Broken Arrow playtest thread.
The playtest is finally available for everyone after several days of horrible server problems and fricked up bugs that prevented people from even logging in. The test is 5v5 Multiplayer (plus the singleplayer demo mission). We have two "specializations" available, Airborne/Armored for Russia and Marines/Armored for USA.
If you have played a Eugen game before (wargame series) then you will probably be familiar with some of the gameplay. Similar to how Wargame/WARNO works, you have to build a deck out of different units that you will use in battle. Unlike the Wargame series, you have a variety of different customization choices to make for your units that can radically change how the unit plays.
ITT discuss:
>overall impression of the game
>how it compares to Wargame/WARNO series
>bugs, annoyances, weird shit
>balance (almost everyone is saying that infantry sucks right now)
>"how the frick do I do (X_thing)"?
>why are there like 3 different buttons for ordering a bomb strike
>etc.
gib motostrelki
Have they rebalanced it to match actual Russian equipment performance?
This is not a game for nafo troons, if that's what you're asking.
avatargayging is against the rules.
You are brown.
Rent free lmao
a game with a realistic russia vs a realistic USA would be a one faction game and everyone knows it, you don't have to keep making the post
>posted in my chastity cage
if you talk about other men's dicks enough maybe ukraine will stop releasing daily snuff reels starring the second army of the world
No matter what, you will never be a woman.
You will never be white.
Russian equipment is fine, it's the Russians that are the problem.
>team is afraid to play the game, they spend the whole game hiding behind the frontline and don't even try to contest the point leaving me to fight 3 people alone
My first actual ragequit in this game. I really hope those were all just confused and overwhelmed noobs because why else would somebody be hiding in their own spawn for 20 minutes with a bunch of AA and a few recon units randomly moving between buildings.
And now I can't connect and play a new match for some reason, although the player stats show that there are thousands of people in-game. I'm getting punished for my emotional outburst.
Pretty sure that's a "feature" to "discourage" leaving games. Can be fricking annoying.
fuggg i cayn run it
pc too weak
i bet it was a shit game anyway
Anyone want to play together?
I've been looking for /vst/ bros from day one but no one here actually plays the game
i played one game and didnt do much. im not about to fight for a spot on the servers just to be useless in a 5v5
You'd still be better than the average random so you are hired
I can play
Make a lobby then
not him. but
/vst/ - pw:homosexual
Wait lemme launch the game
still up?
will be in 5 minutes when we lose due to lobotomized team mates.
/vg/&/vst/ will be the name
c'mon
still up?
Is there no ingame chat?
best i can do is call you a Black person here instead of ingame
There's a chatbox in the top right of the screen but I've never seen anybody type anything in there, I assume that it's not working. If it is working then it shouldn't be fricking minimized, hidden and shoved into a tiny corner of the screen. Yet another UI change they should probably make imo
Oh it works, I've seen people write in it.
But yeah with it being a separate window instead of classic ingame chat it gets ignored.
I'm new to wargames so what should I build my deck around?
Good units.
Heres my deck.
>Mi-26
Once it gets shot down full of troops by a SAM you didn't know about, you'll be very sad. Get several Mi-8 transports instead. Not all your eggs in one basket, etc.
Cheapen your APCs. Just throw APS on the wheeled LAV-knockoffs and call it a day, and get more of them. The Buratino is pretty useless, I'd suggest something else. Change the BUKs for a TOR or two.
Not a fan of the Razvedchik either, I'd suggest a full stack of closerange Spetznaz to fight Marine Raiders, and use the spare change for transport helos, as they can be equipped with Iglas and ATGMs.
The AGS-30 doesn't have the damage necessary to crump infantry fast enough. I also thought that the extra men and armor were worth it, but that 1.15 > 1.5 damage really matters in infantry fights.
Other than that, looks good anon. Planes are a bit expensive, but that's just details.
Why are you giving me advice trash? Shut the frick up.
Because you clearly need it, king. I know it's hard to listen to someone better than you, but maybe it's time to sit down and listen.
>several Mi-8 transports
waste of points. Just don't be a fricking moron and drive your helis in SAMs.
90% of the time they're used for dropping backline supply dumps anyway.
>Cheapen your apcs
Nope, if I call in armoured transports at all it's not going to be just to soak up shots, my guys move in trucks unless I need the firepower.
>The buratino is pretty useless
lol
>Change Buks for TOR
Buk has way more range, way better for shooting down missiles and planes, cheaper too.
>Razvedchik
Are the cheapest recon infantry
>Spetsnaz to fight marine raiders
These trade terribly. If marine raiders are a problem (they aren't, they're general infantry) I'm going to use something that outranges them or out armours them
>AGS doesn't..
yes it does. It has range and massive suppression, I rarely call them in but they put in work when they're needed.
So yea, basically this
Also forgot to mention that razvedka are cheaper AND have laser designation.
Alright, as long as it works for you
how do you outrange raiders on maps like parnu?
The buildings are very spaced out in this game.
they aren't on parnu
>Once it gets shot down full of troops by a SAM you didn't know about
NTA but i usually fly it low and make it dump supplies, just dump 20k of supplies and never worry about it again
>The Buratino is pretty useless
I was so excited to try them out only to find out that yeah they are useless, very underwhelming, especially at that cost, they should eat up infantry for breakfast and the explosion radius should be much much bigger.
I dont think that thermobarics are represented well enough in this game
Also does anybody else keep getting into mirror matches? I fought like 4 Ru vs Ru matches so far.
>20k of supplies
>gets hit by artillery
Make more, smaller dumps anonny
I love the LAV-L, with its cheap cost, high speed and 2.5k supplies being enough to reload my artillery, infantry or SAMs when i need it to
You should be making a large dump and using it to supply smaller dumps closer to the front.
can you even choose how many supplies you take from a dump?
No, it will always take the transport's max capacity.
This is why to deploy the big dump with a heli that immediately rtbs, and manage smaller dumps with light trucks like the LAV-L. The L is good especially because it's well-protected, so you can have it follow a moving army and drop supplies right behind the fight whenever something needs repaired.
Having a large dump somewhere does help with vehicle repairs, since it takes a tonne to actually fix a vehicle and crits don't get fixed until the vehicle is 100% hp. If you have 2 or 3 vehicles all needing repairs after a battle they'll slurp through small dumps in seconds, so a bigger one somewhere safer is nice to be able to fall back to.
Remember that 1000 supplies is only 10 points. Losing a dump to artillery fire isn't really that big of a deal compared to whatever else they could have been sniping with their artillery/air.
>gets hit by artillery
Never happened to me, just dump it out of sight, and never part arty or AA near it.
How do these look? This is pretty much my first RTS.
Take it out into missions and refine it.
A few things I would say
>Fully upgraded kurganets is actually GOAT and extremely good for the price
>57mm BRM 3k is also really nice i've found, can just sit on a far flank spotting & being able to deal with anything it needs, i've had one take out a sepv3 cos it had rear shots with its ataka.
>Snipers are amazing because their stealth is so good, I don't use them in combat, just sneak them around.
Also the recon t-90 is extremely good.
If you're not going to bring the IL-76, I wouldn't bother with the Sprut, its only real utility is that it is paradrop-capable, and you need the IL-76 to do paradrops. If you're bringing so many cargo helicopters, I wouldn't get as many supply trucks and maybe try to get another artillery or AA-piece. This is what I'm rocking.
>rec
drones... not gonna judge but I find them pretty useless. the cheaper ones with kornets are memey enough, because if left unchecked, they can kill valuable support units. recently just witnessed a massed UAV + SEAD deployment. really demonstrates you need passive AA systems (strela, sosna).
max out on recon infantry. have eyes everywhere.
>inf
you don't really need that many cheap transports because you brought 5 Mi-8's with you. you can spawn two and airtaxi from spawn.
other than that, max out on AGS's. i prefer ags-30, because they're a tankier unit that shreds any infantry.
if you really want transports, bring as many T-15 w/ Epokha and the Kurganets which are swimmers and that can be of use. Absolutely take APS and the Bumerang module.
>veh
I personally max on T-14 and the T-90M Arena. Rest goes into modernized Spruts. I don't bring "medium tanks", because it's either superheavies or fire support. Drozd is a good choice if you have vision but dont want spruts to die if somebody glances at them.
>sup
Anteys are okay but I've completely replaced them with Buk-M3's. I can run those closer to the frontline so the range difference is minimized. Additionally i brought Derivatsiyas (the most disgusting chopper hunter in the game, btw) and Sosnas for killing helis and shrugging off drones without the need for radar AA.
Too many different artillery pieces IMO. HE grads are my choice since they collapse buildings and damage vehicles well enough without upgrades. Koalitsiyas are at their best with the HE-RAP upgrade, which turns them into range monsters. ~80mm mortars are simply meh. I personally run 4 upgraded Nonas, since they do everything I need them to (smoke, kill infantry and support vehicles).
other than that I run bigger trucks if I wanna haul larger supply runs.
>heli
mi-26... sure, it has like 80 seats but youre one unfortunate accident away from losing god knows how many points.
>air
good choices. just make sure you have reliable SEAD.
>This is pretty much my first RTS.
No it isn't because this game is RTT.
The game's deckbuilding is very forgiving. Just control for costs so it's not too expensive to call shit in.
Well for the beta we're all locked into two specializations, the heavy armor one which both factions have and then airborne for RU and Marines for US so you're being pushed in those directions when you're going to build a deck. Here are some of my thoughts:
>regardless of which faction, both have the Armored spec and have access to the heaviest and most advanced tanks + the vehicle points necessary to bring a bunch
>as far as good tanks are concerned, HIGHLY recommend to bring some model of tank that can load an APS (active protection system). Tanks that have this modification will have 2-4 charges of anti-missile grenades that destroy ATGMs or other missiles that are being shot at the tank. Basically APS lets you ignore 2-4 missiles that otherwise would have damaged or killed your tank. Extremely strong
>you have a lot of vehicle points to spend on tanks (because armored spec) but you may not necessarily want all super-expensive super tanks. you could maybe bring a few expensive tanks, and then also some cheaper tanks. Not every job requires the latest and greatest shit, remember you only have a limited amount of points to spend in-battle
>Recon: I recommend to bring as many units of recon as you possibly can. This could include: infantry squads, vehicles that can spot, sniper teams, even drones or heavy tanks with optical systems. Imo spamming cheapest possible recon is the best. That way you get maximum vision without breaking the bank. No recon means you can't see anything which means you can't shoot anything and won't know what's coming for you. Don't be a noob that never brings or buys recon
>Infantry kind of sucks. The generic infantry squads I mean, they tend to die real fast. Weapons team are great though (ATGM teams, AA teams). Hide them in buildings and forests, don't put them in the open. There's a niche for the heavy assault squads that are great at killing INF blobs and clearing INF out of buildings
>2 schools of thought with the generic INF squads: First is "I'm buying this for its transport". For the US this means the Bradley, for RU this is probably the B-11. The transports can have autocannons for use against light targets, ATGMs for heavy vehicles, and even APS systems. Souped-up transports are probably more useful than the infantry they come with.
>2nd school is "cheapest transport possible + most INF possible to spam". I don't think many people try to do this because of how fast INF dies and how little it usually accomplishes. Maybe if they fix the balance this will be more viable
>support tab: bring whatever cheap trucks your faction gets. These are for bringing supplies mainly. Then start looking for some AA systems: top tier max-range shit is the Patriot/S300. Then there are short range options like the LAV-AD, PIVADS, TOR, Tunguska etc. for dealing with helicopters or planes that come close.
>a lot of different artillery to choose from. This is up to you really. Mortars are very short range and good at killing inf and light vehicles, whereas heavy artillery has long range. there are also MLRS systems which can fit cluster munitions for killing heavy vehicles, and the US has ATACAMS and HIMARS ballistic missiles which can shoot across the entire map.
>helicopters: some kind of cheap rocket/ATGM bus is a wise choice. helis are more of a defensive tool than an offensive one. the heli is the thing you buy when you suddenly get rushed by like 3 tanks out of nowhere and need ATGMS RIGHT NOW. A transport heli or two is also cool. Helis can bring supplies and infantry across the map very quickly, much faster than trucks. They're also completely defenseless. RU gets more points to spend on helis (because they have airborne spec), US is cucked here, so RU has more room to play with helis.
As for planes...idk. Maybe people who use planes a lot more than I do can elaborate on them but I seethe so much about AA that I don't like to touch them usually. If you're trying to use bombers they also require some weird micromanagement with laser-designating targets, pressing different buttons, changing altitude...I don't like it. What I have:
>some kind of air superiority plane which I usually only buy at the start of the game to counter paradrops or helicopter rushes
>a dedicated SEAD plane with anti-radiation missiles which usually destroys nothing when I use it and gets shot down instantly (lol)
>I've tried to use bombers with smart bombs a few times, but haven't kept them in my air tabs recently
I'm going to stop now but there's a lot of nuance and we could elaborate on any of these points at great length
You can call in transports without the incumbent infantry via the "TRANSPORT" tab in battle.
Why the FRICK can't I mix-and-match infantry squads in ground transports like I can with helicopters
Why can't I load up weapon teams in my LAVs
This is absolute shit aaAAAAAAAAAAAGHH
Finished my first match and it was fun but I have some questions.
>How do planes work and what should they be equiped with?
>How does LoS function and interact between different units?
>How viable are the paratroopers?
Only complaint so far is that infantry just melt in buildings.
Gonna try Russians next match and I expect they have some good artillery.
>and I expect they have some good artillery
You are going to get severely disappointed unless you take Koalitsiya
Paratroopers only work against incompetent, inattentive enemies that don't react to it with fighters or proper SAM coverage, though I've seen it work ONCE at the end of the game where after thorough work of the whole team infiltrating recon and systematically artillerying their support units to cap the one point we needed.
Planes should be cheap and monopurpose so as not to cripple your economy.
LoS is Forbidden Knowledge. It works when it works, and it itself chooses when it does not work.
Largely, you specialize your planes for a single job and control for costs as much as possible. The F-35 is god-tier.
LoS is a frick. Press alt to check what a unit can shoot at but be prepared to be frustrated frequently as units struggle to see things in plain sight.
Paradrops are popular in the opening minutes of a match as a way to rush a forward position, and for that reason you should always open by calling in at least one plane with air-to-air missiles to shoot down any cheeky transports.
After the opening stage of a game, there will be too much AA for paradrops to work. The cargo planes are comically vulnerable and will often die to long range AA as soon as they leave spawn. It's better to transport infantry via fast cargo helis in low-flying mode. These can often drop quite close to the front, or circumvent AA for backline drops if you have a good idea of where their SAM sites are (still risky, but less so than using a cargo plane).
just played an absolutely cancerous match where 4/5 of the people on my team disconnected by the end of the match. we still somehow won the game. The match before this? whole team was present but we got blown the frick out and lost all objectives by like 20 minutes
Have there been any word on how long the beta is going to be up for
Have you tried reading the official announcement?
How does recon even work?
I have fun playing BA so far, but last game I got all my shit killed by stuff that I couldn't saw. mind that every group of unit I move there is always a recon unit along. what do I do wrong?
Optics is the distance in meters that a unit can spot another unit
Stealth is a value that makes a unit harder to spot. Your stealth value divides your spotter's optics value and the new value is their actual detection range against you. Example: if you has 1400 optics and were trying to spot a target with 2.0 stealth, the new spotting range would be 700m
Being "concealed" (represented by a green shield icon) halves the detection range of anything trying to spot you. So the example above in cover would mean the spotter needs to be 350m to see it. Forests and treelines are the main source of concealment.
Line of sight blockers just occlude everything behind them from a spotter's perspective regardless of Optics. Buildings, curves in terrain and forests can serve as LoS blockers. The fact that trees are both cover AND blockers can make spotting in and around forests feel like a clusterfrick, but of course if you don't have LoS on a unit it also doesn't have LoS on you and can't shoot you.
Snipers have a stealth of 3 (highest in the game) making them excellent forward observers and obnoxiously difficult to detect in forests. Players will often attempt to stream a bunch of snipers into your backline so they generally have vision of everything you do, and it's difficult to counter this because it's so hard to actually detect those snipers even with specialist detector units. This vision will allow them to accurately target artillery (which doesn't require LoS) and preposition units to ambush you from outside of your spotting range.
The best way to deal with backline snipers is to have a couple of the recon jeeps driving around since they can cover ground very fast with decent optics. When you want to make a push, you should have your own recon units advance well ahead of your main attack force to potentially find and clear hidden spotters but also to give you a safety net of vision, foiling possible ambushes ahead of your movement.
This game is such a shitshow lmao
Agreed Eugenesister, these CHUDS should just frick off! France says trans rights!
Frickin love spamming like 5 basic T-90's/T-80's at a time.
Same, i hope full game will have old BMP-2 and T-72's too. I cant wait to drown my enemies in old soviet shit
Generic mech. Infantry should be given one, maybe 2 shots of a long range anti-tank weapon. Just so they can really reach out and touch the enemy.
>join lobby
>instantly get kicked and match found at the same time
>blank screen
>loads into game
>more blank screens
How can a game be this fricking shit?
can't believe you paid $60 just for this sort of thing to happen, i'm so sorry
Yeah, i refunded already and got my money back.
Have they posted any updates about the NCIS investigation?
Literally fake news.
you know this how?
Because the only source for it is some rando from the last thread.
it was in a community post on steam
Why are you lying?
What do you have to gain from this?
nta but there was a community post on steam about some sort of investigation, occurring in 2022.
>game starts
>im the only one who spawns jets
>enemy team has 10 jets
>immediately recall my jets
>my team spawned transport helos only
>they all get shot down because they didnt spawn a single jet
>finally find a match after hours of restarting the fricking game
>get into planning screen
>...
Just about done with this shit game. Completely unplayable unless you have a premade group.
That looks like a good team.
>other team has two red and one green guy
>lolmao at least my team is doing the bantz lelel
You are just as moronic as my team mates.
maybe you should play different games
>can't handle the bantz
Filtered
Did anyone else have the problem of Kornets not firing on helicopters in range?
I don't think you you're supposed to fire ATGM at helicopters in this game.
It feels like you don't even need infantry in some maps
just like real life
Recon, ATGM and MANPADS are useful on all maps. Snipers are borderline OP, it's ridiculously difficult to eliminate well microed sniper teams. Other types of infantry - yes, I don't have non-specialist infantry in my Russian deck.
what do MANPADS offer that something like a shilka or BUK can't?
Maybe it's my opponents that don't know how to counter radar with SEAD but I've had no issue just relying on AA vehicles so far. Any jets they send after me just get shwacked
Maybe try playing against people that know what they are doing
MANPADS are mandatory against helicopters. Helicopters have the funny button that helps them fly around your high-value AA.
this is extremely untrue for american helis. russia has this amazing derivatsiya/tor/strela/8xIgla 28n combo that americans simply do not. using helis against russians is a nightmare.
we'll see how the game is at launch, since Comanches and stealth Memehawks are in the game files.
https://files.catbox.moe/6xlx2g8md1.png
>Comanche
I will now buy this game. Frick Eugen.
I'd rather use up points in the infantry tab for anti helo purposes if I can. The support tab has way too many precious toys, as well as mandatory stuff like long range AA and supply trucks.
Spamming MEAT can be shockingly effective on pretty much every map. Flood forests with them and you make it really hard for vehicles to deal with you.
A MANPADs squad is cheap, like 65 points and has most of the same equipment as a regular infantry squad. But a single MANPAD creates an efficient low-altitude no-fly zone around it while being unironically much harder to kill that softshelled AA vehicles. They give you fantastic cheap AA coverage you can leave behind to garrison backline points or just cover the line to block heli flanks and they're still useful against infantry since they only cost 10 more points than their mainline counterpart.
30 has more armour and an extra squad member for the same cost and its grenade launchers have larger magazines. Its riflemen also have better accuracy because they're VDV troops. 40 has about 37% more damage per grenade.
Generally the 40 will inflict more burst damage in its opening volley, but 30 will fight better. Since it's mainly useful for rapidly suppressing building garrisons and their suppression stats are identical, I would generally pick the 30 over the 40.
The 40 does have better transport options, however.
>join game
>3 people on my team get instantly disconnected because of the shit servers
fricking shit game
AGS40 or AGS30
Does the game attempt to model UAVs/drones?
this might be why they're under investigation by the NCIS, hopefully we find out more info soon.
idk, I think there's large scale skill issues when it comes to infantry. Just use them to reinforce other, more specialized squads.
>But muh assault engies are better anti-infantry
Yea and I don't want them escorting an AA squad or Cav scouts. Don't send them in alone, either.
I use them to good effect so them getting buffed only benefits me.
Theres nothing an infantry "escort can do that an ifv can't do better and cheaper.
And if I don't want a Bradley sitting around an AA squad behind the front?
1 you shouldn't even need that.
2 the infantry costs more
3 even if something came to attack those manpads, infantry wouldn't be able to do anything about it.
I lost
You only lose when you allow yourself to be beaten.
Is anyone losing or winning matches? I've played 10 games and they have always been just draws because no one is able to take the final objective.
I won my last 6
I win most of my matches, usually just because I call in a few planes at the start and intercept enough transports to take half the map for free from the outset.
I have seen plenty of games end with one side managing to push through and take ground but it does feel like it's difficult to reverse momentum once you start losing your zone.
I've played like 8 games and had 0 draws so far
What the frick is wrong with the shorad?
IT should have easily destroyed the bradley but the gun is shooting one at a time like a fricking rifle
Is this a glitch?
for some reason some units with autocannons fire off one shell then "reacquire" the target before going full auto on them. i noticed it on the russian 57mm guns too.
Doesn't the SHORAD only have HEDP loaded on its upgraded gun
if the FIST had upgraded ERA, it would be barely taking any damage
Extremely weird. Units won't fire a weapon if they don't have enough pen to deal effective damage, but clearly the minigun did fire off about 18 rounds, and then just stopped.
How does this game compare to WARNO?
how about you download the beta and play it yourself?
Pros vs WARNO
Unit customization options are really interesting compared to WARNO, you can really mix and match stuff to do what you want, as is the way units come from your deck: you don't have a finite amount of units, you can just only field a certain number of units at any one time. Paradrops are fun.
Cons:
The scale of the game is laughably small compared to WARNO, most apparent in the sheer lack of range of artillery, I think the longest-ranged unit is the HIMARS at like 8K meters. The UI is really bad. The UI in WARNO is big, blocky, and clearly labeled, in Broken Arrow, it's shoved off to the side and hidden away, you have to hover over buttons to know what they do, there's so many different kinds of units firing that if you don't have memorized the ammo your unit has you may not know how to get it to fire on the enemy at all, compared to WARNO it is very unclear how damaged a unit is and what kind of damage it has taken: the respective icons are just far too small to make out.
The gameplay is massively better, units feel way more responsive and deadly and deck building is massively more interesting.
why this game running my gpu like this on the fricking lobby waiting menu
try turning on "full" vsync. devs said it might help.
additionally, put any "potato" settings to "low" because they suck more resources than max graphics lmao
Its gets even worse no matter the setting i choose, also leaking memory out the ass i think its trying to kill my pc
>check my GPU status
>100% utilization
>total board power: 400W
Choosing to make their game in Unity was a huge mistake but there's no coming back from it at this point. Hopefully the final product gets more optimizations + DLSS/FSR
Unity might just end up killing this game for good.
The server issues are also bad because that is a solved problem. Devs not being able to get that right doesn't look good either.
What the hell is causing this? There's a weird shimmering/grain/snow type graphical bug on the surface of buildings sometimes.
this usually means your gpu is fried or close to it
Well, it's a pretty new graphics card and I don't have this problem with any other games. I see a lot of people complaining about low framerate and black screens but I haven't seen anybody experience this particular issue. It's not like my GPU is melting, I keep the thing below 70c generally with a fan curve. I hate the antichrist
>first game of the day
>get steamrolled by a teamstacked US team going all-armoured fist on our asses
>second game
>one player makes Market Garden look like a fricking joke as he tries to paradrop as US
>one player goes armour, the other starts by buying four paladins and his HIMARS
>i buy an osprey with infantry and recon and a F18C
>the entire enemy team spawns planes, rape the harvest hawk, sodomize my osprey and then refund their untouched airforce then helorushes the armour and artillery player
Alright, it's one of those days.
1v1 can't come soon enough.
>USA mirror match
This NEVER happens, what the frick
The way income works is really starting to annoy me. Why are you getting punished for actually buying units and attempting to fight by having your income reduced? I'm pretty sure that your income is also reduced if you have dead units regenerating, so you're getting double punished for playing the game. Meanwhile other people buy nothing, do nothing for half the game, and then rush into your spawn with a giant army of shit they were saving up while you're totally helpless because your balance/income are basically 0 from all the fighting.
why don't you play that way then?
It's a comeback mechanic meant to enable players to get back on the field quickly if they get fricked up, while still making unit preservation matter. Last-minute tank rushes are not good; you should be able to apply a lot of pressure around the map if one or more of their players are afk in spawn and should have the units on the field to at least absorb the momentum of their push and stall them out if needed--or more likely just annihilate their concentrated unit value with air strikes, helis and precision artillery before they get to an objective.
This. If one player is straight up not calling in units the whole game you should really have massive positional advantage and enough ground that a tank rush is gonna leave a ton of time for you you counter. Unless you're just mindlessly throwing away units for ground and not trading well.
You clearly have no idea how to play this game. You're not alone though, seemingly no one gets it. The envisioned gameplay loop is getting a few recon units and prooooooobe until you find an opening, then purchase a large battle group all at once and attack, breaking through the defences.
This is actually a fresh and interesting take on the RTT genre:
- The goal is to capture the points by the end of the match.
- Grinding and trading units is discouraged, it's not the goal.
- You CAN play the game like your regular Eugen's Wargame match, but you're punished with lower income so you have to trade really well.
- Getting too few units is risky, the enemy can set up ambushes all the way from your spawn to the points, so you have to keep the intended route clear.
- Not keeping your enemy in check is, again, risky. The opponent can launch the attack at any moment and end the match quickly by capturing all points on the map.
- If you clump a lot of units together, the enemy can easily dislodge them with bombers and MLRS. So you have to launch an attack along several openings all at once, which requires good planning and coordination.
- The easiest way to quickly capture a point is to airdrop units on top of it. It is very difficult to intercept an airdrop with just your fighters - the TTK is too slow and you simply can't spam enough fighters to shoot down both the airdrop and escorts. So you need SAM. However, SAM is vulnerable, so there's an additional layer of recon teams snooping around and looking for SAM systems and artillery pieces - the latter can eliminate SAM without compromising recon units, but you have to guard the artillery itself too.
The downside is that randoms have no chance against a coordinated team - way more so than in Wargame.
This is how near-peer wars in the 90s-00s were meant to be fought: after the invention and mass manufacturing of long range precision weapons but before the current era of drone oversaturation.
>It is very difficult to intercept an airdrop with just your fighters
Build better fighters?
You need 4 missiles to guarantee a kill on a transport but 2 is usually enough if you approach it head on. If you're making good use of air, your F-35s will often just passively kill enemy transport planes on their way to do their bombing runs.
Escorts will soak up missiles unless you micro it perfectly.
You literally just right click the transport and your plane will ignore other targets. I do this shit at the opening of ever match because 9/10 lobbies are russians trying to para rush. A dozen F-18s or Su-30s doesn't protect the transport, it just lets them maybe snipe your fighter on its way out.
>You literally just right click the transport and your plane will ignore other targets
Planes shoot AA missiles automatically at the nearest target, they don't care about your right clicks.
Air combat in general seems awfully random
That's simply not true. Planes acquire a target, lead in and fire when ready. If you give them an attack command, they select your target and perform the lead in and fire on that target. If you don't select a target, they will acquire targets automatically. Once they've progressed deep enough into an attack run, they will complete the run and queue a command after it rather than cancelling the attack, but if you issue a command early enough, they will break off the attack and pursue your new target. If you're waiting for a transport to come into view you can just shift click a couple movement commands to keep your plane out of combat until it's time, but usually that's not necessary.
Wow a bunch of ideological garbage that forces players to play eugen’s way. I think i’ll stick with Red Dragon until another company comes along.
That's not the eugen way, though.
Is this guy right or is he talking out of his arse? Honestly this sounds pretty fricking boring so I hope hes not right at all, I want a wargame replacement not some bizarre new thing
Please frick off and never return.
no, seethe about it buddy
No he's an idiot.
>wargame
I hope you fricks stay in your own circle jerk
your game models top, side, rear and front armor. they're already here, it's too late, you didn't gatekeep them enough with arcade mechanics of all units being HP blobs and damage types not particularly mattering.
>wants a wargame replacement
>stays in the thread
i believe you should leave, for your own good. learn to temper your expectations. this isnt a game for wargame sweats.
The APS alone would piss off so many Competitive Wargame players.
It's honestly kind of arbitrary what gets APS and what doesn't. There's never a good reason to pick a non-APS vehicle when an APS one is available, especially if it's only like a 35 point cost increase.
I also dislike how APS doesn't have any animation, and when it works you just see a missile hit the target and deal no damage. It can be hard to tell when you're dealing with lag, a desync, or APS on a unit you haven't seen before.
aps is fricked, wait abit and mass as many tanks withs aps and throw in a couple of aa and just roll around in a big blob dont stop moving and cap points rolling around inside the cities while insta killing anything you see pretty much unstoppable, anyhting else is not worth even using atm
It's literally a Wargame clone, what are you coping about? It's not some sort of incredible original new idea for an RTS, its made by Wargame fans for Wargame fans who have become disillusioned with Eugen
>Is this guy right or is he talking out of his arse? Honestly this sounds pretty fricking boring
it's on point, but i don't find it boring as i am autisti/k/. also it feels very satisfying when you hold/snatch a cap that tips the game from draw into win,flanking missions where you can frick up their logistics/indirect fire-support/air defence is very fun. the customization is very nice, although i find things like rus storm engineers with ballistic shields weird as they seem to actually be some kind of rogvardiya or FSB anti-terrorism unit.
>sneak my scouts around the enemy
>lase their ammo dump with 4 artillery and 2 patriots sitting on it
>ping it
>madlad teammate sneaks up his M270 and laser-clusters it
Im dying to invisible units gay as frick, aslo which himars rockets are you guys using clusters seem weak as frick and the balistic missles get intercepted alot
For ATACMs it's better to sue the MLRS. It comes with 2 shots instead of 1 so it has less downtime and isn't stuck hugging a supply dump as much.
For the PrSM, just spam them. Yes, they get intercepted, but SAM sites have limited ammo and are forced to hug supply dumps constantly, so just shitting out cheap cruise missiles helps you find where their AA (and supply dumps) are hiding and keeps them under pressure. Pair a cruise missile attack with an airstrike to overwhelm their air defense.
Also remember that intercepting cruise missiles requires radar, which opens up the user the SEAD missiles. You can preposition a SEAD plane and fire the cruise missile. Either they turn on Radar and meet SNEEDS FEED AND SEAD or they keep it off and the cruise missile strikes its target. Afterwards you just recall the plane for a big refund.
Just remember not to move SEAD aircraft too far forward or they can be targeted by non-radar AA.
lobby up
/vg/&/vst/
pw: homosexual
aaaaaaaaaaaaa im still at work
server up.
looking for 2 people.
Under the Z /vst/ & /vm/
pw: Black person
I hate the lobby system, make it optional.
the frick is going on
Are you new?
Shits been fricked since the start.
>lobby sometimes doesnt show up at all
>sometimes only some players show up
>blanke screens in lobby and even ingame
>joining sometimes works, sometimes it doesnt
It is completely broken
Alright, where the lobbies at?
sorry man. im the dude who made the /vg/&/vst/ lobbies. i actually just got down with a flu (the actual one) fricking splendid. youre from NA right? itll be tough to sync since im GMT+1
>38.1C first wave
wonder if i will kill this memeflu by the end of the week
>i actually just got down with a flu
Vax status?
I'm on the 5th booster
none. the entire family isnt vaxxed. we had the coof twice. both times i simply lost smell and taste, which returned after approx. 2 weeks. mom had it the worst tho. fever for 9 days, 3 waves of 39C each. BP was down to 80/40.
she didnt tell me until later. i guess she didnt want us to worry.
captcha: tndd (TOTAL Black person DEATH&DESTRUCTION)
I am UTC+1
godspeed anon, i just recently had that flu shit
>starting to play good enough to feel like im playing against AI players
this shit sucks bros
make a lobby fgt
name is /vst/
pass is ZOV
>wrong password
fixed it you little butthole
i think it only stops saying it when ALL of your weapons are in range
okay gaylord, how did you win 50 games already when i can only join 2 games a day because the servers are constantly down?
i played the closed beta
>played closed beta
>have 30 wins on my stat screen
>the profile image says 18/50 wins
>stuck on 998 xp
That's absolutely moronic. If I'm controlling a tank fighting another tank I never need to know if the fricking 240 is in range. This UI is garbage.
>want to join
>not connected
Tired.jpg
two more left
why are you seething?
Why does the range indicator on the targeting UI always say out of range but my unit still fires anyway?
It defaults to the first weapon in the list, which is almost always the machinegun, assault rifle etc. There's currently no way to cycle through them as far as I'm aware.
Planes are good because they actually show a line between the plane and the target with the max range of each weapon marked, showing the distance they will be in range.
Line of sight needs some work since it is especially fricky in forests. I had a recon T90 refuse to fire at an enemy T90 at both medium and close range. Both were in the forest but mine refused to fire due to "no LoS".
Forests are weird in that they seem to block line of sight in addition to being 'cover' but in some cases they just become some kind of nonsense wall where nothing inside has LoS to anything else inside.
I've had issues where snipers see an enemy unit in a forest, but can't shoot them because despite having line of sight to SEE they don't have line of sight to shoot. Bizarre.
I think outside of dense forests line of sight mostly makes sense but forests are really fricky.
>game freezes everytime you quit
Why?
>Start developing the game at Russia strong and at least a near peer oponent to the USA phase
>2022 happens
>now your game is basically in a fantasy setting like warcraft
>Bbut its a video game and you shouldnt take its seriously
i mean if you want to play against a reasonable depiction of a full-power united states, there's combat mission 2
it's not much fun lol
Ok troon
Combat Mission Black Sea has this issue as well except it's much older
homie what? USA is straight up OP in CMBS, Russia doesnt even have access to half the stuff they had in 2014, and im not talking about unicorn models or prototypes, i mean regular equipment of the russian army
>troon and vax posting starts
B-but what about the israelites?
None spare left
I left my flank unprotected and we almost lost to a last minute tank push.
Whelp I think I just ran into the worst team ever, certainly the first time I simply quit during a match.
Couldn't be arsed to continue on
Are the controls still shit?
I haven't gotten into this game yet because I literally just heard about it. How close is it World in Conflict? From what I've seen it looks like a slower, but bigger, version of the multiplayer and I'm hyped for it. I'm downloading the playtest now to try it out; are there tactical support call-ins?
I don't understand the wic comparisons. This is pretty much a greatly expanded, more snappy version of wargame and nothing else.
>Ignalina Powerplant map
>basically my entire team goes for the right side and the middle
>me and one other guy go to the left side near the water where the giant forest is
>drop the VDV in the forest with my helicopters near the objective, bring up one tank
>after two failed attacks get completely pushed out and back into the forest
>now the US armored column comes rolling up, abrams tanks, LAVs, marines come looking for me in the forest
>they are threatening to totally overrun me and take the objective near our spawn
>down but not out, call for the Ka-52 and Mi-35 wombo-combo
>drop more VDV recon in the forests
>ambush their air defense LAVs and kill them
>melt the abrams with 10,000 vikhr missile volleys
>smoke out the marines with rocket pods
>objective + spawn defended successfully
>in the meantime my team sweeps left through the map, regroup with them finally to join the push into the last objective
>my Ka-52 eventually gets shot down because I got too aggressive, but not before destroying many vehicles with ATGMs and shooting down several helicopters with its AA missiles, paying for itself a million times over
Yet another epic gaming moment while playing Broken Arrow. We haven't even seen every specialization yet and what they offer but I'm definitely an Airborne enjoyer, for the helicopter aspect at least. The mobility is amazing, too bad infantry is a little weak otherwise it would feel even better.
As far as I know the planned specializations are:
US Airborne (equivalent to VDV), Special Forces and a mobile infantry specialization centered around various Stryker variants.
Rus Motorized (from a dev diary) which focuses on old soviet equipment and quantity over quality, Naval Infantry (equivalent to USMC) and a 5th I don't recall.
Supposedly a closed beta tester mentioned the devs are currently discussing whether to have an explicit 'support' specialization or leave those units spread among the other 5. Most of the planned units for both factions at launch are modelled and textured so it's just a question of how to distribute them among specializations. And long term they're discussing the possibility of adding more factions and specializations in future expansions.
Wait, no cold war retro spec for the US with loads of M60's and shit? What a shame, quantity over quality is my fav play style and I was hoping US would get that as well.
That's marines.
The USMC spec, which is literally in the demo right now, has M60s as well as a bunch of other old and decommissioned tech you can use. It's actually pretty great.
True I suppose, I guess I just wanted something that leans into it a lot more, USMC only has a single m60 and elite marines rather than swarms of national guardsmen or whatever the frick a US spam spec would be
To be fair, while marines are "elite", on paper you get a frickload of them and they're a 13 man squad. They really do sell the feeling of throwing bodies at a problem in big meat assaults, especially because they don't fit into any transports except for trucks and cold war deathtraps.
Motostrelk is most likely going to have decent, high availability infantry, cost effective transports and an extremely high quality support tab. I don't think it's going to be the spam spec as you can still be taking upgraded bmp3s, btr82, and t-90s
Naw the Guards Motostrelki are supposed to represent the best-equipped infantry on their side and the VDV and Naval Infantry are their 'elites'.
Even in the dev diary they describe the russian motorized spec as the quantity over quality option. Not that this is necessarily a bad thing in game, but you should expect their squads to be weaker and cheaper respectively than the ones available in the beta. The 'gimmick' of that group is probably going to be masses of affordable and cost-effective IFVs with cheap infantry to stuff inside, to be the counterpart to the US Stryker spec.
You didn't really contradict me. They'll still be able to be built with high quality equipment and their support tab is objectively better. Their gimmick is being extra support heavy (although every russian spec will be somewhat support heavy)
>Their gimmick is being extra support heavy
According to a few insiders, the devs are considering making "support" its own spec rather than having all the support stuff distributed between the other specs.
This is mostly a result of feedback from the closed beta. Playing artillery effectively in the presence of counterbattery fire takes too much focus for players to be able to multi-task all the normal frontline actions and backline artillery, which led to most of the closed beta teams having a dedicated 'backline' player to run all the arty.
I like the game but i dont have high hopes for it if this is how the dev thinks
What's the issue here? The cost of a unit is factored into its performance and matchups. A stealth spotter squad that can fire long range ATGMs from a concealed position without revealing itself probably shouldn't be able to kill the most expensive tanks in the game unsupported. If you pair two Cav Scouts your ATGM ambush remains stealthed but now overwhelms APS and kills the tank in 2 volleys. Other ATGM options have other advantages like range, saturation, damage and ammo but lack the stealth and vision that makes Cav Scouts able to easily ambush things without exposing themselves to return fire. That's why special consideration has to be taken to limiting them.
For balance reasons it would be a pretty miserable game if you could wipe a whole armoured column with a single javelin team hiding in a treeline. We all know that's realistic, but you have to remember that you can have mirror matches in this game too. There'd be just as much crying if a column of bradleys and Abrams died to that Javelin too.
>What's the issue here? The cost of a unit is factored into its performance and matchups. A stealth spotter squad that can fire long range ATGMs from a concealed position without revealing itself
No as soon as the tank is hit you can see where it cam from and then arty gets dropped and cav scouts are dead even if hiding in woods they will get run over by tanks which will be close by as atgms have shit range and ammo. Its not worth to even fire on the tanks and lose your intel which is bs if you set up a good ambush as they move so slow and cav scouts cant even kill one APS tank alone and the problem is tank blops with AA that will shred them. Might as well give them 20 jav missels for "balance reasons" and just go full arcade on the ammo loadouts as they already went full arcade on tank capabilities just spam a bunch of them and click where you want to take and its over unless they have thier own tank blob, no mico needed
>No as soon as the tank is hit you can see where it cam from
This just isn't true. Units reduce their stealth value while firing, making them easier to spot. They don't just automatically reveal themselves. You'd know this if you've been on the receiving end of javelins or just well-positioned units in forests. You just start eating shit from units you can't see and continue eating shit. You need to either blindly charge towards the direction of fire until you can spot it, use your own recon to sweep ahead of your movement or turn tail and run before you start losing vehicles.
If you purely want intel, you have snipers for that, which are stealthier and have better optics. Cav Scouts are explicitly an ambush unit and they're very good at what they do.
>They don't just automatically reveal themselves. You'd know this if you've been on the receiving end of javelins
You can see the missiles that is all the info you need to move your tanks at them and run them down, any non brain dead player has a scout with his tank blob anyway. And that's my point u say good at ambushes but they will be useless after 3 shots and you won't get a chance to resupply as they will be hunted without doing shit to APS tanks. Tanks should be weak as frick in this game like in "modern" combat and used situationaly not just driving over everything eating 4 missiles. The game is in a bad state where the devs pic and choose what is arcade and what gets realism. APS gets arcade damage model while it's ATGM counter gets 100% realistic ammo combined with gimped arcade damage and range. I was excited that this game has current modern units but 90% of them end up useless to fricking tanks the biggest death traps of modern combat
>tanks bad
Psychosis
>teammates don't contest air at the beginning
>most just call in arty and air defense in the beginning
So... what's the right move in those situations?
Deploy some tanks and scouts and dig in at the rear?
And in that vein, is it possible to abort unit call ins?
Technically not a dev, dude is some tard/community wrangler for slitherin or something of that sorts. Not sure how well he is informed, not that he's wrong about cav scouts.
The new meta is to not call in any air and just ground rush while your enemy cycles overhead seething hard
>And in that vein, is it possible to abort unit call ins?
Currently you can only cancel a callin by right clicking the preview of the unit's model you placed on the map (but not the unit card) before it disappears. Yes, it's fricky.
As for air, it depends. You should always call in at least 1 air-to-air capable plane at the start just to scout for a possible air rush. If you're the only one that did, you can at very least suicide your plane to snipe a transport.
Also remember that because planes refund most of their cost when recalled (especially fighters since ata missiles cost barely anything), you can afford to potentially spend all your opening points on up to 3 planes yourself just to contest the skies and then recall them afterwards and airlift your ground forces to the frontline while opposing interceptors are on cooldown. Planes like the F-35 that come with free missiles make this easier to pull off since you don't have to sacrifice ground strike power.
Also remember that there's basically no point in winning an opening air war. The only reason fighters are out is to snipe transports or screen to protect transports. Being the last fighter standing accomplishes nothing, especially if planes are able to withdraw damaged and refund instead of being shot down.
After the opening air battle, AA becomes so powerful and omnipresent that it's never necessary to send a plane to fight another plane.
>about to win
>DISCONNECT
>restart game twice
>can not reconnect to battle
great fricking game
Knew this would happen. Game gains a little bit of traction and Wargame troons are swarming all over it, desperate to escape Eugenes tard grasp.
And just as I predicted, they're sperging out over every feature that makes the game unique.
>game freezes on exit EVERY SINGLE TIME
The big russian bomber loaded with cruise missiles is actually tight as frick
>order it to sit way back at your spawn
>fire off volleys of 2-4 missiles at targets your allies spot like AA, artillery, etc. and shift-click a move command back to spawn so it doesn't fly too far forward
>massive fuel tank lets you just loiter for ages doing this repeatedly until you exhaust all 12 missiles
>then recall for a refund
The only downside is that the cooldown on it is massive even when you recall it, but man the game impact is huge.
I'm so fricking fed up with this shit game.
>click on lobby
>nothing happens
>5 minutes later join lobby randomly
>game freezes
This shit is frickingplayable
there is no reason for them to put too much effort into servers until they get the go ahead from NCIS
Is artillery good? In warno its good because you can make it do basic standby counter battery or select targets, but even then i see infantry or light vehicles take a direct hit and brush it off with some suppression only.
When in reality even tanks getting HE shelled by 120+mm guns hitting closeby cause significant damage, or kill on a direct hit.
Can be if your enemy has a recon advantage, last match I got fricked by arty.
Spent the entire match with enemy scouts moving close to laser everything I have followed by pinpoint arty fire.
Artillery is very powerful but mostly through volume. A direct hit won't 1-shot a tank but it will deal a lot of damage, and a volley can wipe a group of heavy vehicles quickly. Artillery has little downtime, so as long as you can spot targets it's very oppressive.
I just had a game where I was holding my side solo against two players massing tanks. A guy from the other side came over to help with 4 SPGs and when I won the recon war we were just able to systematically exterminate their whole tank blob. Just note that HE rounds are anti-infantry and Cluster are anti-vehicle.
The main thing is that artillery is focus-heavy and micro-intensive, so it's hard to get full value out of it while you're also focusing on a big infantry fight or micoing your tanks or something.
Was it on this part of Baltiisk?
Literally yes. Russia vs Russia mirror
Was that actually you?
kek, holy shit it might be.
The other side had 3 of our guys single mindedly pushing the high rise apartment block under horrific losses. Felt like the other guy on my side merely fast moved all his units on the objective after we took our first losses.
Was really confident after getting catching those hinds at the start but when my push on the apartments to the left crumbled I felt constantly short on points/units.
The harassments was enough to push me back to wait in ambush to regain strength and the the artillery arrived and pushed my shit in. Never managed to find all those recon lasing my guys. By the our natural objective was threatened and my tank group failed I mentally already checked out because our right side kept ignoring the threat.
Still haven't gotten a handle on those T-80s.
Cool stuff. I made a lot of stupid mistakes suiciding transports because I was too focused on microing my bomber on other side and forgot to unload them. That early push of yours caught us completely by surprise and caused my ally to just ditch me entirely for a while so I was just doing my best to stall until the other side got something done.
>That early push of yours caught us completely by surprise and caused my ally to just ditch me entirely for a while
Crazy, from our side it didn't look like it had any substantial effect.
Truth be told it is the only thing I can do. An early push to ensure the enemy can't dig in much and form my own defense, on Baltiisk preferably past the objective, and dig in. If that fails I risk expending to many points and flailing around.
I've found artillery to be super useful if you don't worry too much about scoring kills and instead focus on using it strictly as support. Creeping barrages are amazing if you hotkey two groups and alternate between them.
>arty group 1 does creeping barrage into town wherever your units are about to enter
>use arty group 2 to create a smoke creeping barrage once group 1 starts firing
>push vehicles and infantry through your new smokey avenue as group 1 stops firing
You are now immune to everything because there are no IR optics and none of the other players online know what to do against this. I walk my dudes into areas and they melt everything because people don't know when to retreat. Otherwise arty is best to just harass.
>getting blasted in the beginning, whole enemy team air rushes vdv and attack helicopters
>set up ATGMs alongside the flanks of the town, keep recon units next to them to spot shit
>smoke barrage with arty, inch infantry in to take a few buildings, smoke barrage again, move vehicles up in smoke to cover infantry as they push to the next set of buildings
>after 25 minutes I'm holding the center of the map myself, my ATGMs have been blasting incoming armor left and right
>end up with 12 caps while everyone else on the team has 1 or 0
I like this game a lot but the teammates are killing me. I watched most of them set up AA and fly fighters overhead and aside from massive amounts of arty getting launched, and just delaying the enemy more than anything, they didn't really help at all. We only won because the other team disconnected in the last five minutes. Frick me I hope they implement a cap on arty that is fielded.
Alright i unlocked the avatar now i will never play this shit game again.
Why bother to unlock it then?
I have autism, please understand.
Fair enough, not like I'm not playing to unlock it too. By the time I have it I might be fed up with the game too.
this just sounds like you're being lazy. It's really not that hard.
>lazy
>when 99% of the time you can't even join a game because their servers are so dogshit
>immediately begins making excuses for laziness.
If there was any doubt still lingering in my mind then dispelled it.
>lazy
Eh?
I honestly don't get the connection here
This only 4th day playing and connection issues combined with teammates dropping and the length of matches I won't get it soon.
What do lasers do and how do they work?
They should allow you to use laser artillery more accurately.
>use laser ability on enemy or location
>select artillery or mortar that has laser guided round
>change weapon to laser-guided and fire at the location/enemy
>should hit the enemy dead on
In theory. I've yet to get an opportunity to try it because 5v5 is fricking chaos.
They mark a target, causing precision munition in the vicinity to home in on that target.
To use it, select a unit with a laser and press N, then left click what you want them to mark.
Infantry spotters have a very limited lasing range, around the same as their weapons, and need clear line of sight to the target. Planes can also lase and have about 4km range for it.
Lasing benefits any munition that has a little laser icon on it. Largely guided bombs from planes, the special artillery ammo like Excalibur shells, Cruise missiles and some other long range weapons. Aside from just improving your accuracy, it will also ensure top-attack hits on tanks and can even let you bomb helicopters out of the sky.
The N command is a little weird though. If you're out of range or blocked by los, your unit won't move into range to lase the target, it just won't do anything. You have to manually get into position, then lase. But also, if you have a plane on a bombing run you can laser designate a target as you fly in (once in range) and it won't interrupt the bombing run.
>russians and their indian/brazilian allies actually believe this is what WW3 would look like
>meanwhile in 2024 russia
I swear to god sometimes it feels like you get bots for teammates
>enemy hot drops the point at the start of the game with a mass of infantry and another player backing him up with vehicles
>grind my way up to them solo
>assault the point
>3rd player drops a bunch of cruise missiles on the point and wipes most of my assaulting infantry
>look at what my partner is doing all this time
>a single Patton is rolling up the road. He has not purchased any other units.
Quickest alt-f4 of my fricking life.
Yeah that kind of shit makes me wish for a forfeit option so I can join a new match instead of reconnecting.
Planes are really strong currently, especially as russians, you can absolutely dominate the skies and clown on aa, especially that people don't really micro, but even if efficiently microing is hard thanks to su-57. In wargame i bought a plane once every 10 hours, here i pull them every single game
Well managed planes are really sweet, Frogfoot and Harrier are rather fickle though. US has the benefit of cheaper loadouts and the F-35B being able to lase it's own targets.
Helps that low flying works for SEAD.
What's your plane setup? I haven't found a loadout for the Felon that I like yet.
That game was my russian deck, currently I use:
1x su-57 with sead and r-77
2 x su-30sm with kab 1500, 2 r-77, and 2 r-73 with ecm
1 x su-25t with fuel tanks and s-25
it's good to also take drones to utilize your air superiority.
As for the US I'm still experimenting but their air tab weaker in most aspects from my experience
Had the weirdest bug.
All of my units couldn't resupply. They would look like they were resupplied, but as soon as they left the circle, their ammo would drop back to 0, over and over.
Ended up costing me the game because all my ATGMs and MANPADs were stuck with no ammo but I couldn't get rid of them.
Good game.
Did my part to tip the scales by capturing a point on the side while teammates were busy with urban warfare in the town centre.
First loss of the week and it's from a troll dipping out at the start of the game and everyone else on my team leaving 1 by 1 until it was only me left. I'm a little upset.
>having a good time, got HMGs in buildings suppressing enemy positions and smokescreens covering engineers as they advance
>suddenly a cruise missile strikes a building and kills a bunch of my guys and I have to break off my attack under a hail of explosions
Artillery players are anti-fun.
What do you mean, blowing up dudes is loads of fun. I particularly like blowing up enemy supplies instantly upon it unloading 5+ times in a row
cruise missiles are easily preventable.
baltiisk is the only good map
The maps are largely good outside of the central city one. The issue is that most maps require you start air or you autolose to an air rush and folks with like 20 games on record are still goo fricking stupid to spawn a plane at match start
The new beta meta is no planes at start you dumb fricking moron
>start no planes
>enemy starts 1 plane + a bumch of transports each
>cap every point by the time you arrive
>lose in the first 10 minutes
This is what no planes looks like. The last several matches I've dealt with this shit I kept my team in the game singlehandedly by downing 1 or more cargo planes at the cost of my jet, but when you're against the US and they rush in with Ospreys it's a lot harder to intercept
Save up points for a bomber.
If you see helos or cargo planes rushing a point, bomb the dropped units.
>throw out a bomber into a screen of 6-10 planes there to protect the transports
Nice!
Serious answer: it's enormously more efficient to intercept a transport with 2 missiles before it drops its cargo and kill everything it carries, than to wait for it to drop and try to bomb all the units separately.
Trading a 225 point fighter for a 250 point transport carrying ~500 points worth of units is extremely worthwhile. You not only trade positively on points, you cuck them out of hijacking a point before opposition can arrive and set the victim back so far they won't be able to get a credible force onto the field for several minutes, and then will be forced to drive it in because they will be too late to bypass air defense.
>preventing ground caps
Literal nonsense. The speed difference between slow-wheeling it to the front and heli-dropping is so extreme won't even arrive to contest your natural point before the enemy team has every point capped.
There are two viable openers. Either you go all-in on air and intercept enemy transports to stall the other side long enough to drive yourself to your points (and just refund the planes if they don't fly in) or you try to fly in yourself using your fighters as a screen. If you don't fly in, you have to intercept the enemy's fly-in or else they get most (or all) of the map uncontested.
Contesting a fly in is literally as simple as spawning a 225 point fighter out of your 1000 opening points, swooping it around your side of the map to detect incoming air, and refunding it after it's dumped its missiles. It's that simple.
plane opening is only viable if you go all in
with all the morons playing it is almost never viable
>spawn 1 plane
>team is moronic and spawns 0 planes
>enemy spawns 10+ planes
>lose twice as hard because you lost points that could have gone towards preventing enemy ground caps
R E T A R D
gonna install it and play this game today without knowing anything.
I'm ready to ruin your games
>guy on the US team flying around the map with a giant swarm of hueys and cobras
>the swarm suddenly veers towards me at the same time that there are Harriers flying overhead looking for something to bomb
Feeling so fricking grateful that the TOR has an option for carrying 16 missiles today. I love this little missile box homie like you wouldn't believe
What's the deal with clusters? Why are they anti-armor when IRL it's the best anti-infantry weapon? Of course I'm excluding bombs like Rockeye.
>On 10 July, Royal United Services Institute or RUSI released a study citing the use of cluster munitions from the Vietnam War. United States Army studies from that war showed that it takes approximately 13.6 high explosive shells for each enemy soldier killed. A shell firing DPICMs relied on average only 1.7 shells to kill an enemy soldier making it eight times as effective in producing casualties as standard high explosive projectiles. In peacetime testing against vehicles, cluster munitions were 60 times as effective.
Is Tor really worth it? My current AA lineup is 1 BUK M3, 1 Pantsir and 2 Strelas. Pantsir is nice because it has both cannons and missiles, while Strela has F&F heatseeking missiles that you can safely use when SEAD is above.
Because HE is intuitively the choice against soft targets, they chose to make cluster the standardized anti-armour choice. It spares the player needing to memorize a case by case basis.
Tor is good because it can shit an ungodly amount of missiles into the sky quickly. It's less effective at stopping a single plane but better at dealing with multiple targets at once and at saturating the sky so a plane has to blow its flares and another platform can hit it.
Strelas are indeed really good and worthwhile. Also consider the Derivatsiya. It's the same 57mm cannon as the T-15 but when its radar is on it can intercept missiles and 100 frontal armour means it can take a hit on the frontlines. It's basically a ghetto IFV, but can also soak SEAD to protect your thin-skinned platforms.
>put 70 pts pivads in front of patriot
>laugh as sead blows its load on them and gets shot down
SEAD is honestly just kind of shit right now. Being LoS-based means that it's unreliable even when it should be working, you can shut it down entirely by just screening with durable radars like PIVADS, SHORAD, etc. and even then it's so easy to play around it by just toggling RADAR off when you see the missile launch and then just toggle it back on when the SEAD plane flies back home crying.
Pretty sure it isn't LoS based. Every time I send one Prowler flying low it shoots its missiles at someone I can't see.
It doesn't need to 'see' the target if its radar is on, but the missile itself won't fire unless there's a clear, unobstructed line between the plane and the target. This is a problem because trees and whatnot function as LoS blockers for this purpose, despite not actually blocking the missile. In a situation where a precision strike from an F-35 could blind fire and strike a radar-user site, a Prowler's ARM will just not fire. This kind of line of sight can be really fricky because the maps clearly still have some terrain issues to work out. It's the same issue where you can see an enemy tank but your tank won't shoot at it until driving 500 yards into an open field and eating shit.
This is also what makes the helicopter-mounted ARMs unusable. They don't fly high enough to clear fricky terrain.
I wonder what the special announcement that they have said is to be released this evening will be.
Hopefully an update on the NCIS investigation.
Man, you are persistent with this weird NCIS narrative you're trying to push. Especially considering it's simply not true.
>Especially considering it's simply not true.
tell that to the devs.
I welcome it because I get to sing the NCIS theme song in my head every time
what is the best loadout for the f18d?
Two stacks of napalm.
I just give it 1 set of AGMs, costs around 250.
F-35 is a better precision bomber and the night harrier is a better carpet bomber so that just sort of leaves the 18d in the specific niche of swooping down to drop guided anti-tank missiles to snipe a moving target and then hopefully fricking off before AA gets it
i can never make AGMs work
the plane always refuses to fire them
Strafing run, not precision strike. They'll auto-seek targets near the strafe
RIP Paul Harrell.
man
F
Teammates are going to give me high fricking bloodpressure, but worse than the new players are the midwits that are so terrified of bad teammates they just sit there kicking everyone without a red frame.
how do you get a frame?
it finicky for sure also
>order ammo to be dropped next to vehicle
>it is dropped off 2 miles away
WHY??
>how do you get a frame
Gated by xp earned and for the last one also 30 matches won.
No wait I just confused patches with the frames. Still XP gated, up to 5k, but also one frame for 1k kills and one for 25 wins.
Is it just me or does resupply work off a fricking RNG? because ill have my shit ontop of those supply crates and they still wound resupply other times they brush the edge of the zone and they start drawing ammo
>US team
>does nothing but buy artillery/ballistic missiles and patriots and just sits in the back of the map
This guy did not move a single unit besides supplies and his artillery for the entire match. There was a Barbaris hiding in the forest almost right next to him which I only discovered after flying a helicopter over it. No recon, no interest in anything except PATRIOTS and MLRS. USA gaming
USA USA USA
Some popular streamers for the game have been running teams with a dedicated artillery player and doing well well with it so now you start to see the imitators
>Dude has a ton of TOWs that cannot be spotted, even moving recon right on top of them they're invisible
>My T90Ms come up again some m60s close range
>Will ONLY fire their atgms
>End up losing one because of it
Yeah there's something buggy about how tanks select which ammo to fire, I've noticed it too.
Russian a2a fighter loadout recommendations? I'm finding my current setup the Black person doesn't want to fire his missiles past a certain point even though he's flooded with close range missiles.
There are a few main loadouts to consider:
Su-57 with 2x R-37s in one bay. This gives it 2 8km range missiles and 2 (free) SRMs that can target helis. Your second slot is a flex, but strong contenders are 3x R-77-1s to make a dedicated ASF, 2x AGMs for anti-tank precision strikes or 2x ARM for SEAD. The Su-57 is a little too expensive to be a pure fighter but doesn't need both bays for ground strikes so you can afford to make it a hybrid. AGMs are a precision strike (P) munition and will seek their target if laser designated. They can lase their own target. The above setups cost you 370.
Su-30SM with 2x R-77-1s in the mid pylons and 2x R-73s in the outer ones. This costs you 225 and is the cheapest you can make a credible fighter and is roughly equal to an F-18 (there's a lot of rng in dogfights). You can up its cost to 255 to double the R-73s if you want to focus on intercepting helicopter transports.
Su-35S. This is your premium fighter. The basic loadout would be R-37s and ETs in the inner pylons for 260. (incidentally, 2x Su-57s and one of these is exactly 1k points, your opening pool). This loadout has no missiles that can hit helis so it's purely to for air superiority. You can add 4x R-73s for heli hunting but it makes for a very expensive plane so you're better off using the 30SM as a helicopter interceptor.
I think going all in on air at the opening of a game with 3 planes as russia is a pretty solid approach. You have enough mass in the sky to contest the ~5 planes of a full team each spawning 1 and if there's a full air rush you're likely to down most of their transports. The opening air fight is usually over quickly enough that you can refund your planes and get ground troops onto a point with a quick heli or paradrop before it's too late. 2x 57s (so that you have air-to-ground firepower later in the game) plus either a 255 point 30SM for heli hunting or a 260 point 35S feels like the ideal setup to me.
The downside of course is that losing 1 or both 370 point Felons is most of your starting points, so you risk being off the field for a long time if you get stomped in the skies and can't withdraw them.
The safer alternative would be to have 3-4 low cost pure fighters so losing one isn'tas much of a setback, but them the vast majority of your deckbuilding point pool is invested in things that can't shoot the ground so you're basically building your whole air tab purely to cuck air rushes. I don't know if that's worth it--largely the triple plane opener has worked well for me.
On a bombing run, a plane will drop unguided bombs
On a strafing run, it will fire rockets, ATGMs and its autocannon.
Laser-guided munition will typically only be dropped on a precision strike command. Some precision bombs woll drop on bombing runs but it's inconsistent so I assume it's a bug.
You can select a payload to disable it in case you don't want to waste it on a run, say if your bomber has firebombs and cluster bombs and you don't want to waste napalm on a tank.
3 games in a row I get my pushes wiped out by invisible units
skill issue
Did anyone read that announcement?
God damn, RIP Broken Arrow
Can't believe the NCIS thing was real
I kneel
Stop shitting up the thread with low quality bait like a mongoloid
move along, citizen.
?feature=shared
pumpkinguy are you still around?
I am starting to think that customizable avatars paired with lobby system is a bad idea. If you wanted to try the game now I'd say don't bother, you are going to either get kicked from most lobbies, or stomped by stacked teams of more experienced players.
The main issue is that there's 0 sbmm, so the system naturally puts it on the host to cull their own lobbies for competent teammates and incentivizes that curating because you'll be paired with stacks of sweatlords no matter how new your team is.
This is definitely something the devs didn't put enough thought into and is probably going to create issues down the road, because retooling the whole lobby system probably isn't on the menu at this late stage.
hasn't happened to me.
>join 200 lobbies until you find one which works
>get kicked
>repeat 200 times
>get in game after an hour of lobby hopping
>either disconnect or be the only one on your team who doesn't disconnect
>repeat lobby hopping for another hour
>finally have a stable game
>get crushed by stacked team
Absolutely worst game ever.
>lobby hop for an inappropriate amount of time
>finally get into a game
>spawn air-to-air plane
>no allies spawn any planes
>6+ enemy planes come over the horizon, followed by 4 cargo planes
>every vp is paradropped
>we lose by minute 4.
>back to lobby hunting
go to the discord, go to looking for team channel, join a voice chat and lobby. i've been doing this since the 6th and having an absolute blast coordinating games and talking about deck strats. i've played like 30ish hours in 4 days and have had mutiple 5x win streaks. of course i'm looking forward to 1v1 but team matches are pretty fun. this is coming from a guy that has mostly played coh3 and starcraft coop recently.
9/10 times i can't even get a game because the servers are shitting the bed again
No point joining any premade teams while this persist and honestly, i highly doubt they will fix the servers before the game goes live
then you're just contributing to the game's downfall.
I don't think you're getting kicked. You're probably just experiencing network bugs.
I was not talking about myself, I have 40 hours in this beta, I was just talking about my observations
There were many "x+ avatar or kick" lobbies, even "normal ones" were divided mastly into 2 categories
1. Made by a more experienced player in which every level1 or 2 avatar player suspiciously disconnected after 1 or 2 seconds
2. Made by a new player, joined mostly by new players, if someone more experienced joins, they most likely leave as soon as they see their potential teammates
I've won all the game i've played in the past 4 days. Playing RU solo.
if i have both bombs and missiles on a plane and i order a bombing run, will the plane shoot its missiles if valid targets are in its path?
Haven't played a game like this since Red Dragon, finally got a game last night and we got steamrolled, but I made some good pushes and captured a few points while my teammates left/DCed. Are the lobbies/servers just completely fricked?
I've been reading the thread a bit and it seems infantry are pretty shit, which tracks with what I saw, need to be better at microing tanks and vehicles. Anyone have tips for positioning?
It only sucks if you don't have supplies to keep staying power and if you try to make infantry stay in one place
You gotta micro them for each engagement depending if you'd trade well
>infantry moves next block and gets engaged by alot of anti infantry units?
Smoke and move back to flank said forces
>Tanks rolling into city to punch thorugh?
Dont put the infantry at the edge of the city cause you'll be blasted by tanks before they enter. Put infantry one block over the edge and wait for tank to push so their sides are on you
Most people don't have enough micro power to really get the best use out of them. They just cannot stand up to superior firepower
is the game lobby working right now or does my internet just suck?
>East coast US
Game lobby seems to be fricked right now
>western euro
>now
it's been like this since forever and always will be like this
I don't mean the usual frickiness but a complete breakdown of servers and the game's online function.
Apparently they are down since a bit.
Yes, the servers completely fail every so often because the devs have no clue.
Get used to it.
Pretty sure Slitherine is handling all the MP servers.
>first match after the servers are back
>mixed US Russia team
>no enemy team
Sasuga
That's just Danchenko from Alabama Oblast
Goddamn autocannons are so good. I flanked an Abrams with a few LAVs and they killed it from side armour hits before it could swivel its turret.
>at the frontline
>hit with precision artillery
>sweep every inch with 2400 optics recon units
>no hidden spotters
>still hit with precision artillery
>move back
>still hit with precision artillery
>withdraw deep behind an allies position
>still hit with precision artillery
>recall all my units to base
>they get hit with precision artillery right back to spawn
The cheaters are going to make this game unplayable on release.
nice try, nafotroon
i have been trying to get into a game for the past fricking three days and no matter what I do i literally cannot get into a game. I either get stuck in the lobby but cant join a slot or join a slot and the lobby never launches into a game. I have good reliable internet. are they going to fix this?
hello i am a developer for broken arrow, no it isn't going to be fixed eat shit you little gay hahahahahahaha
are you fricking serious? i was going to fricking buy this game but you can fricking bet im sure as hell not going to now you fricking butthole
>Teammate heli drops on closest point
>Nothing but razvedka
>Spreads them out in every building
>Moves an S300 right up to the front of his right flank with no other units accompanying it
>Does not move any of it ever again
>assaults the next point by buying a single unit of razvedka and placing it at the next point, lets it fast move there
>Enemy pushes up with a tank, he drives his tank literally right ontop of it (dies)
>Continuously drives AA through the enemy front lines
The brain on some of these people.
I should also mention
>Quits halfway through the match, forcing me to inherit the massive stack of atgm carriers he just bought
The weirdest one I saw was a player afk for like 20 minutes and then send a gigantic conga line of empty transports to the enemy spawn.
>opening air battle on Ignalina is a narrow victory
>ally arrived just in time to contest the central point and we secure it together
>I flood it with infantry to hold it and then spend the entire match under siege fighting back wave after wave of abrams, bradleys, marine raiders and artillery from 3 enemy players
>but by some miracle my allies are actually decent and I have constant fire support through the whole match
>enemy team is competent too, keeps trying different strategies and almost break through several times
>we finally manage to wipe them, break through to their last point and win before the end of the timer
Whew. When everything comes together this game feels so good to play.
no it doesn't shill homosexual just kidding it's alright.
>play as russia
>jet gets shot down
>us crew emerges
hmm
Had fun so far. 60% winrate playing solo.
But I can already tell that it's going to quickly devolve into nothing but team stacks and cheese strats.
Sounds like you got carried hard. Try winning after you entire team got disconnected if you think you are so good.
my k/d is 1.7 with 40 matches played. I'm pretty sure i'm just playing well.
Kd is pretty meaningless. An abrams can kill multiple squads of infantry in a close quarters fight but killing that abrams will be a favourable resource trade for the infantry. Plus any femboy playing support is going to get a 5+ kda every match mostly just stealing teammate kills and shooting wherever they ping. We need stats to quantify unit value by cost.
t. Infantry main
>8 minutes left in match
>winning
>disconnects
>can't reconnect to battle
For fricks sake. Wouldn't be as bad if matches weren't so long but right now this shit is just rough.
Yeah 45 minute matches are too long and result in a lot of downtime and a lot of leaving if the opening minutes don't go your way
Paratroopers are a lot of fun and so is the Tupolev when you manage to sneak it out. A really strong argument was made for not clustering your artillery.
Team stacking completely ruins any game
The worst part of seeing any "7+ avatar ONLY"
game in the lobby is knowing you're going to have to face off against that shitstack when you finally find a game.
In a conventional war America would erase Russia's entire armed forces within a week, maybe less
Sure anon. You're a very big boy. With a big boy truck.
The game has only made me believe this even more
>opponent makes any move anywhere at any point
>F-18s drop 4 tonnes of tnt on them and instantly wipe any infantry or light vehicles
>F-35s swoop in with cluster bombs and blast whole groups of tanks
It's crazy to think we only have access to a fraction of what they'll have in the full game. It's already so hard to make any play under oppressive air pressure and it's only going to get worse.
>*Uses AA*
>*Actually micros it*
Get cucked
What the frick does microing AA even entail?
>It's already so hard to make a play under oppressive air pressure
Your AA bro? You can't seriously think this unless you've been playing for like an hour. Really it's the AA networks that are oppressive, not the planes. Especially if you're playing RU, which has a wide variety of AA solutions for every problem at every price point. 2 medium/long range AA almost completely stops the enemy team from being able to use planes in your area of the map. Even if something does break through and manage to drop its payload it will likely be shot down on the way out making the juice not worth the squeeze. SEAD is not a threat because radar AA can still fire missiles even when the radar is turned off, for whatever reason, so it's not even necessary to micro radar AA by turning it on and off. Just buy AA and park them near supply dumps so they can quickly refill their missiles and you shouldn't be oppressed by planes anymore.
The US on the other hand does kind of suffer from not having a lot of missile AA options, it's basically just patriot and LAV AD. There's probably more that's unavailable for these particular specializations but idk.
wonder if they're gonna add typhon and ground launch SM-6 for the army
In practice what tends to happen is I just call in F-35 strikes and they get in, drop their payload and get out without worrying about AA, and every time it takes shots at the plane it just gives my team's arty something to shoot at, which in turn creates AA gaps that F-18s and harriers can exploit to drop fatter payloads safely. This applies both to mirror matches and rus v us.
In my experience the only times the F-35 is in danger is if their AA is VERY far forward or they have way too much. In the former situation either it's because your team is losing hard and a flank has buckled, or it's just your opponent making them easy targets for arty. In the latter case you just take the 280 point loss and buy vehicles to push with instead because they overspent on units that can't hold ground.
SEAD is also an option but I honestly never bother with it because there's counterplay. It's easier to just play whackamole dropping artillery shells wherever you see SAM missiles launch from.
the counter play to artillery is moving.
SAM sites can't fire and move (and have to reactivate their radar after moving), take time and multiple shots to down a plane and reposition very slowly.
So for example while your Patriot is firing at someone's F-35, they can watch your backline, see where the first missile fires from, order a fire mission with their Paladin and have the shot land and kill your Patriot by the time it fires its second missile.
The only way to protect SAMs is to keep them so far back that they aren't in range of barrel artillery, but then they're too far back to intercept stealth planes bombing the frontline and can still get sniped by cruise missiles.
>join game
>enemy team is stacked max ranks
>my team has 3 disconnects within 2 minutes of starting
>magically have all my stuff get hit by pinpoint himars even though there are no spotters anywhere
Yeah, that's it. Game is DOA.
The lobby system fricking collapsed as soon as people realized they can just stack teams for easy wins. Now every match is either 20 minutes of lobby hopping getting kicked for not having a red border 1 week into the beta because shitters want to get carried, or joining a lobby with 4 new players and getting paired against a premade 5 with 100+ wins each.
>solo on the left side while your entire team loses right
God I feel this.
>aa hits friendly ground unit
>aa hits its own ammo dump and blow it up
>aa does NOT hit enemy air
What is this boring afk shit? Where are the gatherers? Where's the micro? Where's the APM?
surprisingly accurate representation of russia's AA
Have the devs talked at all about how they plan to approach balance changes going forward?
I dread the idea that after every update I'll have to revisit a bunch of now-invalid decks because they changed the point cost of various units/upgrades.
It's annoying that so many devs now only post communication on their fricking discords instead of making public posts somewhere you can see.
It's all on their discord.
They banned
Uh i mean they banned me.
Racism?
I made fun of someone for back seat modding.
It's actually fricking annoying the amount of passive aggressive esls in there who will start insulting you for no reason but the second you say something as harsh as "shut up idiot" you're the problem.
It's unironically a high school bully type situation where no one gives a frick until the kid fights back.
Protip: you can disable individual ammo types in any given unit by clicking on the image of that ammo in the weapon panel.
Manually disabling their ATGM will enormously increase the performance of russian tanks, as it forces them to advance another 100m and fire their APFSDS rounds that will actually damage a tank instead of wasting their firing cycle shooting 2 damage rockets into buildings/APS
You can also manually disable an entire weapon if needed if, for example, you want to conserve limited ammo or don't want your planes to waste a specific payload on the wrong target. The refund you get when a plane rtbs is based on the supply cost of the munition it spent, and its cooldown scales based on that cost difference.
high-drag=high altitude?
Opposite.
Low-drag bombs are high-altitude only, which forces them to ascend to complete their strike and expose themselves to radar-guided AA.
High-drag bombs are low-altitude, which allows them to complete their strike without exposing themselves to radar.
Generally speaking, put high drag ordinance on cheap, old planes like Harriers because they lack Afterburners to get in and out quickly and rely on low-flying to avoid AA. Put low drag bombs on fast modern planes that can use afterburners to get in and out quickly. Afterburners will extend the range of low drag bombs as they borrow the plane's momentum to propel them.
Thank you
The PVE mission is really fun, AI is decent, huge improvement over the old wargame campaigns.
I don't think the SP mission even has an AI. All the enemy actions are handled by simple scripts and patrol paths.
Well it's still better than Wargames, they gave it wallhacks and just had it fast move everything to your most forward position.
It's really funny when shitters see group airdrops winning the game and try it on their own, only to get completely demolished.
So I tried to pare down my infantry transports, trying to take a smaller variety but more of each just to simplify things because I thought it was just a shared pool of vehicles. But I ended up only being able to take a bunch of stuff on foot or in my sea stallion, are infantry squads limited to the transport that they are attached to in the deck somehow? Or are they just limited to vehicles that could be added with anyway? Is it worth it to spawn them on foot and have a battlefield taxi that just ferries from the spawn point to the front?
>to the transport that they are attached to in the deck somehow
Yes, squad can only take the transport it is assigned to with the exception of helicopters, planes and support trucks which work as their own units which can carry infantry.
If multiple units have the same transports, i.e. you have 2 marines and 2 marine raiders with 1 AAVP each, they share the transport pool allowing you to call in 2 raiders in 2 AAVPs.
>Is it worth it to spawn them on foot and have a battlefield taxi that just ferries from the spawn point to the front?
I'd argue no unless you don't want any transport helis, or trucks for the russians, in your deck those can spawn and ferry the infantry to the front already.
I forgot to mention it but it is worth noting that afaik the same transports with different upgrades do not share a pool.
It's just buggy. Some units don't share their pool no matter what, some transports don't form a shared pools while others do.
Are you sure? I haven't seen anything to suggest that. Which cases do you know of?
The special transport helis available to VDV infantry, for one.
Interesting, never used them, only those from the heli tab. I'll have to make deck with those later.
They're fragile but they're basically cheap gunships. Recon ones are better for air to air, infantry ones better for atgms. The main advantage is that you can have a frickload of them, as seen
>I forgot to mention it but it is worth noting that afaik the same transports with different upgrades do not share a pool.
It doesn't matter too much because you can call infantry on foot and an empty transport and board the infantry on the transport. It's a few extra clicks but nothing too crazy.
pretty fun game, especially russian side.
Been wanting to try this, especially with the ability to load up vehicles in the Mi-26
I've only played like 3 games, rate my deck
Fists are meh, forcon and lavs are great
Bradleys are the best IFV available. Every slot that can run a Bradley, should.
TOW teams can be upgraded for top attack, always do it.
Regular mech rifles suck absolute ass. Cut them for better shit elsewhere
SMAWs can be upgraded with top attack SRAWs, its extremely worth it.
Consider mech engineers. They carry the same rpg as the base SMAW team and their Bradley has a bunker buster.
Consider CAAT dragon teams. They carry two ATGMs and 2 HMGs, making them excellent for holding ground.
Otherwise its solid.
Thanks, I was wondering about SMAW vs SRAW, didn't see the difference. Also I just realized I only took TOW-2As because the 2Bs suck in WT, fricking Gaijin.
Bunker buster on the engineering Bradley?
The efv has its TOW2A replaced with a BLAAM. It's a guided bunker buster, wrecks garrisoned infantry with huge range. Give it APS and it will win a long range shootout with ATGMs in buildings.
The SMAW is a dual-purpose RPG that can be used to suppress infantry and garrisons. The SRAW upgrade gives the squad twice as many launchers, they have more range and top attack, but lose the ability to target inf and buildings. It's really useful since top-attack bypasses tank armour, giving you a close range AT option. The AT4s that some other US infantry carry are too light to fight tanks.
The mech engineers carry 2 of the same all-purpose SMAW as the SMAW team if you want that.
I really hope France, China, Sweden, and Japan get added.
The weird thing about adding more countries is that most of the world's military industry trade openly and companies purchase from all over to equip their forces. Once you have more than a handful of the 'big' arms producers you'll start to notice that every country is just using different combinations of the same hardware. Any given european country is likely using a combination of F-16s, Gripens and Typhoons for their airforce, Leopards for their tanks, etc. At some point all you're doing is adding an arbitrary flag and national label to the same pieces of hardware over and over.
I think the most you could push it is having "EU" as a faction where its specializations lean into different constituent countries. Even repping China is pushing it because at the end of the day the vast majority of their hardware are still soviet/russian exports. If there's too much roster crossover then there's barely a point in being a faction beyond just roleplaying as 1 flag over another.
I could really see them going the WGRD coalition route for this game, have each big western European arms manufacturing country (UK, FR, GE) then stick all the Scandinavians together, stick all the former Soviet states together, stick China and NK together, JP and SK, etc.
Maybe that's just wishful thinking though because I enjoyed Blue Dragons and NSWP so much in that game.
>hyped up by thrteads on /vst
>tried the demo
>it's somehow worse version of any modern combat game
fricking shills
Whatever you think, buddy. I played Wargame series and for me BA is good.
so what units can i keep in forests and which should be behind forests? i learned rather quickly that putting patriot into forest just leads to it hitting a tree, but things like tanks if i just want them to do some defense (or offense). or in general, how the frick does tree warfare work.
Use common sense
>putting patriot into forest just leads to it hitting a tree
no it doesn't.
Then explain this
The missile lost its target as it fired and flew off randomly idiot.
>flew randomly
>straight into a friendly sniper
Dumb fricking gorilla Black person
So fricking tiresome.
>russlop
did they push their agenda in this piece of trash, like they DIDNT DO NUFFING and WE WA KANGZ?
You will not be missed troon.
Why do russoids are constantly thinking about troons?
the muscovite troony is the peak of male beauty and it is difficult for muslims and other such russians to live in proximity to beautiful men without becoming obsessed, which they invert and inflict upon the rest of us because all muslims and other such russians are devil-worshipping homos who lie as easily as they breathe
go back to twitter, nafogay
they have kept recognition of the current unpleasantness to a minimum
>broken ass shitty game
>BBUT IT MADE IN RUSSIA AND YOU"RE TROON ANFOFOFO
why are they like this?
troon
Go back to 2ch.
go back to troon town.
I am not visiting your house bruh.
I don't invite troons to my house.
is this what you think when you suck off your cumrade?
the gall of actual reddit colonists and western glowBlack folk (hurr durr it's okay when we do it) to call something inorganic lmao
>reddit colonists and western glowBlack folk
Why do russian constantly appeal to reddit, glowies and troons? Kinda predictable.
>Why do people correctly identify me
idk, maybe spend some more time on Ganker and you'll figure it out.
>zigger larping
what were you saying?
The game is good
People enjoy it
cope and seethe 🙂
100% organic.
Yes, my diet is 100% organic. I don't eat processed food.
The extremes I feel playing this game...
>Meet opposing infantry in buildings down the block
>Have a drawn out fight where we each lose some units
>Overall fun fight that looked really cool
Fun
>Have similar fight
>Meet a T15 at the edge of town with my trophy Abrams with all the bells and whistles
>T15 eats a goddamn sabot round
>Proceeds to fire about 5 times into Abrams with its 57mm
Fricking gay.
Overall fun.
This "game" is just a shitty, buggy and cheap Warno clone. No fun.
T15 has the same armor from the front as Armata, and that is 850 mm of KE protection. Meanwhile best Abrams, M1A2 SEP v3 has M829A4 round with penetration ranging from 500 to 1000 mm, bells and whistles change nothing. That's why you should always bring upgraded LAV-AT with top-down missiles.
Clapoid tears are incredible.
cry more zigger
I doesn't seem to be me crying here.
>talking about tears
sure thing bruh
You brought up crying first moron. lol.
Fricking ESL scum.
Cry harder clapBlack person
Why did you attach your photo to the post anon?
Its your photo.
ur mad
>drop 1000lb laser guided bomb on building
>the infantry inside are completely unharmed
But yet shooting mortars at a building will kill the entire squad inside with just a few rounds?
Do you have building glitches or it's just me? I have buildings constantly flicker, fricking underdeveloped garbage. Also this game crashed two times withing 2 hours.
>flickering
You talking about this? If so then yes.
Why does this look like shit? Wanted to play this masterpiece but looking at this I want to puke devs down their throats.
Turn off DLSS
thank you for your support mr. developer, but you should've bought an add
The game doesn't have DLSS
Why are you lying troons?
Broken Arrow is military code for a nuclear incident
Speaking of bugs I just played (quit) out of a match where I was getting killed by invisible units that I couldn't see and there were units sliding across the map at high speed. I saw a LAV flying through the air like it was jet. The fact that there are still this many insane desync issues and networking bugs after a week or so of the game being opened is very alarming imo. The excuse of "it's a beta" is getting old
take your meds, schizo
>The excuse of "it's a beta" is getting old
That's because you're a child that's used to "beta" being code for marketing demo, this is not meant to hype up the game for release, it's literally a beta, it's a pile of shit, by participating in the beta you're agreeing to help them fix the pile of shit.
>whine about buggy EA games
>BUT IF RUSSIAN GAME ITS BETA SHUT UP YOU MORON
so tiresome
But it IS a beta. I didn't pay any money to play this and neither did you. We're literally just testing it dude.
>some shitty russian game announced
>immediately several threads across all boards
I hope you collapse.
I would like to be able to use this thread for video game discussion instead of LGBT whining about Russia I could get on /k/ or /misc/. Thanks in advance.
It's wild how pleasant the thread was all weekend, I got some good advice and there was actual discussion. Monday rolls around and it's NAFO this, troons that, hurr durr muh Russia.
Go back to you russian board ivan.
IMO games take way too long. I'd say about 9/10 of my games end because of the time limit.
The survey had an option about time limit.
IMO I think 30 minutes would be ideal, but I totally agree 45 is too long. Most of my games follow a steady curve with a few key points of action and downtimes in between where nobody is really fighting because they're resupply and reinforcing for the next big fight The extra 15 minutes results in an extra-long stretch of downtime as folks hold their assets for a last-minute push, or just sit on their asses because they lost too much to be ready for another fight before the game ends.
I think 45 minutes is actually the best option, it gives a lot of time to probe, recce, and actually set up attacks properly. It could be longer but hour+ games would be ridiculous, and anything shorter wouldn't be long enough to capture all points unless someone gets absolutely rolled or there's cheese involved.
Time limit is OK, they should add tickets instead.
Disagree, making it the conquest mode from WGRD would just make it play exactly the same, where everyone turtles up all of their points and the entire match is fighting over the single odd point out. The game is so dynamic right now and that would ruin it, you can push any point at any time and it's beneficial.
This. The current gameflow is extremely freeform, which is absolutely to the game's benefit. I just think 45 minutes is too big a time investment for individual matches.
I do think a lot of that freeformyness is down to the maps, they are really fricking big and give tons of options so you actually get kind of a good representation of a modern battlefield rather than map wide trench lines of WWI.
Well to be fair infantry literally cannot entrench in this so that's a big knock against infantry.
It doesn't really matter if your opponent gets their main force behind yours when you're mobile, because you can just maneuver against them. The further forward they are, the less protected they are from airstrikes and helis so generally just diving a gap in the line accomplishes nothing on its own.
If you're worried specifically about recon snaking their way into the backline and hiding there spotting things, the best way to hunt them is with the 40 point recon cars patrolling.
Good point, I haven't played WG for quite some time. So the best solution would be to allow normal lobbies and choose your own time limit, ranging from 15 to 60 minutes, or more.
I think this is probably the best solution, because I'm currently loving the 45 minute timer and I think I'd even like to try longer matches, but even that is such a big time investment for a single game.
>where everyone turtles up all of their points and the entire match is fighting over the single odd point out.
This happens even without a ticking score
>game opens with unlucky air combat rng and your team doesn't do well
>after about ten seconds it becomes a 1v5
COOL. VERY COOL. TY DEVS.
I do that all the time to troll buttholes like you :^)(
One thing I miss from Wargame is the amount of infantry. You could order there like 20 or more squad of infantry and here the most numerous ones are 13 Marines in their self-propelled trash cans.
Between that and how squishy they are infantry feels so much less important than they did in WG, but I guess that's a pretty good reflection of the modern battlefield. It also helps to make the game a lot more dynamic, since defending is now a lot harder than "put 2 stacks of 60 Haebyung '90 in a building and no one will ever take it"
But you still need a lot of infantry to hold the frontline. Every time I play Broken Arrow I feel like I leave too many gaps, but I can't afford to fill them.
You're trying to fight a war, not stop smugglers, all you need is enough recon units to stop a push getting through unnoticed so you can respond.
Does anyone use recon drones? Are they actually good for anything?
Spotting and baiting SAMs
They aren't even good for this, because they fly so slowly that they'll die immediately to infantry AA and mobile units like LAV-AA before flying into SAM range. They're just worthless right now because they can't function in an environment with any AA, but AA is so fundamental that there's always some cheap source around.
I use forposts with atgm to clear recon jeeps at the flanks.
What shoots the missile that kills all my infantry instantly on the US side? Noticed it while my team did nothing but sit on their patriots in the rear
>What shoots the missile that kills all my infantry instantly on the US side?
As inthe enemy was US? If it was a ballistic missile it is probably the PrSM of the Himars
That sounds about right, was getting chained by them from a premade while my team refused to use recon and put their Patriots in safe yet irrelevant places. I thought some may have DC'd, but no, just braindeath/first games(?)
I'm sorry, but it sounds like you're just not trying.
>Enemy team dominates 3 out of the 5 points most of the game
>Left flank is lost, still holding spawn
>Barely holding on right flank with some other dude
>Endure 2-3 enemy armoured pushes
>4th one breaks us but they lost all momentum and reinforcements are on the way
>Left side Black folk direct all their artillery homierdry on center point and turn it into a crater
>Reinforcements make short work of right flank, retake it easy
>Push most forces in middle and take it with 1 minute on the clock
>Enemy tries a desperate bumrush of right flank and just as they start decapping it the game ends
Feels good man
Does laser guidance work against moving targets? I was trying to hit a moving tank with excalibur but it looked like it hit the place where the tank was at the moment I gave the order.
Yes, but the laser LOS is super finicky especially if it's ground based, if they drive by the wrong tree you'll lose lock.
It's supposed to. Mind you need to click on the unit's model to target the strike, not its unit card. The round will also fail to track if the target moves too far, because the tracking is limited.
>need to click on the unit's model to target the strike, not its unit card
That's stupid, there should be no difference.
I think it's a known UI issue. Several commands ignore the unit card and pass through it to target the ground behind the card, including all of the "P" commands.
playing whac-a-mole with sniper teams is really annoying. I think they have too much camo.
Why do so many US teams not seem to be doing anything? I've lost or had a draw in every single US match I've played for 2 days. Nobody buys units, the map is empty except for random bradleys in bushes near our spawn and random PATRIOTS and M270s. Meanwhile every objective is getting steamrolled with no resistance. What the frick is going on?
Maybe they dropped/quit? When someone leaves the match the other players get an income boost and someone gets control of their units. Players don't tend to notice the second part and just leave those units where they got them.
I've noticed new players tend to underspend their points in general but that's probably just because the game has no tutorial and can feel overwhelming at first
game is kino and runs surprisingly well on my 6 year old toaster, recon specialization when?
Does anyone actually know what the intended specializations will be? I hope they don't add gay ass support specialization, god the support players were a menace in red dragon.
For the US:
USMC (generalist)
Tank Battalion (Abrams/Bradleys)
Mobile Infantry (infantry/IFVs)
Airborne (planes, helicopters & paratroopers)
Special Forces (recon and elite, next gen equipment)
For Rus:
Motostrelki (generalists using old, cheap equipment, similar to USMC)
Guard Tank Battalion (elite next gen equipment and vehicles)
VDV (helicopters, planes, paratroopers)
Naval Infantry (infantry/amphibious transports)
And an unknown 5th
Both factions could possibly get a 6th support-centric specialization but it's just a discussion right now, not a concrete plan. Basically the devs have pretty much all the units planned for release in game at various levels of finalization but are still working out how to divide them between specializations for balance and design reasons. The main reason a support spec is under consideration is that there are so many different support options they are worried that the support tab becomes bloated for decks that aren't really focusing on it.
US SF spec will probably be kino as frick
It's the spec we know the least about right now but it's at least confirmed to have the AC-130 gunship in it along with SEALs (originally planned for USMC and shuffled over). I suspect it will probably get all US paper equipment that either hasn't entered service yet or got cancelled before full production like the Comanche.
The devs proactively reach out to top players from both the current and previous beta and involve them in these discussions. Those players are in turn permitted to talk about some (but not all) of what's shared with them. I've been getting my info from a few people in contact with the devs. I am not a top player myself and have no direct contact with them.
As for nations: there are talks of more nations being added down the road, well past release. Leopard 2s are actually already modelled and in game, for example. They aren't yet certain what form this will take and acknowledge some of the challenges with other countries potentially having narrower rosters or sharing too many units in common with each other. They've floated many ideas but it doesn't seem like they're locked into one approach yet. Right now the focus is on getting the game to its launch state and the rest is just brainstorming potential future plans.
Yeah SF combined with airborne will probably be the coolest decks.
I don't want all this armor I want 3000 points of recon
I mean both decks are forced into armored spec, so yea you certainly won't have that much most of the time.
I hope US gets a mechanized spec, just loading up on Bradleys and Mech rifle MMGs.
*And cav scouts
Yes.
Lately I've faired quite well by going ham with recce infantry. The 4-5 that I had on the field in the past simply don't cut it.
I absolutely love them, especially Force Recon with their LAVs. Excited to see what other stuff we'll get in the full game.
Recce infantry paired with IFVs is so fricking good, they see and kill 80% of units before even being detected.
Do you know the devs or have you just been following development news for a while? I haven't paid much attention until this beta so I don't even know what's planned, will there be nations besides the current two?
"mobile infantry" will exist as part of the airborne spec i believe, so far all specs have their IFVs as transports with no restriction. i am inclined to believe that a support specialization had already exists for the US (one of the icons of the specialisations is the air defense artillery branch) and that the 5th spec is likely the special forces specialization (5th spec in the customization trailer has the icon of USASOC) . i also believe the unknown 5th russian specialization will be a newer support specialization considering the russians don't currently have one.
The infantry and support are probably going to be a single specialization, if I had to guess. They were floating that idea in the past with Motostrelki being support + large amounts of cheap infantry/APCs.
It makes sense, I think, because a pure support list would probably be too restrictive and pure infantry lists wouldn't really work because of how the game is played.
But the important distinction is between infantry that's meant to be paired with a strong transport (Mech Engineers and Bradleys) vs infantry that's strong on its own but difficult to transport (ie Marines, Marine Raiders). The airborne spec will likely focus on Light Infantry because that's mostly what paratroopers are, which means like Marine Raiders it will probably be large squads that don't fit in good IFVs that rely on being airlifted into combat, and maybe some shitty outdated transports like M117s or trucks.
The devs seem to not want to pair strong vehicles with strong air support, hence why the tank spec with mechanized infantry lacks air units. I don't think they'd give Airborne all the Strykers when it's also bound to have F-22s, strategic bombers, Apaches, Superhornets and so on.
Beta extended to the 18th. And is there really no better way to get news than the shitty discord?
https://www.youtube.com/shorts/tEeqJtJ7gWo
True story from my last match
how the frick do i use HARMs. actually how the frick do i target ground with planes in general so it doesnt result in suicide run
>bombs
Bombing run. Drag a line to determine the size and direction of the run and determine the angle of approach your plane takes.
High drag bombs can be dropped from low altitude, which allows your plane to avoid radar detection
Low drag bombs must be dropped from high altitude, making the plane more vulnerable to radar AA
>Rockets, autocannon, ATGMs
Strafing run. This is always performed at low altitude
>Cruise Missiles, laser-guided bombs
Precision Strike (P key). Requires high altitude but typically has more range allowing you to drop from further away and retreat.
It's always a good idea to queue a return to base command with shift B so your plane immediately turns around after completing its attack. Use afterburners to get in and out more quickly, and shift to low altitude (if it's not there already) for the return trip to limit radar exposure.
>ARMs
These will automatically fire at the nearest target in range with radar turned on as long as the missile has clear LoS to them (ie they aren't behind a building). They can be fired from low altitude, which allows them to avoid being spotted by the radar they are targeting and fire from a safe distance where AA can't hit them back.
Radar can be turned off to avoid ARMs, so you should use your SEAD plane in concert with cruise missiles or another attack plane, forcing your opponent to either toggle off their radar and let you hit them, or leave it on and die to SEAD.
thanks, one more thing, how exactly do laser designators work, when are they used, are they used automatically or do i have to use it manually every time?
example: i have f35 with jdam and jsow, both bombs and laser guided. does that mean i can either attack with them by using a bombing run or i can precision strike since they are laser guided too? does it need to be lazed by something? f35 can laze, does it do it automatically or is there even a point when it's just going to fly out of range immediately.
then i have paladin wit excaliburs, i understand it uses regular shells if i just do area shelling, does that mean that if i do precision strike/laser guide in the fire control that it will fire accurate shell at precise spot, or will it only use it against a lased vehicle? or i can use excalibur against any discovered vehicle (or building).
lastly i have himars with prism. it's laser guided, do i need to do anything or it just means i use precision strike or right click enemy unit thats spotted at some point the difference between it and atacms are what it says in the tin basically, despite one being laser guide and other not?
if i use a vehicle, a sniper in backline to laser something (or even f35 in the air although it will probably lose the target immediately from range), does microing the laser finder have any purpose? if its stationary and i see it visually, i can just precision strike it manually and if it isnt it will just move away from the rangefinder...
Not that anon, but laser designators need to be actively used, there will be a laser button on the bottom right box, I forget the hotkey, also you have to click on the actual model of the enemy unit, not the symbol over their head, this is a known bug with the beta. So the F-35 has it's own laser designator, so you'll have to do it but you can drop precision munitions solo, it's part of what makes it so powerful, call in the F-35, keep it flying high, once you get within 4km (max laser range) choose your laser designator and click on the target, then select your jsow or jdam and click on the designated unit.
For Excalibur and prism you will need to use a separate laser designator, usually from a recce unit, then fire them using the P (precision) command.
You can use some precision weapons without the laser designator, however you will not direct top attack them, which is necessary for a lot of things to actually kill heavy armor stuff like tanks. In addition if you don't have laser designation the precision munitions won't track the target, so if they don't move fine whatever, if they do you will miss.
Also lasers allow you to do some dumb shit, like hit hovering helos with a JDAM
i want to like games as broken arrow and steel division
but i can't keep up with the huge maps and so many units
red alert 3 and coh2 are fun and more my speed
but i want to try something new
One thing that I like about broken arrow is they scaled back the amount of units compared to wargame/SD/warno, while making the maps even bigger, so it's more ground to focus on but less units to worry about, it makes it a little easier for my brain.
However I'm gonna let you in on a little secret, no one can keep up with their units, everyone is on the the edge of their seat, clicking around like maniacs trying to keep their shit alive and make the enemies shit not alive. Go watch vulcan or saucy or some of the other popular YouTubers play, they forget about shit CONSTANTLY, this game is fricking stressful and overwhelming, that's just how it is. There's a reason "tactical" games used to be so popular in Wargame, because cutting down the income by 9/10ths was the only way most people could focus on the game.
new bread? no i will not make one myself
At this rate we've got a few more days in this one
After about 15 games (and thanks to whoever is effortposting here) I am starting to get the hang of this.
My Russia drone hell gimmick deck was underwhelming and not worth what I gave up for SAM baiting.
sparrow or amraam? passive seeking is fire and forget and active requires the plane to keep sight, right?
nope, active is fire and forget
As for which one to use I always go for amraams becaus sparrow besides being passive/semi-active is way more limited in range (larger minimum range and smaller maximum range) and the extra 10 points is nothing for such massive upgrade
Are there no recon helos? Feels like a weird thing to leave out.
Helos already have very good optics, especially russian ones.
Also why the frick isn't there a keybind for afterburner
as someone above said about the different specializations, clearly something like small recon helis will go to the US special forces i'd imagine.
k52 and m28 are recon helis with 2400 visibility so they are recon (2400 is so far maximum ground visibility with infantry going only up to 2000).
tanks able to enter forests at all seems dumb. on the one hand how the maps and forest vision is currently designed i suppose it would be too limiting to not allow them at all. maybe a solution would be two different forest types, dense and not dense and vehicles only allowed to get into the latter.
force recon (and spetnatz) are great at fighting that i find them in LAVs great at assaulting and holding positions. you shouldn't listen to me since i suck though
are their really that good? i keep using green ops but i suppose the 600m sniper range is worse than better forest fighting.
I got over this game really quickly.
Is there any reason at all to NOT have all your Force Recon on hold fire at all times?
Sometimes a target of opportunity like an AA piece or an artillery or something will drive past in shooting distance and you might want to kill it. Otherwise I don't really let my recon units shoot unless they're getting shot at.
For me it become much less interesting once everyone realized the only good units were tanks and that there's nothing that really works in this game besides driving the most expensive and heaviest tanks back and forth, smoking and retreating whenever slightly damaged. Needs significant balance and gameplay changes wrt/ infantry and tanks in my opinion. Not to mention the numerous bugs, server and networking problems, and serious performance issues which everyone's already been complaining about at length.
>the only good units were tanks and that there's nothing that really works in this game besides driving the most expensive and heaviest tanks back and forth
A 350-400 pt tank gets one tapped by a triple stack of any top attack ATGM infantry with very little warning, and no amount of APS helps against that. Combined arms does work in this game, it just plays differently from Wargame.
>One tapped with little warning
Not really true. Atgms are slow, you can see them coming. You definitely will not kill a super heavy from the front, maybe a side shot. If the tank is really in danger it can just pop smoke and back out, and there's never just one tank, it's 2-3 tanks or other vehicles with APS systems that absorb all the damage.
>triple stack of atgm infantry
1. Approaches the cost of just buying a heavy tank
2. Requires some kind of transport to move it across the map, which definitely makes it more expensive than a tank which transports itself
3. Is significantly weaker than a tank or any other vehicle. Will be killed very quickly by artillery, cannons, explosions etc. even while inside buildings. Unlike with the tank, there is no second chance, no smoke and no APS system, no armor and no health.
4. Related to the transport question, all infantry moves very slowly on foot and the maps are gigantic. Realistically this means you can "protect" a small area only. Tanks do not suffer this problem, are highly mobile and can easily reposition
5. Has limited ammo, demands frequent resupply, which requires moving them, which feels like shit as previously stated
6. Is a specialized tool, only "good" for one thing. Tanks can kill any ground unit in seconds and even helicopters that fly too close!
From watching good players and from my own experience there's very obviously a meta, and the meta is using groups of the best tanks + support vehicles for absorbing missiles and one AA thing for keeping helicopters away. This tactic wins games, the tactic of trying to shuffle shitty slow 75 point inf squads around between buildings as they get vaporized in seconds and drain your income doesn't win and so good players aren't doing it.
I don't buy it. Armor is better by every metric that matters, that includes price efficiency. At the very least I think infantry and their shitbox deathtrap transports should be cheaper.
>You definitely will not kill a super heavy from the front
That's why I said "top attack".
>Requires some kind of transport to move it across the map, which definitely makes it more expensive than a tank which transports itself
To buy - yes, but the transport can be sold back.
>Is significantly weaker than a tank or any other vehicle.
Good stealth though.
>all infantry moves very slowly on foot and the maps are gigantic
You use infantry to defend objectives. You do need to reposition it after firing, but that's it.
>Tanks can kill any ground unit in seconds and even helicopters that fly too close!
Tanks lose against ATGM infantry on their own.
>From watching good players and from my own experience there's very obviously a meta, and the meta is using groups of the best tanks + support vehicles for absorbing missiles and one AA thing for keeping helicopters away
Most blue/red patch players that I've played with rely on infantry for scouting and defense. Spamming tanks only works against players who don't know how to deal with APS. If you don't believe me, try playing with tanks only against good players and see for yourself how well you gonna fare.
>only good units were tanks and that there's nothing that really works in this game besides driving the most expensive and heaviest tanks back and forth,
IMO, tanks need to be punished for driving into cities/forests without infantry support. Infantry feels very weak and having its RPGs/AT doing more damage to tanks if they hit its sides should be implemented. I think ATGM infantry is fine tbh
Forcon are genuinely really good in combat. Their "black ops" loadout makes them 60 point assault infantry that will beat almost everything in their price range while having all the benefits of sneaky recon.
>find lobby
>launch
>get stuck on loading screen
>"dude reconnect to match lmao"
🙁
If you're stuck on loading screen, close the game, relaunch it and start the single player mission from the menu. Quit back to the menu - and you can join a MP game. Otherwise you have to wait for like 10 minutes.
Thanks for saving me a ton of time
I just played my first multiplayer game. Is the initial air-to-air chimpout really that decisive? We got assblasted on the open but then the enemy air didn't really have ameans of exploiting their win as SHORAD was still keeping helos away. How do you leverage an A2A win? Paratroopers?
Yes, but paradrops aren't really worth it unless you're planning to cap all points at once or it's the last few minutes of the match.
Typically the goal is to use air transports to rush early points because they're much faster than anything on the ground.
Planes are used to try and intercept air transports, delaying how quickly the other side can get on the field.
The whole point is to try and secure a forward position early on, so you can play defensively and force the other side to attack. The big dogfight is just ancillary, because if you don't bring ANY planes then the other side can just paradrop all the points amd end the game in 3 minutes.
>watched deck and gameplay videos
>copy them
>adopt lame tank micro meta X>R>M1>M2>X>R>M1>M2>resupply
>suddenly go from 0.8 kdr to 2.5+ each game
infantrybros...not like this
Infantry isn't really as bad as people make it out to be, but a big weakness of infantry is that it can't push across open spaces like big gaps between building blocks in urban areas or open fields between treelines, which are where the frontlines tend to naturally form anyways because it gives defensive equipment like atgm teams unobstructed firing arcs.
If you're massing infantry and your infantry can't push across the gap then all they're doing is turtling your side of the line and getting slaughtered by artillery and airstrikes, which you can't punish or pressure because your infantry can't go on the offensive across the gap.
Every team needs one or 2 players doing vehicle micro to be playmakers, to actually break those deadlocks and allow infantry to move up into close combat, to demand a response from aerial units so they can't just blind-bomb buildings all day, and to threaten artillery and backline units so they aren't free to just shit shells onto any unit card.
In an ideal world both infantry and vehicle decks are necessary to win games but in practice most players are shit at vehicle micro so if you get good at it you immediately become a god that can easily grind through 2-3 player's worth of units solo.
explosives or cluster for mlrs and arty?