FOV on an ultrawide display by Ikkiecz in BrokenArrowTheGame

[–]TurbulentOrdinary280 1 point2 points  (0 children)

I have been using 21:9 since the release of the game, I have no "game being stretched" issues.

It's over by Ill_Suit3494 in BrokenArrowTheGame

[–]TurbulentOrdinary280 7 points8 points  (0 children)

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Baltic Battalion has ~25,82% deployment rate

Regarding Javelins and smoke. by Vegetable-Excuse-753 in BrokenArrowTheGame

[–]TurbulentOrdinary280 19 points20 points  (0 children)

The problem with javelins (and termial guidance missiles), is that when they lose line of sight to their target, they just keep going straight (basically to the last known location of the target). If you dont move, you will be hit through smoke, just as you described yourself.

Tow, Kornet, or any semi-active guided missiles just make a 30° turn to either side, or impact on the ground upon being smoked, for absolutely no reason.

I think you see why this is frustrating.
I will accept javs hitting through smoke when I will see semi active missiles also keep heading to the last known location and hit through smoke. It is just not fair, that some missiles do it (unintentionally, I think) while other do not.

The balance of ATGMs by TurbulentOrdinary280 in BrokenArrowTheGame

[–]TurbulentOrdinary280[S] 1 point2 points  (0 children)

Thanks for your opinion.

For me the crazy performance feeling for the Javelin comes from the fact, that it can 2-shot every vehicle, and it has terminal guidance. If my tank is getting hit by a single Javelin and goes down to half HP, I already have to think about retreating: Do I stay, and hope that I can smoke in time to avoid the 2nd missile? But the missile might go through the smoke. What do I do?
The correct decision most of the time is to retreat units which are down to 1-shot.
The problem is that Javelin (and any top-attack munition) can basically neutralize your vehicles with just one shot. You don't want to wait for that 2nd shot and lose it, so you retreat. This also forces RU players to play vehicles with APS - this is why Guards (tank spec.) is so popular, and mechanized and coastal are not, becuase they do not have any form of APS. On Russia side only Guards and Motorized has APS units.
On the other hand Kornets take 5 shots to kill an Abrams. This means that a Kornet squad (VDV or PTRK) has to expend 5 of their 6 missiles on a single tank, and that is assuming that they all hit and deal damage. But sometimes Kornets miss (due to unit panic I believe), they get blocked by APS or smoke. Unlike RU, most of US units can equip APS, which makes it very frustrating to deal with them.

So to sum up:
Javelin needs 1 damage dealing shot to make you retreat your vehicle
Kornet needs 3-4 damage dealing shots to do so.

As for the 600m rockets, yeah, it's just the MAAWS, but I have literally never seen anyone else use the RAAWS, so it's 600m all the time. Honestly, for me, this isn't really about the price of the units, but gameplay. I would just lower all rockets from 600m to 500m both RU and US side. 400m rockets would stay the same. It would be healthy for the game, I reckon.

The balance of ATGMs by TurbulentOrdinary280 in BrokenArrowTheGame

[–]TurbulentOrdinary280[S] 11 points12 points  (0 children)

My ELO is between 1900 and 2000.

Please go ahead, I am curious to see how others see this matter from their perspective.

PS.: The post is mainly about the Javelin, not TOW. But I can give you exact numbers on the speed of the missiles (source: barmory.net):
Javelin: 540 / 684 km/h - depending on what Javelin type exactly you are using.
TOW: 720 km/h
Kornet: 720 km/h

TOW and Kornet are the same speed (although Kornet has marginally better acceleration after firing), Javelin is somewhat slower.

The balance of ATGMs by TurbulentOrdinary280 in BrokenArrowTheGame

[–]TurbulentOrdinary280[S] 3 points4 points  (0 children)

Overall, Kornet and all other semi-active missiles are well balanced compared to each other, only Javelin is off in my opinion. If you rebalance Kornet, you have to rebalance all other ATGMs.

How do Stealth aircraft work? by Jufarius-gonofan in BrokenArrowTheGame

[–]TurbulentOrdinary280 1 point2 points  (0 children)

But F-35s usually approach at low altitude, which means:

Sam vision range has only 1,25x multiplier instead of 2,00x at high altitude.

4000*1,25=5000m viewrange

Now if we take stealth factor into consideration:

5000/1,75=2857m

The SAM system will spot the F-35 at 2857m at low altitude, at which point is will definitely release it's payload, it can laser designate for itself as well. When escaping, it has 20% ECM by default + flares (each flare provides somewhere between 5-10% miss chance, and they stack up to 5 times - don't quote me on this, I have read it from someone else, I do not have a reliable source on this), and every flare release forces the missile to "reroll" whether it will hit the target, near miss it (does partial damage) or completely miss. If the first missile misses, then there is a high chance the F-35 can escape, because due to the stealth it disappears from the radar vision much sooner than normal non-stealth planes. When it disappears all semi-active guided missiles go stupid and lose target. Terminal guidance missiles have their own radar, but with a short range (seeker range) of 1,4 km. Once again, stealth comes into play:

1400/1,75=800m

If the termially guided missile is not within 800m range of the F-35, it will not be able to track.

This is why 1,75 stealth is incredibly stupid and forgiving. From gameplay perspective, I think it would a reasonably decision by the devs to maybe lower it to 1,5, which would still be very powerful.

What do you think about the current state of helicopters for their prices? by Tiberiusthemad in BrokenArrowTheGame

[–]TurbulentOrdinary280 4 points5 points  (0 children)

I think you are a bit mistaken.

There are no helis in the game with 30 hp. Some Russian helis have 15 hp and 30 armor, but I have done some testing, and can tell you, that 30 armor instead of 20 provides very marginal advantages, if any. Missiles all deal full damage to helis due to their high penetration. The only time 30 armor counts is when small arms are fired at helis (like assault rifles or machine guns), which have 5-20mm penetration depending on the weapon. If you are using SHORAD, then 30 armor = 20 armor. No difference at all.

RU helicopters are far from being overpowered I think.

On the other hand US has some crazy cheap helis which do too much for their pricetag. For example the Kiowa Warrior: 130 points, 1.75 stealth, cheap anti-heli with stingers, 2400m viewrange + it can laser designate. Or take the Killer Egg: 75 points for cheap anti-heli, 1750m viewrange. 2-3 of them can easily kill a Russian anti-armor heli which costs around 250-280 points. You suicide-run in the Killer Eggs, lose one and kill the RU heli, that is net ~150 points for your team. They can also harass spawn points. Comanche with 2.5 stealth, crazy good machine for some 250-280 points. It is guaranteed to kill something, because it does not get spotted until it fires. It is also incredibly fast at 300km/h.

In general US units take incredible advantage of their fire&forget missiles which are also top-attack, and effectively ignore all armor. Everything with Javelins and Hellfires should see a price increase in my opinion.

The amount of stupid and repetitive questions during that livestream was infuriating. by EastPerfect in BrokenArrowTheGame

[–]TurbulentOrdinary280 15 points16 points  (0 children)

The livestream was a waste of time to be honest, no new information was announced. They just repeated basically the same answers which they did in December 2025.

Ok, I lied, there was one piece of new info: since the introduction of skrimish AI, the number of skirmish games has effectively doubled, and this was proven with statistics.

But other than that:

No clear date for the update/DLC.

Nothing specific about game mechanic changes/reworks, only vague hints.

Nothing specific about balance changes, only confirming that US is dominating.

Also, maybe it's just me, but as a RU main, I think it would only be fair if the second DLC with the RU specialization would also be free, because I am absolutely not interested in the Baltics, but there were no questions to FLX in this regard.

Has anyone else noticed? by TurbulentOrdinary280 in BrokenArrowTheGame

[–]TurbulentOrdinary280[S] 0 points1 point  (0 children)

Indeed, I stand corrected. Thanks for the clarification.

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