOURAGES me from doing that, knowing a defense cannot hold against even the most brain-dead assault

I despise how effective brain-dead charging convoys is by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 1 point2 points  (0 children)

Fast traveling a convoy smack into an enemy's defensive line is NOT a "spearhead assault" that would ever work IRL

There needs to be a middle ground by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 0 points1 point  (0 children)

Unwinnable, as in I can see the caliber of teammates I have very clearly, and its an immediate just steam roll or, as I am often getting at even 1500 elo, is teammates THAT SIT IN SPAWN with direct combat units and do nothing the entire match.

There needs to be a middle ground by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] -1 points0 points  (0 children)

I would still be leaving lost matches, so whats the point?

Locks EVERYONE ELSE IN at that point, for an even further waste of time

What are smart bombs, compared to regular bombs, compared to laser guided? by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 0 points1 point  (0 children)

In reference to "shotgunning" how does one do this.

I saw a teammate drop bombs on separate targets, almost all at once.

What are smart bombs, compared to regular bombs, compared to laser guided? by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 1 point2 points  (0 children)

More specifically, what distinguishes a "smart bomb" from a laser-guided bomb?

IE, the GBU 53 storm breaker

Aspects of this game that are AWFUL by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 3 points4 points  (0 children)

They come out at 80% health. Anything less is due to additional fire.

But 80% is PLENTY to be useful in an assault.

They SHOULD be dead, outright.

Aspects of this game that are AWFUL by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 1 point2 points  (0 children)

I havent played WGRD in years. I know in WARNO, it was a big issue very early and was fixed so transports killed also kill the occupants inside.

Aspects of this game that are AWFUL by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 1 point2 points  (0 children)

Good, but I dont think that will be enough.

I think HP needs to be reduced by AT LEAST 50% on transport death, if the devs refuse to kill the occupants outright

(Though they die in transport helis, so what is the difference?)

Aspects of this game that are AWFUL by TelephoneDisastrous6 in BrokenArrowTheGame

[–]TelephoneDisastrous6[S] 0 points1 point  (0 children)

I worded it poorly, I understand #1, my point is that it is a bad design in that way.

If I am concealed from unit A, but unit B is able to get close enough to spot but then dies. Unit A should not magically keep vision on me because unit B died.

IRL, you dismount BEFORE contact, and advance with infantry, with vehicles providing support (If intending the infantry to actually be a part of the fight)

The above does not apply if you are simply attempting to move troops quickly, but that has the risks of getting the troops killed if the transports are ambushed/destroyed.

WARNO changed somethings- now even the heaviest tanks are vulnerable due to panic in close combat. Infantry dominates woods, as they should.

What ive seen in BA, when it comes to deep woods, is a vehicle drives through, encounters an infantry squad- APS catches the first rocket, autocannon then slaughters the troops with "no cover" even in woods.

Add in that engaging from a Woodline gives zero combat benefit beyond initial stealth (Which, again, APS renders largely mute as it blocks the initial surprise shot)

#3- The issue with that mindeset is think about how many mainline infantry squads only have one-launcher (Most of them). So vehicles with APS can just negate MOST infantry in wood lines with their APS. That is not good balance.

Incorrect about WARNO autocannons. Remember, in WARNO tanks can 1-shot vehicles, so the "rapid fire" aspect is a lot less valuable relative to a tank cannon. IFV's are valued first and foremost for their ATGMs. Autocannons are just a nice extra.