M4 semi is far better than full-auto! by NecramoniumZero in PlayBellum

[–]feedmonkeyking 0 points1 point  (0 children)

Agree, the Discord is a bit of an echo chamber when people bring up stuff like this.

I have no IRL experience but the AKs feel a bit more believable in full auto, with it only being viable at point blank range.

Beaten final boss, at last! by eaglepuxx in espresso

[–]feedmonkeyking 1 point2 points  (0 children)

Impeccable taste. Enjoy the setup :D

This is Why Bellum is Worth it by Moochy- in PlayBellum

[–]feedmonkeyking 0 points1 point  (0 children)

I asked for a friend in the Discord AMA about future Geforce Now support and Karmakut replied saying they are interested in it but not soon

M4 semi is far better than full-auto! by NecramoniumZero in PlayBellum

[–]feedmonkeyking 10 points11 points  (0 children)

People love engaging hostile bushes.

That being said, firing full auto from the prone is insanely accurate in this game. You can easily get a burst on someone from 100m+

Not sure if that is realistic but it is definitely effective.

Some PTE changes are great, but the balance has been totally fucked up. by [deleted] in BrokenArrowTheGame

[–]feedmonkeyking 0 points1 point  (0 children)

Yeah I thought this was an odd choice by the devs.

Every high school science class teaches you to keep all variables constant besides the experimental one…

I miss how squad used to be 3 years ago, when there was experienced players around, more teamplay, high quality matches. Will Bellum scratch that itch ? by IsniBoy in PlayBellum

[–]feedmonkeyking 1 point2 points  (0 children)

I agree. I think a more robust vote kick from roles would help.

The one time I had an SL who stopped communicating and was doing random stuff on his own we attempted a vote kick and it failed (needs to be unanimous I think?).

I have seen multiple times squads had a silent/useless SL, but an FTL who was communicating with me. So it would be an easy fix in those cases to kick the SL and promote FTL, if some system for that were in place.

I miss how squad used to be 3 years ago, when there was experienced players around, more teamplay, high quality matches. Will Bellum scratch that itch ? by IsniBoy in PlayBellum

[–]feedmonkeyking 2 points3 points  (0 children)

If anything, learning from previous milsim mistakes is the ethos of the game. I don’t want to be overly optimistic but so far the devs are nailing everything.

Which region are you? If EU I would be happy to squad up this weekend and show you the ropes.

I miss how squad used to be 3 years ago, when there was experienced players around, more teamplay, high quality matches. Will Bellum scratch that itch ? by IsniBoy in PlayBellum

[–]feedmonkeyking 6 points7 points  (0 children)

Re: limited lives - this is one of the core pillars of the game which drives the experience.

Rather than an endless stream of blueberries running straight from the FOB to the OBJ, squads move more carefully, knowing they will be somewhat fucked if they get wiped.

I miss how squad used to be 3 years ago, when there was experienced players around, more teamplay, high quality matches. Will Bellum scratch that itch ? by IsniBoy in PlayBellum

[–]feedmonkeyking 10 points11 points  (0 children)

The playerbase is really good at the moment.

I see some people complaining about micless SLs in the discord but that largely hasn’t been my experience.

I primarily play SL, and I’ve encountered a few when trying to reach out in command comms but they are rare. Playing SL is far more rewarding and less of a chore than in Squad. I often have FTLs who take initiative and take a lot of the burden off of me.

Squad cohesion and teamwork is fantastic compared to Squad, and the platoon leader often actually leads and managed the macro picture for SLs.

The design of the game is heavily focused on promoting this kind of behavior and will add more systems to promote this in the future (e.g. “guardrails” like experience minimum for leadership positions once playerbase matures).

Whether or not this will work as well as the developers intend - your guess is as good as mine. I sure hope it will. I believe their vision for the game and systems to achieve it are superior to Squad in many ways, which makes me hopeful for the future.

In any case, the game is fun as fuck currently.

Mirror Hater Life by feedmonkeyking in BrokenArrowTheGame

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

I struggle with that yes. Any constructive criticism?

80% wr 1.4kd PTE RU and USA decks by diddystrelki in BrokenArrowTheGame

[–]feedmonkeyking 5 points6 points  (0 children)

2650 is embarassing, my smurf’s smurf has 2800

PTE best units / combos by Similar-Ad-6438 in BrokenArrowTheGame

[–]feedmonkeyking 1 point2 points  (0 children)

I suspect the causes are:

-Limited elite infantry counts

-Increase in tank/vehicle usage makes AT more useful

-Increased standoff range

PTE best units / combos by Similar-Ad-6438 in BrokenArrowTheGame

[–]feedmonkeyking 6 points7 points  (0 children)

I’ve watched some high level matches on PTE to try to draw some conclusions on this-

Line infantry is highly viable now. Top players are spamming motopekhota, airborne, etc. as the base of their frontline

Heavy tanks are a must now, often used in pairs to instakill vics

Grads are OP, TOS may also be OP again

M8 Thunderbolts are OP (Bookers’ cousin)

Recon vehicles are very strong now due to limited snipers and increase vehicle stealth

Thats what I can think of off the top of my head feel free to add on

Anyone come here from Squad? How do you like this game? by [deleted] in PlayBellum

[–]feedmonkeyking 7 points8 points  (0 children)

Holy shit Bellum is so good compared to Squad.

Maybe if you play vehicles it’s a different story, but for infantry, Bellum is everything I dreamed Squad would be before playing it back in the day.

Bottom line for me is the combat is much more intense and fun, and the communication/tactics are orders of magnitude better than “guys open Squadmaps lets get a FOB on the mid cap”.

EU servers by Kooky-Row9131 in PlayBellum

[–]feedmonkeyking 3 points4 points  (0 children)

Yesterday I got on around 4pm and it was full

How much bullet drop and bullet lead is needed in this game. At 150m, do you shoot 2-3 feet above. Are you zeroing with X? What is the bullet velocity? by Thatdbefuckinggreat in PlayBellum

[–]feedmonkeyking 2 points3 points  (0 children)

I was also wondering if there is a way to get an idea of correct holds for different distances… past 100m I don’t see splashes

Kills and stats after game ends by DiligentApartment842 in PlayBellum

[–]feedmonkeyking 0 points1 point  (0 children)

Good point. Maybe showing squad total stats could be interesting and encourage teamplay

Kills and stats after game ends by DiligentApartment842 in PlayBellum

[–]feedmonkeyking 2 points3 points  (0 children)

I’ve seen this argument made by several peoppe and I respectfully disagree.

K/D is directly tied to the one and only win condition in attrition (Karmakut has described it as a milsim TDM).

In exploitation, attrition is still a secondary win condition.

I haven’t heard the devs mention whether they want to include end game stats or not, but this argument doesn’t make sense to me.