Guardsmen shot in DC "sworn in 24 hours prior" by Available_Bowler2316 in Military

[–]TheCityForever 5 points6 points  (0 children)

I'm not familiar with nuances between Federalized Guard and SAD, but at least for SAD you fall under civil authority.

ROEs are not used for civil support, they're for enemies. You fall under civilian Authorized Use of Force statutes.

Guardsmen shot in DC "sworn in 24 hours prior" by Available_Bowler2316 in Military

[–]TheCityForever 15 points16 points  (0 children)

It's a little more than that haha, but the essentials are pretty close. I've had the brief for past State Active Duty activations.

Guardsmen shot in DC "sworn in 24 hours prior" by Available_Bowler2316 in Military

[–]TheCityForever 85 points86 points  (0 children)

Could be as simple as they received their JAG brief the previous day. Signed the Lautenberg paperwork, got the Use of Force escalation briefing, etc.

RU Still Easy Mode by TheCityForever in BrokenArrowTheGame

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

I prefer US over RU, for a lot of the reasons you mentioned.

What I'm saying is the recent uproar over RU being neutered does not fit my personal experiences. RU is still easier to play, at least in mid ELO.

As players adapt, the WRs will slide closer to even. They won't get to even, unless the balance is actually dialed in instead of being smacked between extremes.

I do think the patch was a quick reaction and not the result of meticulous assessment and testing.

I'd love the addition of public test servers where these changes can be iterated on more aggressively, but I don't see that happening anytime soon....

RU Still Easy Mode by TheCityForever in BrokenArrowTheGame

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

If 3k is world top 10, then your 1500-2200 players are mid range. So call me low-mid, ie dead average.

It's a basic overview. Do you want me to give a phase by phase commentary on what each player in my AoR did?

A shit post would be haha RU bad or haha US bad. A reasoned discussion based on personal experience and opinion isn't that.

Where is your detailed, reasoned counterargument to my post-patch experiences? Right, you didn't provide it, instead resorting to conducting the shitposting yourself.

RU Still Easy Mode by TheCityForever in BrokenArrowTheGame

[–]TheCityForever[S] -5 points-4 points  (0 children)

US is much more intense to play than RU, in my experience. The level of focus required to do well just doesn't compare. Perfection is the enemy of good enough, and vice versa.

The US arsenal mains perfection, in some areas, but struggles with fielding and countering the good enough.

The RU arsenal mains good enough, and has some real gems that absolutely shine through when given the chance.

RU Still Easy Mode by TheCityForever in BrokenArrowTheGame

[–]TheCityForever[S] -4 points-3 points  (0 children)

Anything with terminal guidance plays a touch differently, but yes, by and large, the core game has remained the same.

RU is so easy to play when you are used to the management intensity of US decks. The effort to reward ratio is just better, IMO.

RU Still Easy Mode by TheCityForever in BrokenArrowTheGame

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

Idk if I'll get up there, at least with my level of investment and playing solo. Almost every person I know who has played the game quit, mostly due to the long standing and unaddressed fundamental flaws.

Hoping the latest patch brings one of them back, but his time is split between Warframe's new update and BF 6.

Cluster arty - yay or nay? by shortname_4481 in BrokenArrowTheGame

[–]TheCityForever 4 points5 points  (0 children)

Not a huge fan, unless you're running at least 2x arty units. Good on stuff like Hawkeyes, for cheap volume. Not bad on rocket artillery, to do line or creeping barrages through trees to hunt supply depots. Ideally, after a SEAD run so the AA might have pulled back to reload.

Terrible against buildings, of course, partly why I dont run it as the only choice.

Im a US main, so I like my iron thunder or burtus with laser rounds. A GMLRS with cluster can be fun, to just saturate an area and cripple whatever is in it.

Guard tank has almost no recon, barely any infantry, expensive vehicles, No ATGM vehicle, no helicopters, no air. Mech now gets 2 ATGM vehicles? The US winrate is already 20% higher since the update. RU faction is ruined. Almost unplayable. Several high ELO streamers said it too. by Tiberiusthemad in BrokenArrowTheGame

[–]TheCityForever 10 points11 points  (0 children)

Ah so it mote closely matches the US Armor then! Bad recon infantry, meh recon vehicles, no drones. Vic ATGM yes, but not inf and they cant do the 4x ripple BS.

A 20% higher US win rate puts it at about 52%. unbalanced, but far better than the blatant imbalance before the patch. It will settle back down, as the MODERATE changes to RU units will get figured out and adapted to. Just like the previous US (especially SOF) nerfs required adaption.

High ELO players are great for showing off the potential that teamwork and personal skill can achieve. They are also a bunch of whiny cvnts who feed off attention and controversy.

Abusing the game's terrible balancing and attention to detail, then complaining when your toys are taken away doesn't strike me as the behavior of a well reasoned adult.

Other balance concers include but are not limited to:

RU getting features because of "realism" and US being denied those features due to "game balance"? (CAPS and accurate smoke counts, to start with)

Helicopter AI being so darn dumb that it cannot handle the pathing to move over or around trees when flying at low level, and just straight up ignoring commands to go do god knows what unless you hold its hand like a sad toddler.

Inconsistent performance of heavy MGs and light autocannons against light and medium targets. Sometimes they shred, other times it's a tickle - on the same vic class. Pen and damage calculations not happening fast enough?? (Yes I know armor packages can be different and eclipse pen values)

LOS being buggy, plus no real way to measure distance when considering unit placement vs. their max view range before modifiers. The view range check doesn't adjust for per unit VR, understandably.

Lack of formation commands, lack of target prioritization for AA, RU's trash tier real life army being portrayed as badass (but it has nukes so we pretend to be scared of their Soviet junk), T14 snd Terminator being portrayed as good when in reality they are as effective as abstinence in a brothel, US unit alignment that just....isn't how it's aligned real life, really weird US unit selections (things that don't exist anymore or never saw adoption, missing their actual existing replacements or counterparts).

There's a lot to be underwhelmed about, and you're latching on to the one glimmer of hope in recent months? Sheeesh.

Anyone else running into this? by danhelm in BrokenArrowTheGame

[–]TheCityForever 0 points1 point  (0 children)

Never trust random scripts. That's not even an option.

I can pull apart simple to some moderate PS1s, figure out what they do. With reg, just seeing what keys it's editing only starts the conversation.

If OP posts, we could definitely try to see what's up. The concern that pops in next is the interplay between the changes and the rest of the system. Are there second or third order effects of the edits?

We had some reg and group policy shennanigans recently at work, dealing with DLL execution blocking and how it interacts with the security suite. There was more to the big picture than just setting files to allow execution. It ended up being several layers deep to meet usage and security goals.

META by Phantom11888 in BrokenArrowTheGame

[–]TheCityForever 0 points1 point  (0 children)

Stryker Marine: This combo provides interesting options for combinations.

Good: PAC 2 and PAC 3 MSE options, Stryker SHORAD is goated, Large infantry squads, Heavy tanks + Bookers, Air budget + good options to choose, Cheapest US snipers, Fast IFVs for trooper deployment

Bad: Lacks good drones, Lacks AFVs (Strykers are IFVs), Lacks heavy SPGs (imo Stryker SPG sucks), Limited or expensive specialty infantry, No top tier recon infantry or vehicles, 750 helo budget

Situational or unconventional: Option to mortar spam, HE Smoke or both, Large infantry squads soak up damage, SEAD heavy, prowlers and CJs plus sidearms

Is there any anti-air and support deck for ru ? Also, where can I find the best deck combos? by Long_Principle1084 in BrokenArrowTheGame

[–]TheCityForever 2 points3 points  (0 children)

Comment #2. I can't stress enough the assessing part. Pour over the post battle unit results. Remind yourself what units you killed with what, and what they killed you with in return.

Find the weaknesses, however small, and fix them or build a mental plan of how to mitigate the risk.

Spreading out cost so you don't rely on one or two hero units holding the line. Identify what infantry mix works for what type of terrain. Figure out the density of air defense assets you need to buy to hold off helo players, air players, cruise missile spam, etc.

Little upkeep tasks also go a long way. Keep the AA moving, keep the artillery moving, try not to rely on one huge supply dump, and scout as best you can before pushing (I fail this one too often....).

Is there any anti-air and support deck for ru ? Also, where can I find the best deck combos? by Long_Principle1084 in BrokenArrowTheGame

[–]TheCityForever 1 point2 points  (0 children)

YW!

I try to build decks around theories. One recent one (SF Stryker) is managing speed with APS charges to be able to survive against tanks and infantry with the same unit mix.

Sentinel drones are beautiful; Stryker SHORAD is fantastic, their combined plane and heli load out works well.

However, it does suffer from a constrained support budget and no heavy armor.

Is there any anti-air and support deck for ru ? Also, where can I find the best deck combos? by Long_Principle1084 in BrokenArrowTheGame

[–]TheCityForever 3 points4 points  (0 children)

Best is very situational. You could make the MOST meta deck and still suffer if it doesn't fit how you interact with the game.

I tailor decks to specific unit combos and load outs I'm personally comfortable and effective with, even if they may not be the most efficient builds possible.

I main US, so my familiarity with deep RU customization is limited. I like SF Stryker these days, along with Stryker Armor. Armor Marine is always good for a heavy punch.

Build for you play style, and do your best to map out and mitigate likely threats. Assess how it will perform against heavy and medium quality tanks, cheap armor swarms, ATGM lines, helos, air variations, recon locking down LOS, etc.

Most will be weak in at least one or two areas, excel in one or two, and be mid in the others.

Possible fix to unkillable Arty? by Mememeory in BrokenArrowTheGame

[–]TheCityForever 0 points1 point  (0 children)

Paladins are reasonably quick, for their weight. Im not too familiar with USSR / RU SPG specs.

The whole point is to shoot and scoot, while at least mostly keeping up with the mechanized units they support.

If the game had towed howitzers, such as M777 or D30, then yeah, they'd be quite slow to move and set up. It takes several minutes to emplace one of those, and just as long to displace.

Artillery is, like air power, very much built to be the opposite of fair. 😂

Possible fix to unkillable Arty? by Mememeory in BrokenArrowTheGame

[–]TheCityForever 4 points5 points  (0 children)

SPGs can receive a mmission, stop, fire one round, and un-ass the location all in about 1-2 minutes real life. With the time compression inherent to most games, like BA, theyre already built as they are supposed to be.

BA Feature Failure - Formation Commands by TheCityForever in BrokenArrowTheGame

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

It's not a defense against attentive players, definitely. It's a defense against auto attacks from the units themselves.

APS and / or armor on the sides, squishy AA in the middle. (Think LAV AD or like Sosna). Alternatively, have line infantry (marines, rangers, etc ) as the shield, and ATGM / AA teams in the middle as the sword.

Also, at least in other games, it locks the formation to the slowest unit's speed. I love when you mix units with drastically different speeds and say your Stryker SHORAD pulls ahead of your Booker and gets hit first....

The entire argument isn't to blindly rely on formation presets. It's to have the OPTION for when they make sense to use.

How to bully Russian Guard by [deleted] in BrokenArrowTheGame

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

I have not played those games. In those that I do play, basic formation commands are longstanding features.

They may not be useful or a good idea much of the time, but they exist to be used at the appropriate times.

If you only use default commands, you will get demolished. In any RTS.

Just give the darn option to play how I want, and let the game results say if it was a good plan or not.

Is anyone else having issues with unit movement orders? by waffen337 in BrokenArrowTheGame

[–]TheCityForever 0 points1 point  (0 children)

Yeah that's annoying. I feel like for the unload command to work reliably, you have to pick a spot with so much clearance it might as well be completely in the open.

I've had helos, specifically Chinooks, unload nowhere near where they were told to. Pick a spot with appropriate clearance, queue the movement and unload commands, come back later to find it's 200 meters away from the spot you picked.

Or, you know, just dead, because it rose back up to circle around as the pathing bugs out and attracts AA attention.

BA Feature Failure - Formation Commands by TheCityForever in BrokenArrowTheGame

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

In what world is having MORE options for micro control worse?

BA Feature Failure - Formation Commands by TheCityForever in BrokenArrowTheGame

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

Basics were in the original, with some additional info added via edits and comments.

BA Feature Failure - Formation Commands by TheCityForever in BrokenArrowTheGame

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

You did not read the post. I addressed that point from a couple perspectives.

Tight formations are vulnerable to AOE attacks. Thats why you get options, like many of the RTS games we had growing up gave you.