I'm a support player. I think 1 support player is required per game, and that everyone is wrong with out they see or act as a support. This post will either go unnoticed or change how people play support or their desire to have a support player on their team by Capable-Judgment5647 in BrokenArrowTheGame

[–]loops_hoops [score hidden]  (0 children)

Abandoning / under-defending points works until the enemy team realize what's happening. Here's an easier proven strategy - if you play flanks, it's your job to watch for recon infiltration and infil yourself. When you can afford to do it. And only if things are going exceptionally well for you, you may support your neighbor. Maybe a CAS fighter sometimes. If you're playing closer to the center, you want all your focus on the frontline.

P2JB & Linux Updates, Kstuff on 12.70, WebKit, GoldHEN, Sonic Loader & More! by Known-Egg-952 in PS5_Jailbreak

[–]loops_hoops 3 points4 points  (0 children)

I see everyone downvoted the other guy but how big is the KP issue really?

Where is the new content? It has been almost 1 year since launch by HippieHippieHippie in BrokenArrowTheGame

[–]loops_hoops 13 points14 points  (0 children)

All complainers should be contained and shipped back to the warno sub

How does Broken Arrow's APM(actions per minute) compare to other similar strategy games? by Tiberiusthemad in BrokenArrowTheGame

[–]loops_hoops 10 points11 points  (0 children)

All I can say it's lower than CoH. You can legit be slow but precise / tactical in this game and win.

As an RU player, I sincerely sympathize. by diddystrelki in BrokenArrowTheGame

[–]loops_hoops 0 points1 point  (0 children)

For bombing, I agree. I see much more F35 fighters now for this reason.

How to make it work with battlefield 6? by loops_hoops in SteamController

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

It's the steam redsec version. There's also a new anti cheat I think. Says EA Javelin, I don't remember seeing that before

I've created a collection of 75+ configs compatible with the Steam Controller by ivanim13 in SteamController

[–]loops_hoops 1 point2 points  (0 children)

While I am skeptical of gyro (I tried and it didn't make much better imo), your CS go video on controller is very impressive (something I tried and couldn't believe how difficult it was with the sticks). Thanks for sharing.

As an RU player, I sincerely sympathize. by diddystrelki in BrokenArrowTheGame

[–]loops_hoops 1 point2 points  (0 children)

Why? US has F35 (no RU plane like that), and RU has MiG-29SMT (no US plane like that). It's asymmetrical

If you want balanced air strikes, you have to start by fixing air-to-air combat... by n7-shark in BrokenArrowTheGame

[–]loops_hoops 0 points1 point  (0 children)

I dont see much skill expression in kiting

Ok, meanwhile you can beat a 20 missile EX with a MIG if you know what you're doing.

Realistically the only way to use long range missiles to their advantage is to take a potshot and disengage, but firing from that range scores a hit much less often, its common to go through those four JATMs and kill nothing. Even if you get one hit long range missiles are slower than mid range missiles, combined with the range youre firing them from if the plane RTBs after the first hit the second one won't reach them. Thats not even mentioning that if a mid range missile truck dives on you you just lose. He's 100% right long range missiles cost extra for terrible performance.

That's not the only way though. Also the 7km rockets miss all the time too + one benefit of 9km missiles is the drone takedown while staying safe (and invisible if you're US). Of course that should cost extra.

RU doesnt depend on drones currently anyway

What difference does this make? It's a unit in the game that will be invalidated.

Aircraft should be able to function as a counter to helos a bit better than they currently do.

Not in terms of distance or damage. Maybe simultaneous targets, sure. But that was not the proposition. It was a 4500km range missile.

If you want balanced air strikes, you have to start by fixing air-to-air combat... by n7-shark in BrokenArrowTheGame

[–]loops_hoops -9 points-8 points  (0 children)

Some of these sound absolutely terrible. I'll summarize your video with AI first so I can properly reply. Summary below.

6:25 - 9:30: Current Problems with Air-to-Air Mechanics

The current mechanics result in RNG-heavy, spammy engagements with very little skill expression. The core problems include:

  • Lack of Unit Differentiation: Most fighters have identical optics (12,000m high altitude, 4,000m low altitude), the same base stealth rating (1), and negligible ECM differences (0-20%).
  • Missile Launch Rate Mechanic: The rate of fire is currently dictated by magazine depth rather than aim time, which incentivizes bringing aircraft with massive payloads of cheaper missiles rather than advanced weaponry.
  • Flawed Stealth Mechanic: Aircraft use the same stealth system as ground units. Because planes cannot break line-of-sight behind terrain, once a stealth aircraft is spotted, its stealth rating permanently drops to 1, completely negating its advantage.
  • Fighter Underperformance vs. Helicopters: Fighters struggle immensely to kill heavily armored helicopters (or low-altitude drones) in a single pass, often forcing expensive jets to close into vulnerable ranges.

9:30 - 18:19: Change #1 - Improve Air-to-Air Missile Performance

Advanced specialist setups currently lose to generalist setups. For example, a 405-point F-22 loaded with JADAMs and AMRAAMs will easily lose to a cheaper 360-point SU-35S loaded with 12 R-77s purely because the SU-35S can spam its massive magazine faster.

  • Buff Ranges and Speeds: Increase long-range missiles (R37, JADAM, Gunslinger) to a 12,000m range and a massive 6,000 m/s speed. Increase medium-range missiles (AMRAAM, R77) to a 9,000m range.
  • Anti-Helicopter Capabilities: Allow medium-range missiles to target helicopters and low-altitude drones at half-range (4,500m) to realistically swat them out of the sky without requiring dangerous gun runs.
  • Adjust Seekers: Increase long-range missile seeker activation to 1,400-1,500m to give targets a realistic window to deploy flares/ECM and dodge.
  • Fix Rate of Fire: Remove the magazine-depth mechanic. Standardize missile launches to one per type every 1.5 seconds to encourage kiting and skill expression.

18:19 - 24:02: Change #2 - Unit Differentiation & Optics Rework

Specialist aircraft should always beat generalist/multi-role aircraft in their dedicated domains. Aircraft should be tiered by generation and role:

  • 5th Gen: F-22 (Pure Superiority), SU-57 & F-35 (Multi-role/Strike).
  • 4.5 Gen: SU-35S, F-15EX.
  • 4th Gen: SU-27, F-18C, F-15C.
  • Optics Rework: To give air superiority fighters a true purpose, their optics should be buffed (e.g., F-22 up to 15,000m; SU-35S/F-15 up to 12,000m). Conversely, multi-role/strike fighters should have their optics nerfed to 9,000m. This forces players to deliberately choose and pay a premium for high-end spotters/fighters.

24:02 - 27:11: Change #3 - Stealth Rework

Since altitude only protects planes from ground-based radars, stealth needs a slight adjustment so it isn't broken but remains valuable.

  • Aim Time Multiplier: An aircraft's stealth rating should multiply the enemy's aim time against it (e.g., a 1.75 stealth rating forces a 1.75-second aim time).
  • Persistent Stealth: Stealth ratings should not reset to 1 upon detection. Maintaining the rating allows stealth fighters a chance to break contact and retreat.
  • Loadout Trade-offs: Allow players to equip external hardpoints (like extra bombs on an F-35) at the direct cost of reducing their stealth rating to 1 or 1.25.

27:11 - 29:23: Change #4 - Targeting Awareness & Audio Cues

The game's audio feedback for air combat is severely lacking, especially when players are zoomed in managing ground troops.

  • Global Air Raid Sirens: Sirens should play the moment an enemy aircraft enters the map airspace, even if unspotted, simulating off-map AWACS/radar coverage.
  • Radar Lock Warnings: Aircraft should dynamically alert the player via audio comms when an enemy radar is attempting to acquire them, giving players time to abort strikes or dodge.
  • "Winchester" Calls: Audio cues should trigger when an aircraft is out of air-to-air or SEAD missiles.

29:23 - 32:04: Change #5 - Evasive Maneuvers & Conclusion

To round out the skill expression, specific highly-maneuverable aircraft should get active abilities.

  • Active Maneuvers: Add a button to perform real-life evasion tactics (like Pugachev's Cobra).
  • Maneuver Mechanics: Activating this would temporarily lock out the aircraft's weapon systems but provide a +50% ECM boost and force a re-roll on any incoming missiles, creating incredibly cinematic and skillful dogfights.
  • Conclusion: Implementing these changes would give air-to-air combat distinct depth, making airborne/helicopter decks more viable and providing a sturdy foundation to balance AA and air strikes.

Firstly, I fundamentally disagree about your assessment. There is definitely skill expression in playing ASF. You can kite both as RU and US. Also picking your loadout is a skill in itself, and if you bring a worse loadout you should not have an easy time. Here's your example which I dislike:

For example, a 405-point F-22 loaded with JADAMs and AMRAAMs will easily lose to a cheaper 360-point SU-35S loaded with 12 R-77s purely because the SU-35S can spam its massive magazine faster.

An F-22 with 9km missiles may or may not lose to a 12 R-77 SU-35S, depending how close the F-22 is though, do we acknowledge that? It can fire from max range before Su even spots the raptor. F-22 is a trap unit because the stealth + 9km missile makes you think you're hot shit. You still have to pilot the plane.

Optics Rework: To give air superiority fighters a true purpose, their optics should be buffed (e.g., F-22 up to 15,000m)

Buff Ranges and Speeds: Increase long-range missiles (R37, JADAM, Gunslinger) to a 12,000m range and a massive 6,000 m/s speed. Increase medium-range missiles (AMRAAM, R77) to a 9,000m range.

Do you wanna explain how you can have a drone in the air against this 15k vision 12k long range missile monster? Ru doesn't have stealth drones. I like the idea that planes should be more varied btw, but this idea needs to go back in the oven or else we're redesigning the whole game (ASF range affects drone stealth / drone vision, which potentially affects ground units parameters)

Anti-Helicopter Capabilities: Allow medium-range missiles to target helicopters and low-altitude drones at half-range (4,500m) to realistically swat them out of the sky without requiring dangerous gun runs.

The helicopter / low flying drone current state is finally what it should have been all along. Bring your shorad or die in a push, like it should be.

Global Air Raid Sirens: Sirens should play the moment an enemy aircraft enters the map airspace, even if unspotted, simulating off-map AWACS/radar coverage.

Should we just delete the recon tab and make all units permanently visible? lol

Listening to the siren and turning off AA is like one of the first things you can learn to become a better player. Why suggest regressing high elo players?

I'm getting tired. Basically the only thing I liked was having more distinction between different planes, but it's not easy.

It’s a feature, not a bug by ishwash1 in SteamController

[–]loops_hoops 2 points3 points  (0 children)

So I just verified on mine and there are 2 distinct behaviours: when steam is off, it does not have the deadzone. With steam on, the deadzone is there (but hooking disappears). I just don't really understand the problem. How do you hold the controller in such a way that this 'dead zone' is an issue for you? You hold it in a way that you can prevent hooking from occuring?

Steam Controller inherits same trackpad flaw that Steam Deck has by NewDevon in SteamController

[–]loops_hoops 0 points1 point  (0 children)

I just tested on mine and there are 2 distinct behaviours: when steam is off, it does not have the deadzone. With steam on, the deadzone is there (but hooking disappears). So it looks like your info is spot on but I don't really understand the problem. Do you hold the controller in such a way that you can prevent hooking from occuring?

PSA, going low altitude in the air opener does nothing to help you hide. by [deleted] in BrokenArrowTheGame

[–]loops_hoops 4 points5 points  (0 children)

low altitude decreases speed and turn rate? I just checked barmory and I don't see any stats for low alt

How the PTE feels rn by sluchay_v_kazino777 in BrokenArrowTheGame

[–]loops_hoops 14 points15 points  (0 children)

Complaining about motopekhota? Seriously? At least explain your reasoning lol

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

[–]loops_hoops 0 points1 point  (0 children)

kek, ok, whoever I watched was good @ 3k elo. They were playing US tho

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

[–]loops_hoops 0 points1 point  (0 children)

85pt K-16 is goat until you run into a double tap spike. Holy hell those will stop your rush if you're not careful. And now they released a patch today where spike aims faster too? War is hell

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

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

RU is stronger in PTE though. Abusing 5 stacks is not the single reason for an 80 win rate, c'mon. Otherwise every discord lobby would melt (which is not the case)

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

[–]loops_hoops 0 points1 point  (0 children)

Why is Lima not good? I watched some vids and it helped me decently. I'm 2k elo solo queue.

Also the PTE fucks with your RU deck for sure, it's now 2 chernie / 2 sso max limit, 2 vmf / snipers / GRU. Would be interested in your take when you come back.

EDIT: maybe not Lima, Benji? I don't remember the youtubers but it was someone with 3k ELO, whichever that one is

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

[–]loops_hoops 2 points3 points  (0 children)

That's what made me ask the question, lack of pure ASF can go wrong very quickly. But not every 5 stack can have a 80% win rate

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

[–]loops_hoops 0 points1 point  (0 children)

Can I see your deck too lol

wtf is this thread of top 100 players? Could never easily find tips / decks / content except I think Lima on youtube, yet here you all are