Modding - import your own 3D models and more, they are open to it. Not sure when and how, just want to prevent people from opening dlc without purchasing. release some time later 2024 no longer "soon" just 2024 Single player beta coming Glicko 2 ranking system Custom games you can 1v1 to 5v5 Will not add voip Maps will be based on global location - eastern europe not much elevation 5 specs each US and RU no other nations at release Still hesitating and deciding on what specifically things may change some have already been removed and some added The scenario editor is confirmed the map editor is not Atgm units being given anti infantry rounds increased inf hp armor vs inf will always remain strong because it should be - mout and treelines gives bonuses to troops low flying for drones added - no squad level drones coming maintain the money per team if people leave -increase the speed at which dead units come back Nuke maybe in the next beta haha They're trying to keep things simple even when the weapons systems are advanced Spectators will be a thing replay wip maybe not for release
Thank you for taking the time to share with people who couldn't get there in time, I'll watch this and read as soon as I'm finished with personal stuff. Thanks again
I really miss the game! It’s quite uncommon nowadays to see a developer actually trying to complete a game before release, instead of a buggy mess, like most games these days!
I think infantry should be less visible and vulnerable in buildings, so it needs infantry to actually relialby smoke out enemy infantry out of big building complexes
I really like the system the combat mission series has, where infantry, when shot at, while in a building, they will sustain losses, but then automatically hide and lay down and be less visible, but they will be supressed. So tanks are great to supress infantry in a house, but it need way more time to completely smoke it out, if you dont use infantry to smoke the enemy out.
I wouldn't say Warno is garbage, actully id say some systems and features work far better than in BR. For example infantry is actully good in Warno compared to the trash that is BR. On the other hand BR handles aircraft far better then warno
@manindisgiuze7780 honestly, I like infantry better in broken arrow lol. They are alot more customizable, and they are way faster. Noice guy was talking mad shit on infantry, and I didn't agree with him at all. In warno its like they are constantly stuck in sand. They are sooo slow. Everything in broken arrow plays faster and 1000% more responsive. Warno is nothing but arty spam with 5 different types or artillery 3 different types of mortars, and 3 more types of MLRS lol. That's all anyone ever does is just spam indirect.
@Smokeybonez_7 I agree that infantry moves like molasses. I think if BA makes infantry a little more deadly but weaker if not in a building it would be perfect. Oviously infantry shouldn't be able to hold up to a IFV and or a tank push. I can agree that arty spam is real, but it's super easy to counter battery if your on top of your shit. I just enjoy warno for its Coop campains those are a blast. In general though BA is looking to be a better game.
Yea big true! I remember needing to keep my infantry in cover pretty much all the time during the beta lol. I swear, if they made Infantry just a little cheaper they would be wayyy more viable! One of my favorite strats in BA was just loading up 2 MI-35's with some Spetsnaz upgraded with ATGM's and dropping them right on the center Objective at the start then giving them air support and it was sooooo awesome! Hahahaha 😂😂
The idea for if a teammate leaves: When you build your deck you can have x amount of planes and attachments on them for example. If you have a teammate who is mainly air units who leaves, have the game do an overall battlegroup calculation, for example, if the game detects a player leave and therefore his battlegroup the game can sub in planes to make up for the missing units. Just basic reinforcements from HQ or an Aircraft carrier that any of your remaining teammates can deploy. This can also work for any unit in the game. For more clarification let's say for Air units every battle group has a max of 1000 points for your air units (using easy numbers) so in theory one 5-man team has 5000 points for air units in one game. If one player leaves the game detects only 4000 air unit points out of the standard 5000 points overall for your team and subs in air units to reach the 5000 air unit point max, these will be basic load-outs for whatever planes almost like the default class in call of duty. ANY remaining teammates can deploy those subbed in default air units. Hopefully, this makes sense.
so from what i was reading about Glicko 2, it takes into account two big things. 1, the recency of your games. so if you havent played in awhile, it shouldnt punish your ranking because you lost your first game back on. 2. it accounts for volatility. so if you're winning here and there but then something just clicks for your playstyle and you start performing exceptionally strong(i.e. K/D & Destruction score), you should be rewarded for that performance; which tells matchmaking that you're a capable player and should pair you accordingly.
The benefits of infantry are maneuverability and a low profile in wooded or urban areas. A solitary tank irl or in a game should be punished if it comes within AT range of a few squads of infantry
For sure, I can't recall but I agree that I really did not feel like I needed infantry in BA unlike WARNO. Infantry gameplay feels off. It needs to be stronger in close combat vs armor.
Awesome potential with this editor. The demo was very laggy for me though, and most others I've watched also seemed to have the same low framerate issues. Hopefully they can patch this and make improvements on it for the sake of the mid-end PC's.
I have seen in other games how the teammate disconnecting is approached. The XP or money gained in those games by the quitting teammate si split amongst the still connected players while also giving control of existing units to all players remaining. This could be implemented in Broken Arrow as well. For example if a player leaves out of the 5 or gets disconnected, the control to their existing units in the battlefield are given to remaining teammates, while their points regeneration and points gaines is also split to the 4 remaining teammates. This somehwat negates the issues of their existing units not being controllable and also helps the remaining teammates by being able to spawn in more units quicker to cover the gap left by the teammate who left.
How I feel about infantry in this game is the same way as how to apply them in Tom Clancy's End War: use the rock/paper/scissors method, but when infantry are in buildings or utilizing the forests for cover, they even out against mechanized, heli units. and people need to consider spreading infantry units when around multiple buildings so they all don't die when the building collapses.
With the issue of players dropping out could the devs make it so that the remaining players receive the units of the player who dropped out? that way if you have no air you can now launch your own aircraft
Yeah I'm just gonna be real honest-- if there's no reason for infantry or as how you put it "no reason to bring infantry in any capacity" in a game about modern warfare it's going to be laughed out of town. While fire support is the way you're going to attack a position, you should never be saying that infantry has no use in this kind of game. And if this game's infantry doesn't get big stealth bonuses from being in buildings or forests and can just be shot from kilometers away by vehicles without other units to spot for them, that's just bad.
I agree with everything about infantry, but think they should get some HP as Felix says but also have the ability to "dig in" so that they are harder to run over.
They get more damage resistance when in buildings but they want the game to be very mobile without a lot of static position holding which diging in would be go against.
I agree that mechanized push should have a punch but it shouldnt be that way that tanks can push with ifv recklessly to city and just kill everything without support of infantry and that was the case in beta. For me in beta there was a very distinct lack ofa heavy anti-tank unit like eryx or vdv 90 in wargame red dragon that could 2 . Super heavy tanks were very good in WG-RD but not alone. They could not clear entire city with 3 bradleys but in broken arrow they can
you've heard of the arma series? some of the head developers actually got arrested before Arma 3 came out because the map was too similar to its real world counterpart and was deemed a national security risk. theoretically bad actors could use it to plan out an offensive. Steel B is based in russia; i feel like they wont release a map editor because they dont want to take heat from the Kremlin that they are indirectly aiding their adversaries. so im just happy with whatever they give us and wont be pushing them for a map editor.
I do think squad drones might help buff up light infantry capability. Shame they aren’t looking into it. Also, hopefully they don’t really care too much about what people mod. If someone mods in Germany, they can add Germany. Sort of like Squad already has a million factions modded in, but they still release official factions even though there was already a mod. I guess difference being is that Squad doesn’t make you pay for DLC, it’s just part of the game. Hopefully Broken Arrow does that for some basic nations
Tbh i just hope the next platest is soon. I would had bought it in the state of the last beta. Sure the connection problems been annoying but the game worked.
i missed the beta unfortunately, For some reason WARNO wont even load for me no matter what i do with it. I feel this game with feed my craving for a RTS like this i cant wait
Rosguardia is, roughly speaking, the police, they have their own special forces groups, even adapted for participation in war, but making a whole specialization for the Rosguard is pointless
Game should just release into early access and then fix on the way, make it super expensive, so if a negative review bomb would happen they can even it out over time by making the game cheaper
Infantry armed with AT weapons should absolutely destroy tanks, especially in areas that are not wide open, like urban and heavily wooded environments, at least with javelins. Javelins decimate tanks. Thats what they were designed for. All infantry units should also be invisible inside buildings (but especially recon units at a minimum) if they are not firing and should only become visible if they open fire or if enemy infantry enters the same building, at least if realism is the goal. Also, infantry should be required to take points. If you know anything about modern warfare, and why the U.S. is so good at it, then you know why infantry is not replicable. Every armor push requires infantry to ensure they aren't ambushed, especially in urban and densely wooded areas, and no area is considered under control until it's been combed through by infantry.
I agree to this. Kinda how Squad does there faction updates. They show a little courtesy to the mod team that made it before they made an official faction
Recon still bad and a common problem even in Wargame and Warno, sometimes it work and not, an UI still need some polish like return fire or auto fire from hold stand, and maybe supply can be like Warno no need to unload always and can be use in mobile so when resupply the unit just get them near them without unload it but unload option still open because if you keep your transport there otehr place can't get supply, and well still many to say but can't wait for next Beta and When fukkk release, i hope the future patch if available for long time
I agree with the infantry take. I played tons of the closed beta. People say the infantry is too flimsy, and they should be more like Wargame/Warno. I really disagree with this as infantry that gets caught out in the open will absolutely get shredded. Even in a forest, if there's a whole bunch of tanks and IFVs unloading their cannons and machine guns at you, the squad should get annihilated. And things like the Kornet/TOW teams, CAAT Dragons, Metis Spetsnaz, Cav Scouts were very deadly indeed. And these units only cost 60-100, compared to the top end armor of 300+ a piece which also puts huge upkeep. And to the cheaper tanks/vehicles with no APS, they got shredded by these ATGM infantry. I was primarily an armored player, but for the openers I always opened with mostly heliborne infantry + fighters. And really, the decks we played had the best tanks/vehicles available. One thing I do think is that some infantry squads should have the option of better AT weapons. Like regular US Marines should carry SRAWs for an additional upgrade, that way there's more incentive to use the Marines over Marine Raiders. Or the VDV squads carrying a tandem RPG-7 as an upgrade, but also it reduces their range and so on. They could also bump the availability of some infantry squads, etc. But I think BA devs are smart and they know this that fundamentally, a properly executed armored push should penetrate lines.
@@TheIceDragon225 In broken arrow, if infantry gets caught out in the open by a tank, it will get killed very fast. In Warno/Wargame, the vehicles/tanks have to roll for accuracy then their HE values are applied, maybe 2/3/4 whatever. Then those HE values will be reduced if the squad is stationary, among other terrain factors. Warno is a bit better with this regard because squads usually don't have 10/15 men in them. But in wargame especially, you end up with human wave, cannon fodder tactics.
@@marsryo6569 Reduced if the squad is stationary? Basically never matters though that's not really important to be honest. I can't say I like how powerful infantry is in Wargame (it's a bit overtuned, yes) but just take a look at the gameplay in this video, especially the "miscellaneous" section towards the end. This guy is saying "we need to understand how important combined arms is!" while literally bum-rushing forward with 2 tanks and 2 BTRs. That's just terrible and should never be viable, at all. Just looks like really boring gameplay to be honest.
@@TheIceDragon225 Yeah HE values are reduced in wargame/warno if a squad is stationary because it simulates them going prone or hitting the dirt. Its very important because it always affects attack moving squads. I've played Wargame/Warno/BA extensively. In the video I saw his 2 expensive tanks, a recce BRM (armed with a 57 mil autocannon), and a T-15 Barbaris (armed with 57 mil autocannon, nade launcher) These all cost about 1000 pts, vs like 2 squads of infantry, one of which were sniper recce. There are no BTRs here. Like yeah, you would get flattened. Similar to BMPTs just clearing out forests. Most people just complain about infantry, because the line infantry carry things like AT-4s or basic RPG-7s vs top end armor like the latest Abrams/T-90s upgraded with ERA kits. Like yeah, your 55 pt infantry squad is going to do nothing against a tank worth 355. When combined arms is indeed necessary, because when you go up against dedicated tank hunting infantry, you'll need your own infantry to clear them out.
@@marsryo6569 If that does happen it's basically irrelevant to a conversation about tanks killing infantry in the open as we are probably talking about decimal value differences here most of the time. Fair enough, no BTRs. But none of that is what I was trying to point out-- the fact that the guy making the video thought that 4 vehicles driving straight at a forest and skirting around its edge obviously in range of basically anything in it is disturbing to me. It shows just how useless infantry is if that's "an acceptable strategy" in this game. The point is, if there were 2-4 squads of infantry in that forest, they should be able to fire at one of the tanks sides and hopefully instantly disable or kill it. If infantry can't do that (which looks like that's the case given the way this guy is playing) then that's just frankly a horrible balance issue.