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Patch 1.09 coming soon™ - https://store.steampowered.com/news/app/1604270/view/537735054151909446?l=english
>Surrender vote
>Leaver penalties
>Unknown APS nerfs
>Incendiary nerf
>RU Coastal buffs
>Other unknown small balance changes

Tools:
>https://ba-hub.net/ - laggy but with detailed player and match statistics
>https://barmory.net/ - detailed unit stats and 1v1 unit combat simulation tool

UNSUPPORTED 1000 POINT IL-76 AIRDROP OPENER edition
Previous >>2090743
>>
its insane how good rusoid 57mm is, good against everything except cruise missiles, shame america didnt start and then abandon a billion impossibly optimistic projects so that they could then be overpowered in video games decades later
>>
infantry buff when?
>>
>>2113309
The nerf to APS in the next patch will be a buff for infantry
>>
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Having some fun with this build. I picked up Buk because it is more mobile than the S-300s and has more ammunition. Thematically, Buk is also a better fit for following moving units than the S-300s.
>>
I have problems with enemy infantry sneaking in through forest. What are some good Forest Clearers and what's the best way to hunt and kill infantry in forests?
>>
>>2113308
>shame america didnt start and then abandon a billion impossibly optimistic projects
They did, people just forget half of it, because there's very rarely anything solid released on it while Rushits leak like a sieve, probably intentionally so people think they're actually very strong and make new stuff. Also, a lot of Russia's post-Cold War protoshit is private projects but the same grace is rarely extended to the US.
>>
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I have been having a lot of success with this deck getting it to over 1300 elo. However I feel like Armor/Airborne is stronger than Armor/Specops right now. Any advice on how to transition this general deck concept to Armor/Airborne?
>>
How is the campaign? I don't expect WiC tier kino, but is it any better than Wargame's?
>>
is there any reason to use Bradley over AMPV?
the ESV one at least get the HE tow so there is usecase for it
>>
>>2113337
desu the main different is just that you dont get to spam little bird anymore
this is how I do mine
I rarely ever call in Sep3 these days maybe I should just get rid of it and grab extra sep1 or thunderbolt
I also been trying to ween myself out of APS
>>
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>>2113255
Finally, basic multiplayer game functionality.

A huge opener in a cargo plane is a great idea but send it only after everyone's sent, killed and returned their ASF. It's a basically free forward drop with maybe a single SAM threatening you.

>>2113328
Your own infantry with support from some cheese shredder vehicles

>>2113354
Its better in the way that AI doesn't make it a tower defense but i hear its pretty boring and monotonous with hour+ long missions and no save function

>>2113337
That's a lot of rangers to send in with no transports, do you not have infantry transport trucks in sup section? Honestly it's the only way i transport infantry anymore
>>
how will they nerf APS?
>>
>>2113328
Any squad with close range weapons like Delta force or Ingenery. Forests confine los to sub-200m so every fight is a knife fight.
Depending on the kind of infantry you're hunting, you might be able to run them over with vehicles too.
>>
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>be 1700+
>matched up with 1300s
>lose
>matched up with 1300s
>lose
>matched up with 1300s
>lose
>now i'm 1600

Anyway, I'm really enjoying AB/Stryker for total recon dominance and javelin spam. My one weakness is dealing with close-range heavy armor moving too fast as they try and catch my strykers to reliably Streagle them, but that's becoming more of a skill issue
>>
>>2113337
Armoured/AB is 90% armoured, 10% AB.
You just pick up weapon teams, drones, Thunderbolts, Strike Eagles and Brutus' and the rest of the deck is tank+IFV violence.
Bring AMPVs to move infantry around and IFVs (either brads or sup'd up AMPVs, it's preference) because they're strong and annoying to deal with. Bring Cav Scouts for the recon Bradley.
>>
>>2113355
The ESV is worthless. It's Bunker Buster doesn't negate building cover so it actually deals comically little damage per hit and tends to just lose the shootout vs ATGMs.

The main choice is that the Brad has longer ranged missiles and a tonne of ammo for less cost. It also has a two shot magazine so the second missile always pierces APS while the javelin matches APS reload and needs to work in groups to overwhelm it. Bradley's also just have a lot of ammo, so they're less dependent on quick resupply. The AMPV gets a stronger autocannon and can fire on the move.

Basically you can build them to do different things. Bradley's are ideal for just being static ATGM platforms firing concealed from tree lines and AMPVs are better for leading an assault with your tanks and getting infantry into the fight.
>>
Are thermobariyc meant to be used against building, or can they wreck forests too?
>>
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>>2113456
My intuition is to nerf the reload, because they've already done that like 4 times between the first open beta and release. But I think the impact that would have would be pretty far-reaching because a lot of interceptable weapons have their RoF deliberately set to match the current reload.
>>2113493
There's nothing special about most weapons listed as Thermobaric, most of them are just anti-infantry explosives with low pen. As long as it doesn't have a minimum range it should work fine in forests. Generally speaking any squad with anti-infantry explosives will dominate a squad without them.
>>2113337
Here's how I build it. Use copious mid-priced APS vehicles to push through ATGMs and tanks to fight other mid-priced vehicles, while cheap shit like the Sheridans just help provide mass. Mech Engis are there to clear infantry from places you don't want to put vehicles, and Weapons Teams are godlike but for the most part this isn't an infantry deck.

I prefer the 330pt Streagle because I think 365 is overkill. Some people still like to run a few APS Sep2s because there won't always be a cluster plane up and that's valid, but I just think there's already enough APS on the field without it so I don't bother. I personally like to have some cheap humvees that I can just throw forward to gain information but that's 100% personal preference. You also probably don't need that many heli gunships but I just like to have something cheap and fast I can use to exploit a break and kill backline shit.

A lot of this might change with the patch, though. I hope it does.
>>
>>2113553
>that Streagle
>JDAMs mixed with cluster

What'n tarnation
>>
>>2113561
They're just on there because something has to be in that slot and it's the cheapest option.

Most people run it with 12 cluster bombs for 365pts, but that's massive overkill unless you're blasting an entire spawn road. You can also run it with 10 cluster bombs for 355. I've just found through trial and error that 8 of the big cluster bombs is enough to easily land the lethal run so I can save 35 points and still achieve the same effect 9/10 times. I guess you could technically use the JDAMs on a separate bombing run but I never actually think about it.
>>
>>2113572
Just use snakeeyes. It's worth it as dual-purpose for when you come up against Mobiki the Trash Infantry Enjoyer
>>
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if you are going that route
why not just get the fuel tank?
or even push it to 275 point by only bring 4 clusters?
bringing jdam you never going to ever use seem kinda waste imo even if its the cheapest option
>>
>>2113623
>4 cluster
Not enough. You need 4 big cluster bombs to overlap their coverage to ensure a kill on a T-90M or Armata. With 4 bombs, the only place where they all overlap is the dead center of the bombing run, with a little random variation from how they spread out. The more bombs you add, the longer the center sweetspot where 4 overlap gets, making it easier to land the hit against a lone tank or catch multiple in a single run. 4 would be optimal if you could actually hit that sweetspot reliably against a moving target but I can't, and I doubt there's anybody around who could.

The fuel tank setup only saves 10pts. Comparing the two, you pay 355pts for 10 bombs, or 330 for 8. I don't think those 2 bombs are worth 25pts, especially if you don't actually need them. But if you'd prefer to have them, be my guest.
>>
What's the meta for Killer Eggs and Comanches now? I remember people were running AA eggs back around launch but I don't know how things have evolved since then. I hear people complain about keggs a lot but I don't usually play specops so I'm not sure what loadout they're talking about.
>>
>>2113650
unironically as meat shields for your expensive guardian/longbow
>>
>>2113650
KEggs work well as basically anything except rocket gunships, depends on what the rest of your helis are setup for
Comanche is excellent for basically everything too, at higher elo people often send out one with 2 hellfire slots + rockets + radar to aggressively pick away at enemy ground opener, then throughout the match use them for backline raids due to their stealth and 2400 optics
>>
>>2113650
I take all MG killer eggs and bring them out all together in their group of 4
>melts infantry
>can pick away at APCs
>can rush an expensive attack helicopter
>will easily get rid of AA and artillery if you get it in the back line
>extremely cheap, so if they die you get them all back right away
>>
Today I learned that laser-guided rockets like DAGR and APKWS can target helicopters
>>
Pst...you can hold fire with an aimed barrage.
>>
>>2113785

Any laser-guided ammunition can do that, even mortar shells.
>>
>>2113309
everyone and their mother already spams infantry like crazy
they dont need a buff
>>
>>2113801
Fun things to do
>hold fire on cluster rocket arty
>target a strike around the frontline where you expect enemy to push
>release hold fire when enemy pushes
>use frontline laser designator to 'aim' the barrage as it flies in
>get accused of cheating
>>
>>2113801
this is great for MLRS clusters if you dont have use for them
>pre aim your point
>enemy pushes
>destroy all vehicles and panic the infantry
>>
Do artillery with direct fire ammunition fire automatically? It seems like if you fire manually, they just use their mortar/artillery shells.
>>
I have played 20 games over the past 5 days. Literally everyone has had cheaters or leavers in the first 15 minutes. And just so its clear, this isn't cheating like "I don't know how he has recon on me," this is "I shot a dozen missiles at his plane and not a single one came close, he doesn't even have flares anymore" or "his choppers have no inertia and are able to instantly change course."
This isn't fun. I don't have unlimited time to try and fish for decent games. When is the patch? The peak today won't even be 5 figures, how many more players do they need to lose before they do something?
>>
>>2114196
have you read anything about this game? there's no way to fix the cheater situation besides recoding the whole game. they won't regionlock the cheaters, and i doubt they'll spend more than trivial amounts of money to get enough 3rd worlders to ban other 3rd worlders.
>>
Do you bring supplies to the front or do you ferry things behind the front to resupply
>>
>>2114196
Based on the previous patch schedule I'd expect it to drop either tomorrow or Monday. But I wouldn't get your hopes up about its content.
Cheating in BA is easy because they stupidly set up the netcode to treat the client as authoritative, which means cheating will always be possible and downright trivial since your client can just tell the server "this unit didn't get hit :^)" or whatever else. Had the server been authoritative, as it is in literally every other multiplayer RTS, then the only cheat that would be possible is removing the fog of war. The devs didn't understand the choice they were making 5 years ago but the whole game is built on that foundation so you can't change it without starting over from scratch. See you in Broken Arrow 2.
>>
>>2114232
I've seen it done both ways.
A lot of extremely high elo players just make a million small supply dumps all over the place. They use the hybrid transport/supply trucks like the US MTV to bring a few tonnes of supply up alongside troop reinforcements, drop the supplies behind a building/treeline a little bit from the front and then continue forward to deploy the troops. When units are damaged they just manually move them back to the nearest dump, since they have a whole bunch of them spread out.
Obviously the issue is that a drone reveals your static supply dumps and then they all get artied, but since each individual dump is small it's not a big loss. The big benefit of this is that it takes very little attention or micro.

The other way to do it is have your frontline supplies carried around by small armoured logi vehicles like LAV-Ls or MTLBs, which can hold the supplies to protect them and follow close behind your frontline vehicles for quick resupply, with a larger supply vehicle holding a big dump in the rear, so only your frontline supply vehicles need to make the trek backwards to restock their cargo periodically. The big truck can be restocked by a helo a safe distance from the front. The benefit is that you're not exposed to artillery and drones and you have a much quicker turnover, but you have to micromanage your supply vehicles to keep everything safe and moving and stocked so it takes more of your attention.
>>
Airborne and VDV should be able to paradrop infantry out of helicopters
>>
>>2114258
I've been saying for a while that airborne troops or elite units (and also naval troops) should be capable of fast-roping.
>>
Is the cheater situation still bad?
>>
>>2114289
Yes. Chinks were emboldened by the devs defending them. And as more regular players drop the game the chink cheaters are more noticeable
>>
Shoul I use the Su-34 as a missile truck or as a bomber? What about the Su-30?
>>
>>2114258
>>2114276
The reason this doesn't exist is just technical reasons. It's a cool idea but implementing it would draw effort away from all the game-breaking bugs and issues that demand technical development to fix.

To give a sort of example; paradrops in the first open beta were bugged. Between the first and second open betas, they literally couldn't figure out how to fix the bugs plaguing paradrops, so instead they hackishly made it so that a transport plane just automatically drops its cargo wherever the player calls it in. If you try to manually give it a drop command once it's on the field, it will bug out, because the bugs from beta 1 were never fixed. To make helicopter drops work, they'd need to actually fix plane drops.
Maybe this will all happen at some distant future point but I just wouldn't hold your breath while we still have issues in the forefront like units being called in and not spawning, games desyncing or being forcibly disconnected and unable to reconnect, your deck choice being overridden with the default deck, no save function in singleplayer and so on
>>
>>2114311
Su-34 is your best option for a low alt cluster bomber. Su-30 is in kind of a weird place and makes more sense as your cheap airtax fighter than as any kind of bomber, its bomb loadouts are just too expensive.
>>
>>2114311
personally I used mine as strafter plane with AGM
I already use Su-24 for my retarded bomb duty
sometime I even use the other Su-24 for my strafing too cause it can bring 3 SEAD missile
SU-34 is obviously better than both since it can have more ECW and bring some missiles but I rather have my planes be dirt cheap so I can use them as suicide trade
>>
>>2114311
Everyone else already talked about the Su-34, so here's something about the Su-30SM - it can carry up to 6 Kh-29TD, and they are essentally very fast short range uninterceptable cruise missiles. Marking arty / supply / Patriot positions, then flying in low from the flank and firing away is very funny. LAV-ADs / M6 Shorads are 2 hits, arty / Patriots 1 hit, it's great at collapsing highrises too

And you can take it out as a suicide bomber with 4 of these for 285 points
>>
I miss the lower elos vros
>>
>>2114435
>Kh-29TD
>26 damage
>48 pen
Isn't this just basically a russian stormshadow?
>>
>>2114495
Yes except its a cruise missile instead of a guided bomb like the Stormbreaker (when actually Stormbreaker should be the short range cruise missile, and Kh-29TD is just a TV guided improved Kh-25ML and should work just like it)

but POCCNR saffers))))
>>
Am I just too high elo that I don't see cheaters or are people lying for some bizzare reason? I've played about 20 games in the last week and we had only one guy who we somewhat suspected was a fow cheater but we won anyway. 1700 elo
>>
>>2114594
This is me >>2114196 and I'm not lying. I'm a little lower than you (around 1.5k) but I routinely play in groups that pull me up into your range. I also play solo. I've had it where I'm the one who first sees it, I've had it where someone else says it while I'm thinking it, and I've had it where I didn't even notice it till its pointed out to me (other side of map, for example). Maybe its the time of day but that's hard to believe as I've played in pretty much any hour of the day and its always present to some extent.
Maybe you are blind, maybe you are lucky, maybe your play is godlike and you just trounce cheaters anyways; I don't know. Frankly, I don't care, as its prevalent more than enough in my games to ruin my time and I'm pretty much at my limit of patience.

>>2114205
>>2114233
I've heard this about the network framework. Its sounds reasonable, but its also just speculation. I'm still wanting to be hopeful that the dev can actually do something. But honestly, I'm just about done. If they don't release the patch tomorrow or at least give a date then I'll probably just finish up the Russian side of the campaign this weekend and then uninstall. Even then, if it doesn't actually do anything substantial then it'll probably only keep me around another week or two and I doubt they are going to pick-up their release schedule.
>>
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What is up with this influx of players who don't play the game? They get a few units, place them a little while away from a capture point, and then just seemingly go AFK while doing nothing. They don't call in jets, they don't push any points, they don't defend any points, they don't have any recon creeping up, and they don't do anything useful all game long. They're just... *there*. And if you call them out on it, 9/10 times they just leave the game. Are they waiting for the enemy to push into an area that has no control zones in it?
>>
>>2114233
>server been authoritative, as it is in literally every other multiplayer RTS
Modern RTS use lockstep instead.
>>
>>2113469
I know this feeling. I'm 1800 ELO, and one match it put me with a 600, an 800, a 1000 and a 1200 ELO player on my team. Three of them left five minutes in. -45 ELO.
>>
>>2114233
All this is probably also the reason they don't have replays and probably never will unless they somehow rewrite the approach how the game is resolved.
This is really a death sentence to nay sort of competitive scene if you can only see matches live in first person. Can't have youtubers cast matches and players can't analyse post-match.
>>
>>2114742
Replays are just an algorithmic reconstruction of a match. It's always possible to implement, but it can be challenging for a small dev to do so. For them it's a question of priorities and there are currently a lot of priorities.
>>
>>2114690
depend on the elo I guess
if its like very low like under 300
maybe they are still learning the game
if its mid-high elo maybe they just rage quit after they lost the engagement but just went afk instead of just leave?
its probably the same situation as some people who just sit in fountain when the vote surrender failed
>>
>>2114770
They aren't actually AFK. They're just sitting on an empty patch of land with no capture points nearby doing nothing. They occasionally shift some units around, and they respond to enemies attacking them, but they don't accomplish anything of note. Even if you move into their point and capture it for them, they won't ever reinforce you. They'll just keep sitting there, doing nothing.
>>
>>2114799
maybe they are support player
>>
>>2114799
I notice this in every RTS game. It's some kind of phenomenon.
>>
>no patch
>>
>>2114799
they are playing tower defense
got to HOLD THAT LINE
>>
New devlog. Patch "early next week" ie Monday unless they need to delay last minute. No patchnotes yet
>>
>>2115077
Hilarious that they highlight the tournament in their "community highlights"
that shit fell apart when one team that was close to the organisers got spooky rushed because there were no rules against it, complained to the organisers to get that loss annulled, and due to that blatant favoritism most of the other teams withdrew in protest
game's barely 2 months old and already has tourneyfaggots creating drama out of thin air
>>
>>2114804
A support player that doesn't call in planes, has no recon, has maybe one unit of artillery, and doesn't have any ammo dumps at all? What are they even doing with their points? Do they just have so much random shit deployed in the middle of nowhere, that they have no income?
>>
>>2115239
I heard about that, funny shit.
>>
Game didnt even a reach a 9k daily peak on a friday, its over lads
at 1900 elo game is unplayable solo, its all stacks, if you dont stack everyone on your team will be hundreds of elo below you while entire enemy team is roughly your elo and on voice comms
>>
>>2115281
I just beat a 1900 stack with random 1600 players on my team. Just buckbreak their preplanned strategy by zerg rushing the center and making their support shitter cry.
>>
>>2115337
You do that and you'll have 2-3 color ground, 2-4 color air and 3-5 color arty pounding your ass straight back to spawn while the shitters on your flanks collapse unless you babysit them
I dont know what kind of shitter stacks you face but that literally never works for me
>>
>>2115412
Solo carrying vs US is very doable as long as you don't give them good bombing targets. Airspam is only strong vs expensive premium units and none of the US arty is particularly strong or oppressive vs frontline targets so as long as you can outplay the frontline units of 1 player plus whoever comes to bail him out you can really fuck up a team.

Solo carrying vs RU is just not feasible because any potential breakthrough will just get you focused by TOS, napalm grads, tornadoes, tulpans, cruise missiles and god knows what else from every player, without anybody needing to actually reposition or commit frontline assets.
>>
>>2115412
>Breakthrough with a heap of dogshit disposable BMPs
>Dogshit disposable BMPs get destroyed after killing a thousand points of backline
Who cares? The next wave is already on the way.
>>
Should I use the S300 or S350 to fight air spam?
The S300 can one-shot planes but it fares much worse against sead and I don't want to rely on teammates to buy aa.
>>
>>2115281
eh, still double the peak of red dragon. if we could make it work back then we can make it work now. The solo que thing is a fucking shame but I just bit the bullet and joined a discord server, ive had a pretty good time of it so far
>>
I know the SU-34 is optimized as a low-altitude bomber, but can it work as an high altitude smart bomber or should I resort to strategic bomber if I want to do that?
>>
>>2115620
just use both
>>
>>2115631
Imo I just don't see any point to smart bombs. Non cluster bombs are worthless vs vehicles which is usually what you're trying to bomb and you don't need precision vs infantry when you can just dumb bomb them with big HE for cheap. Any kind of high altitude strike is liable to just sniped by an unlucky missile before it drops it's payload.
>>
>>2115631
The only time I ever use high attitude bomb or smart bomb is with stealth planes
and usually they also carry SEAD missile with it so its really strictly only for F-35 or Su-57
they are mostly for manual SEAD
which is good against people who turn off their SPAA
maybe the only one other option I would consider would be JSOW plane
but there is really not much reason to run JSOW over retarded cluster, I cant really find use case for it where I goes gee I wish I had JSOW here ever
>>
Can iglas and stingers target high alt planes?
>>
>>2115719
Yes. They won't replace a proper SAM site but they can be frustratingly good at hitting planes when they probably shouldn't be.
>>
>didn't even break 10k on a weekend
its ogre
>>
I'm becoming increasingly under the impression that machine guns are useless in infantry fights.
>Weapons Team: two m240s
>have to retreat from Enginery teams running at them between commie blocks or risk them getting in and wasting them
>>
>>2115855
MGs are very good but shotguns are just better in close range. It shouldn't be surprising that a specialist CQC squad with no anti-vehicle weaponry will win in CQC against an ATGM team. The M240 is also uniquely shit as far as MGs go.

If you want to keep your atgm teams safe from big bad shotgun bros, just keep their transport arounds and load them up when they're being pushed. CQC squads universally lack AT so they're helpless against anything with bulletproof armour and a machinegun.
>>
>>2115900
They were running, in the open, the entire distance. One smoke to temporarily break LOS and regain some suppression, then they kept running. Two MGs couldn't pin them in time.
>>
>>2115902
MGs suck in urban, there usually isn't enough los to use their range.
>>
Does the armor pen of small arms increase with distance like how vehicle armor pen does?
Like if my rifle has 4 armor pen, will it still do full damage if I am 2 meters away from an enemy squad with 10 armor?
Squads like NGWS and every MG have 10 armor pen but if that doesnt matter at close range (where infantry does all its fighting) then why would I pick anything besides the highest damage weapons
>>
>>2115998
You don't pick long range weapons for their damage. You pick long range weapons for their suppression. The idea is that suppressed short-range troops will never make it to the long-range unit.
>>
>>2115998
>Does the armor pen of small arms increase with distance like how vehicle armor pen does?
Yes.
Infantry armour uses the CE calculation for all damage types, so a rifle with 4 pen vs a 10 armour squad deals less than 20% damage.10 pen vs 10 armour is 50% damage, and 20 pen vs 10 armour is 80% damage.

So more armour is effectively more HP no matter what's shooting you, and infantry damage vs infantry steadily increases as you get closer, but that increase benefits low pen-high damage small arms much more than low damage-high pen ones. Hence why long range squads all suck in CQC.

Also: armour doesn't affect suppression at all so you inflict the same amount close and far
>>
Cav + Airborne or Cav + SOCOM?
Cav have a lot of decent infantries already so I dont know if I want SF
>>
>>2116163
>Cav have a lot of decent infantries already
Such as...? Troopers are ninety points and lose to just about everything in their price range.
>>
>>2116181
i like dem jabu
>>
>>2116183
Maybe I'd like them a bit more if they either had greater range or a lower point cost. Ten points per model is highway robbery.
>>
>>2115846
Ive been playing BF6 all weekend.
Lucky for BA its not Early Access up till launch so ill be on this shit again soon.
>>
>>2116183
Airborne has weapons teams which are superior javelin team.
SOF has Rangers Javelin, which are also a superior javelin team.

Troopers fucking blow, have the lowest range javelin, and have almost no ammo.
>>
>>2116163
>Cav + Airborne or Cav + SOCOM?
Shit combos. Cav works best with USMC. SOCOM and Airborne work best with Armored brigade. Helicopter heavy decks is a bad idea against RU.
>Cav have a lot of decent infantries already so I dont know if I want SF
SF has Rangers MAAWS, no other spec has anything equivalent to offer.
>>
>>2116233
*no other AMERICAN spec has anything equivalent to offer.
>>
>>2116263
Right.
>>
what is the counter to people putting atgm/manpad team everywhere now that fire nerf is coming?
how are you suppose to push into urban point now?
barrage smoke and send CQC into each building seem very micro intensive way to do it and can easily go wrong in so many step
I usually just torch the entire point down with grad before sending troops in
>>
>>2116334
Devs never elaborated what the fire nerf is going to be, but my guess is they gonna remove stacking damage. All incendiary units will still be viable, they just won't be able to delete infantry in seconds.
>>
What specialization combos do you think are good/bad?
>>
>>2116352
>great
US: USMC+Cavalry and Armored+SOCOM
RU: Mechanized+Guards and Moto+Guards
>bad
Combos that don't have decent APCs, like SOCOM+Airborne.
>good
Anything else.
>>
>>2116163
Stryker SF is popular as an airspam deck but it's weak on the ground. Usually you'd play a flank with it, turtle your point with ATGMs, bully people with autocannon Bookers and help your team with planes.
I don't see anybody use Stryker AB but in theory it's also a strong airspam deck since you get Strike Eagles.
>>2116181
Combat engineers are are really good CQC squad for their price and Troopers are the cheapest Javelin squad money can buy. They just lack a good RPG squad, but most US specs lack one.
>>
>>2116196
I dont think they are all that bad
like sure its basically just more expensive ranger that come with 3 shots of javelin, but when you are using them to hold point they can really deter a lot more shits just by having jav on hand
at least its still a decent squad all around
I never feel like I'm wasting points bringing troopers to get styker unlike mech.rifleman where its just Bradley tax
or cav. recon
>>
>>2116263
SMAW teams from the Marines are basically equivalent, just with a lower RoF.
>>2116352
For the US all good specs begin with either Armoured or Cavalry.
For example Armoured + SOCOM is the best infantry grind deck for tight urban fights. You move around pairs of infantry in AMPVs, you've got good tanks for open country and all the supporting assets necessary.
Meanwhile Armoured + Airborne is the meta frontline deck since it gives you the best tools to just spam tanks/IFVs and run someone over, with cluster bombers to blast out the enemy tank blob.

Cavalry tends to focus more on air since it's air tab is really good (while Armoured lacks one) and will usually take a flank since it doesn't have as many heavy assets to slug it out with. Popular with USMC (tanks, good infantry) or SOCOM (big air tab).

For RU every good deck but 1 starts with Guards. Guards is good with any other spec, though the most common pairings are Guard + Motorized for general frontlining, Guards + VDV for more air support, or Guards + Mech to spam ungodly amounts of BMPs.
Coastal + Mech is also popular right now for spamming BMPs with russian marines in them, spamming cruise missiles, and having a workable air tab.

The meta revolves around spammable fighting vehicles so decks that lack a good one are a liability. Big expensive APS tanks just get cluster bombed so having inexpensive APS vehicles that can use mass to push ATGM positions is important. Or in Mech's case you just mass an ungodly number of them because they're cheap and overwhelm.
>>
>>2116196
Nobody complains about Weapon Squads being ~15pts per body because that's not the point.
The cheapest infantry Javelin is 85pts for 3 bodies, and it's not terribly useful because it's suppressed in 1 hit and dies in 2-3. What makes Troopers good is that they're the next cheapest infantry Javelin, being 90pts, but for those 90pts you get 9 bodies that are difficult and time consuming for a vehicle to actually suppress or kill and you get a full suit of small arms including grenade launchers and AT-4s, so not only can it punish vehicles that drive into the Javelin's minimum range, you can fight and kill other weapon teams. Obviously it's less cost-effective vs infantry than Rangers or Marines but that's not really important. If a Javelin team could fight marines and win it would have literally no weakness. I would never pay 20 more pts for Ranger Javelins just for the extra range if I had the choice to just bring Troopers.

Stryker Cavalry has Combat Engineers to handle the anti-infantry role, and they're one of the best anti-infantry squads in the game. 1v1, they're second only to CQC Delta and Raiders, but for cost they're pretty much equal.

Bear in mind that Rangers are 8 men for 80pts, Airborne NGWS are 8 men for 85pts, SMAW teams are 8 men for 70pts and Mech Rifles are 6 men for 50pts. On average the cost per body for US mainlines are 8-10pts, so Troopers being 9 bodies for 90pts isn't out of step with the rest. They're just on the higher end because they get a fucking Javelin. Only Marines, being 13 bodies for 95pts really stand out in terms of pts per meat, but they are a dedicated meat squad (and also lack machineguns so their firepower is underwhelming relative to squad size).

Honestly the only downside to Troopers is their lack of Javelin ammo, but that's a problem with pretty much all Javelin-users. You need to manage your supplies differently to keep them topped up, but that's the tradeoff for 2-shotting any vehicle from 1400m.
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>>2116403
They are similar, but to call them equivalent is not apt. SMAW teams are vastly inferior to MAAWS teams. They have less AT ammo, shoot WAY slower due to their higher reload time AND less launchers, but the real killer is their lack of range. The 600 meter range combined with the higher firerate on MAAWS means you genuinely can ambush and kill tanks with MAAWS, while against SMAW teams the tanks will simply back up out of range before they die unless they get engine stalled. Them being multi-role is nice, but their eight-person squad size actually vastly constrains their usage because the only APC capable of carrying two of them is the AAVP which is pretty dogshit compared to the AMPV.
>>2116381
>Combat engineers are are really good CQC squad for their price
No? They are okay close range support squads, but they are vastly overpriced because of their hybrid role much like everything else in the cavalry regiment. 60 point pararescue, 70 point ingenirsky, even 75 point Rangers RRC can beat Combat Engineers in CQC because the engineers rely far too much on their SMAW and their grenade launcher to deal damage. Their role is to deal damage up-close, but they get assraped by actual anti-infantry units in CQC. Anyone with half a brain will simply rush their nearest anti-infantry unit into CQC, popping smoke as needed to avoid short-ranged incoming fire. For reference, the Rangers RRC have two machineguns with more damage than the Combat Engineer shotgun, and machineguns get 2x the effective RoF of standard small arms, meaning they have more than twice the CQC damage in this one slot alone. This isn't even a dedicated anti-infantry squad, this is just a good CQC unit compared to a bad CQC unit.
(continued)
>>
>>2116381
>Troopers are the cheapest Javelin squad money can buy
Not true, and they are the worst. Troopers get one 1300 meter javelin with two missiles at 90 points. Rangers Javelin get one 1500 meter javelin with four missiles at 110 points. Weapon squads get TWO 1300 meter javelins with six missiles at 125 points. Scout teams, which cost five points less than the troopers and get a whopping 2.5 stealth, have a javelin launcher with three missiles at 1300 meters of range. The saving grace of Troopers is their squad size, which should in theory allow them to win some infantry engagements. It does not, because their small arms are utter trash. This is why point cost per model matters here, but not for other javelin squads. Other javelin squads matter because of their javelins. Troopers clearly have the worst javelins out of any of them, so they must matter for other reasons, but they don't.
>>2116397
>just more expensive ranger
I fucking wish Troopers were as capable as Rangers are. You throw a Ranger CQC squad in a building and it will vaporize whatever it's facing unless the other side is dedicated anti-infantry. Meanwhile, Troopers struggle to beat sixty point Motostrelki in a shootout, regardless of whether that shootout is short-range or long-range. Troopers can't beat actual infantry, they don't have the missiles needed to deal with an armored push, they don't have the stealth or the sight range needed to scout and they are horribly expensive for what they bring to the table. They are close to being viable, yet oh-so far away. They need either better small arms, one more javelin shot, or twice the AT launchers for me to even consider ever wasting a slot on them. As it is, they're just expensive paperweights outclassed in everything that they do, with not enough anti-infantry power to make their hybrid role worth it.
>>
Motopekhota are actually pretty decent. The DMR helps a lot in building fights, and the RPG being stopped by APS is helped by the fact that they are only 65 points so you can just have a bunch of them helping eachother
>>
>>2116499
but coastal marine only cost 70 points
>>
>>2116503
But then I have to take coastal
>>
>>2116504
buff soon
I hope they buff USMC too
>>
>>2116488
I was going to call you a retard but then I realized you thought CQC meant "fighting in the same building" and you apparently think Combat Engineers are bad because they don't have flashbangs, which is just a skill issue.

Anyways shotguns have the same rof as MGs but shotgunner models drop late whereas MG models drop early. In a fair fight, shotguns always outperform MGs in close combat even when the stats are otherwise very similar. You can see this by putting Combat Engineers vs CQC Rangers, where they win handily whether in a building or a forest. Combat Engineers will also beat RRC or any other non-flashbang squad handily in a building fight, but will also dominate all of them in general close-quarters fighting outside of a building, which is what the vast majority of infantry vs infantry combat entails.

It sounds like you just never tested any of this and made assumptions from looking at BA-hub. So rather than going through and telling you "you're wrong" another 7-8 times I'm just going to tell you that there's a good reason every US team in the top 100 is running multiple Stryker decks and you should probably try playing it yourself to see why only you seem to think that these frequently used units are secretly terrible.
>>
>>2116499
Motostrelki, Motopekhota and guards Motostrelki are all really solid picks. The downside with the guards is that you only get four of them, which isn't enough to achieve critical mass.
>>
>>2116510
>Bro just fight your enemy in this very tiny distance where you are better than them
>Surely they won't just right click your building and kill you instantly ;)
Low ELO post.
>>
>>2116499
They're really overpriced relative to a lot of other options. Motostrelki for 60 are honestly also overpriced, they're basically a Mech. Rifle squad (mech rifles are already mediocre) but they pay 10pts more for 1 extra rifleman body. It's just not cost-effective. They should probably be 55pts instead.

Pekhota are a little more unique since they have the slow-reloading RPG (bad) and the 600m range small arms, so their niche is a little different, but I still think 65pts for a bad launcher and low DPS small arms is too much and that they are probably designed to be inefficient on purpose to balance how strong Motorized's other tools are, like how Coastal has great infantry but shit vehicles or how Guards has no recon infantry.
>>
COASTALBROs WE ARE EATING GOOD
>>
I'm trying to figure out laser-designation and planes. I've heard that if you laser designate something and you make the plane fly over it, it automatically fires the laser-guided ATGM. Is it true? How close must the plane be? Can it fire ATGM at low-altitude? Other than that, I have seen no way to fire these other than strafing directly on the target.

What about smart bombs? I guess these need to be fired by clicking on the unit.
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>>2116668
Kh-25ML, Kh-38ML, Vikhrs and Mavericks are ripple fired automatically if the plane carrying them flies specifically at low altitude and within that specific weapons range of a laser designated target until said target is destroyed or no more missiles remain. Generally that range is 2500m. Otherwise yeah, strafe and the plane locks and fires without any lasers needed.

With smart bombs you either do the usual bombing run, or click default P once for each smart bomb and then select targets for each of them, and they'll drop much more accurately while also allowing you to hit several spread out targets simultaneously. Laser designation just makes them pinpoint accurate if target is stationary or you predict where the target will be upon impact correctly. Same produce goes for cruise missiles.

Clicking on a ground unit with a plane just initiates a strafing run that kinda follows that unit, but its cancelled once that unit dies or LoS is otherwise lost so generally not recommended.
>>
>>2116693
I actually had no idea you could drop precision bombs with a normal bombing run. I guess that makes it much more practical using some planes with like 20 JSOWs
>>
>>2116525
>Motostrelki for 60 are honestly also overpriced, they're basically a Mech. Rifle squad
Tell me you've never used Motostrelki without telling me you've never used Motostrelki.
>>
Okay hear me out:
You call it in as a Cruise Missile truck, leave it circling in your spawn and firing off missile volleys as needed.
Once you've emptied the missiles, you can either recall it for the refund, or leave it loitering a little longer until the other side tries to push, then you send it in as a one-way cluster bomber. With 12 JSOW it will delete all vehicles in a huge line, so it's basically guaranteed to kill multiple targets so long as multiple targets exist to be killed.
>but isn't 600pts expensive for a cluster bomber.
Aha! Less than you think.
The full complement of cruise missiles have a resupply cost of 440pts, which means this plane RTBs for a refund of only 160. After it has used its cruise missiles, you are left with a 160pt cluster bomber, and it's very very easy for 12 jsows to kill more than 160pts worth of targets. With 30 hp it's very likely to survive long enough to drop its payload and because it's a loitering bomber you can save up enough while it's lobbing cruise missiles to call in some SEAD when it's time to make the cluster run, at which point it's likely to actually survive and rtb anyways.
>>
>>2116747
You forgot about upkeep. That thing costs as much as a tank in upkeep to keep flying around. Just get 2x 300 point planes to fill both of the roles instead. Also, kill point swing doesn't care about how many munitions the plane has already fired. If it dies, that's 600 points for the enemy.
>>
>>2116750
>Just get 2x 300 point planes to fill both of the roles instead
There's no 300pt plane that fulfills the "hurl 8 ACLMs" role. Most cruise missile planes are expensive for a small payload, or even more expensive for a huge payload. There isn't even a non-strat bomber that can carry the ACLM, they all carry the significantly weaker JASSM
>>
>>2116747
As they other guy said, upkeep is a very real concern. Also, it dying will cause it to have a longer respawn time. On top of that, I think you underestimate how much fuel you are going to spend loitering and how little you will have to do a bombing run.
It surviving is a complete cope.
>>
>>2116755
Most cruise missile planes don't suicide.
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Never spend more than 300 points on any unit.
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is there a mod to remove the points limit for decks? i just want to play pve
in the menu it says a deck is disabled for multiplayer if it's over the limit but i can't seem to use it for sp either
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>>2116857
>is there a mod
You can't even use cheat engine in singleplayer without getting banned until the patch drops.
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>>2116796
uhuh

>>2116747
It's honestly an interesting idea, I actually enjoy using the B52 in a smart bomb role and find it to be surprisingly successful if you use it at the right moment, but you have to be very careful.
The problem with leaving the B52 loitering even for a short amount of time is that since it's not stealth it'll be spotted quickly, and the enemy will obviously know from the cruise missiles that you spawned some kind of strat bomber.
Good RU players will see that just and snipe you with a Su-35 and that's it.

>>2116668
>>2116693
second anon should have added that laser mavericks fucking suck, are pointless, impossible to use and just waste all your missiles anyway. Shittiest mechanic interaction in the game by far, you can literally fuck over your (or your teammates for that matter) entire strafing run because your A-10 will just spam mavericks into an empty building your chinese teammate is lazing for no reason.

>>2116702
It is never worth doing this.
>>
>>2116886
>Shit low ELO players didn't move their assets
>Therefore you should spend 520 points on a plane
>>
>>2116886
post ELO
>>
>>2116896
>>2116902
That Darbogale dude has decent elo.
https://ba-hub.net/statistics/players/76561198283188730
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>>2116902
320
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>come crawling back to a first match after slopping it up on BF6
>leaver in 2 minutes
>guaranteed lost game which isnt worth playing but im still made to waste my time because the rest of the team doesnt get the hint

I am not starting up another match till this surrender option is in and is actually useful. I prefer having fun when i am playing video games. Ive been reminded what fun meant over the weekend.
>>
>>2116990
I have a sinking feeling that players are going to overcorrect and 99% of games will just end by surrender as soon as the option becomes available, even if it's still a 5v5, even if it's still winnable.
>>
People are way too worried about elo when in reality it doesn't really matter.
>>
I'm peaking my Dunning Kruger at 1000 elo
>>
I'm curious about the viability of dirt cheap poverty cluster planes. For example, the A-10 can run 5 big clusters for 215 pts, and the Harrier can run 10 normal clusters for 230. Both planes carry enough to oneshot all the big heavy tanks on a direct hit and they're cheap enough to trade favourably into basically any proper tank or heavy vehicle. Since people have started to adjust away from the big supertanks and more towards the spammable mid-priced ones, a bomber cheap enough to still trade favourably 1:1 against them sounds useful. And you can bring 4 of them, so you could feasibly deplete someone's entire tank tab by just clustering every vehicle they call in.

The downside is that they're both really slow. The slowness not only hurts their response time, but also means that there's a longer delay between laying down your bombing line, and the bomber actually arriving to drop. It's a lot harder hitting moving targets this way, like a lot harder. I don't know if that's something that can be ameliorated with practice and skill or if the longer delay just objectively makes it harder to consistently kill moving targets.

I see players higher elo than I use F-18Ds over Harriers for cluster even though the D carries fewer (8 vs10) and costs 75pts more and I can only assume that's because they consider the speed to be worth that much.

Maybe having some combination of both could be worthwhile. I don't see anybody use cheap, slow cluster planes at all but I don't know if that's because it's been tried and found lacking, or because nobody realized they could delete a Barbaris for 215pts in he right conditions.
>>
>>2117087
Non-afterburning planes are very poor cluster bombers at higher ELO. They will be seen, the tanks will move, and the plane will have to correct, potentially sending it into a useless circle exposing it to SAM fire.

I'd rather pay the premium of a Streagle or Fighting Falcon to zip in and probably die, than skimp on the money for a slow shitbox that will probably miss. Landing the bombs are more important than the points, because tank pushes are built around the tanks. Without those tanks, there's no push.
>>
Patchbros...
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>>2117207
Patch is delayed so they could give chinese players a foot rub
>>
lately I been leaning into JSOW
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>>2117207
they said early next week by last friday
so I guess either today or tomorrow
>>
>>2117242
I stopped using the JSOW in week two. It's just a very expensive smart cluster bomb you can drop from stealth, in such small numbers, at best you'll just immobilize whatever you hit.

Meanwhile, two 2k lb JDAMs can potentially kill two very expensive things.
>>
I like my ELO being around 1000, its fun. It wont be fun when it goes up
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Saw a rumour that the actual surrender/leaver penalty patch isnt till Nov/Dec. 1.09 just being small fixes.
I hope its just a troll cause im not coming back if thats the case.
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>>2117720
Half a year to implement a surrender vote would be in line with their pace of work so I wouldn't be shocked if that was actually true
>>
>>2117720
I can't fathom a fuckup that huge especially when they could literally show us the completed UI in their announcement. But I wouldn't put it past them.
>>
>>2117699
>Mech/Coastal highest winrate
>not a single coastal deck below 50%
"WERE BUFFING COASTAL" - STB

I wonder how much of their balance work will be data-driven looking at statistics like this and how much will just be doing what their patreon whales tell them in a private feedback channel.
>>
which BMP do I use?
>>
>>2117699
This data is interesting because the sample sizes tell a story
>everyone gravitated to Armoured + SF but it underperforms and led top players to gradually transition to Armoured + AB instead, which is slowly catching up in game's played but struggling in WR because its stats aren't as padded by the early meta upwards grind
>RU players gravitated to Guard + Mot, which ended up being the RU meta so they've stuck with it
>Guard + Mot, Guard + VDV and Coastal + Mech all form a tight winrate cluster because all 3 decks are run together by virtually every high ELO RU team, forming a very concrete, rigid meta
>Coast/Mech is the least-played deck because its value as a "meta" choice was only really explored recently, and its winrate closely correlates to the recent average winrate of high ELO RU teams (they're dominating)
>wider play distribution among US specs outside of Armoured + SF's early overrepresentation suggests teams are struggling to find a concrete US meta to follow
>all light spec combinations underperform compared to tank-oriented ones. All air-focused spec combinations underperform compared to non-air ones.
>Armoured+USMC is the statistical outlier, being the only US deck with a positive winrate but also only played about half as often as Armoured +AB, suggests that it's favoured by a small number of high WR teams rather than being an overall high WR deck.

Something that these kind of statistics don't tell us are matchups. Does the overrepresentation of Napalm Grads in the meta hurt the winrates of infantry-oriented decks like Specops? Or is Specops just weak overall no matter what it's facing? Do air-focused decks underperform because AA is too strong for air to pull its weight, or because their relatively lightweight ground units are too weak?
>>
>>2117812
>Does the overrepresentation of Napalm Grads in the meta hurt the winrates of infantry-oriented decks like Specops?
Specops on its own sucks against napalm grads because it doesn't have APC vehicles, not because it's infantry heavy. The counter to grads is having your infantry inside an APC whenever it's not fighting. This is why you're forced to pick Armored Brigade alongside specops.
>>
>>2117806
>BMP-1
Best-used in its 45pt loadout for the smoke and ATGM. Use when you have very good 7-8 man infantry squads like Morskaya that you want to deposit into close combat to overwhelm a position and zone out their armour. Its value is being available in absolute hordes and carrying nonzero combat power for the price of a literal fucking humvee Bear in mind it must stop moving to fire its main weapons. Don't bother with the up-armour
>BMP-2
Well-balanced underpriced IFV. Use it in the base form as an inexpensive autocannon platform that just happens to have a middling ATGM, or with the Berezhok turret as a very cost-effective volley-fire ATGM platform. Consider the armour upgrade only if you want it to win autocannon duels against other IFVs, the extra armour doesn't help vs tanks or missiles.
>BMP-3
Mostly used in the -3M configuration for the upgraded missile and ECM. Absolutely shits on infantry, good vs other IFVs. The armour upgrade makes US tanks take 3 shots to kill it but you can skip it to keep costs down.
The Epokha module is a little too expensive, bringing you up to the price range of an APS Bradley but while lacking APS, Guards has better vehicles to run that loadout.

Generally speaking you use hordes of cheap BMP1s to rush powerful infantry into close combat and the support them, or use respectable numbers of BMP-3Ms alongside your tanks to apply pressure. BMP-2s are mostly brought for the cheap access to ripple-fire ATGM but you don't want to spam them since smoke wastes all ATGMs in flight, whether it's 2 or 8.

If you had to pick just one, go with BMP-3Ms. They're the thing everyone is complaining about currently.
>>
>still no patch
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>>2117828
doesnt the coastal also get the BMP3?
at slightly weaker armor but cheaper
why are they saying coastal need buff again?
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maybe am I retarded, but I stuck on 1600 elo, either I'm dominating my section of the front alone, or I lose everything instantly, and I just don't understand what's going on.
Can I change something in the decks, making them more versatile?
>>
>>2117856
Coastal is kind of like US Airborne where it has a few unicorn units that are very good and people pick it entirely for those units, but like 90% of its roster is worthless and never sees play.

The main reason the Coastal BMP is worse is that it lacks the armour upgrade. The BMP-3M can be really annoying to kill for its price tag because of the combination of jammer and 400CE armour, especially alongside cheap T-72s. The Coastal one isn't bad but it's not nearly as annoying to fight.
>>
>>2117889
Look at >>2117699
Don't soloqueue as Coastal/VDV, its WR is poor relative to the strong RU decks. An Air-heavy deck like that needs coordination from your teammates especially since you don't have good SEAD on your own.

The main issue with your Gva/mot deck is your tank tab. 420pt Armatas are just going to be clusterbombed or over overmatched by SEPv3s. Terminators are alright but you really don't need 3 of them. Consider some T-80UM-2s with APS to bully IFVs and pressure ATGM positions and some T-90Ms without APS for general tank duties.

Tanks (and Barbaris) are a big part of why GVA is so good so you definitely want to be maxing out your tank tab instead of your support tab. 3x Deravitsiya and 3x TOR is an excessive amount of SHORAD, and 4x manpads when you already have so many Tor is overkill too. 6 ATGM teams is also probably excessive when every single vehicle also carries ATGMs.

As a general optimization thing, consider how many transports your infantry really need. Some blinged out IFVs to fight with your tanks is fine but do you really need all 4 of your Bumerangs to have APS and ATGMs? When are you picking the 135pt Bumerang over the 140pt Kurganets? When you need mobility? Because the Bumerang can't fire those ATGMs while moving. Mixing expensive and cheap transports together, and playing to the strengths of each, can give you more flexibility.
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>>2117755
It’s probably accurate. Their post on Steam laid out what to expect in 1.09 and surrender/leaver penalties were not listed. They did later state in a post from last Friday that 1.09 will have a few “surprises” so that’s the only hope
>>
>>2117998
IF you want to know when the game will be fixed you have to pay for patreon I guess, More they delay it more patreonbucks they get
>>
>>2117889
>>2117900
pretty much agree with other anon. I would drop recon T-90 and get BRM-3K-57 instead, recon tanks are far too overpriced for a meager stealth and vision bonus with no APS. Also just 1 Koalitsiya? Drop a Tor and Derivatsiya and pick up another desu.
>>
>>2117699
>Stryker cucks have sub-50% winrate across the board
But this thread keeps proclaiming it a wunderwaffe that can not possibly lose! What went wrong? Maybe it's dogshit and you shouldn't use it?
>>
>>2117806
BMP-1PG (50 points) for overwhelming enemies with numbers and clowning on APS tanks with main guns. Require you to be stationary to shoot, but will follow a main cannon barrage up with a missile launch. Good in ELO ranges from 0000 all the way up to around 1600-1700 when enemies start learning how to micro helicopters.

BMP-2G + up-armor (70 points) for breaking through enemy lines, shitting on anything that isn't a tank frontally, and instantly deleting whatever you can hit in the flank / rear. These are your mainstay APCs for higher-level Russian breakthrough gameplay. There are only three things that stop a dedicated BMP-2G push:

>Massed javelin garrisons
Bring smoke artillery and send in a cheap recon vehicle to bait shots so you know where to smoke.
>3+ tanks
Cluster bomb time.
>Well-micro'd helicopters
Typically not a huge issue unless the entire enemy team contributes. Hope your team covers SHORAD while you win the game for them, or bring a Tunguska-M1 and hope it won't get sniped.

Note that the Russian breakthrough playstyle relies on your team not being a bunch of clueless morons. They NEED to fill out the entire frontline with just the four of them, they NEED to help you garrison and defend the large swathes of land you will be capturing, and they NEED to fill in for your strategical SAM needs. If they have even a basic presence across the map, you should have no problem rolling up to the frontline, smashing through it, dropping your infantry in the furthest enemy point you have access to, and then raping backline with your BMP-2s. This strategy has been tried and tested all the way up to 1900 ELO, but it tends to fail in lower ELO ranges because your team sucks too much.

The BMP-3 is just a worse, more expensive BMP-2. The main gun sucks dick, the missiles are worse than the BMP-2 missiles, and the autocannon is tied to the main gun.

]>>2117828
Retard alert. You use the BMP-1 in the BMP-1PG configuration.
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>>2117812
>is Specops just weak overall no matter what it's facing?
No. Shitters just flock to the wrong specops units.
>>
If you are a support player, don't play the flank. Play the center.
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>>2118126
Explain
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Had an epiphany today.
Tuned into a stream of a top team and watched the streamer playing Armoured/SOF in a tight urban area and get absolutely rolled off his point a Guard/Mot player with a combination of BTR-82s and T-15s.

Basically the BTRs would roll in first and all die to the RRC and MAAWs teams he had lurking around, then the T-15s would roll in and all the AT infantry was already at half health or out of ammo so they just got bowled over.

I realized something watching this: durability matters. Small squads kind of just lose half their health to a shitter vehicle before they can kill it, and since you only get a small number of these premo tank hunter squads you can't afford to let them exhaust themselves killing easy targets as long as a tank might roll in afterwards. Obvious RRC and MAAWS are extremely good, but since they're expensive 6 man squads, it would be beneficial if they had something else with them that could soak damage, or deal with the low-armour vehicles that don't really require a triple-carl G to hurt so they can preserve their strength for the targets that matter.

So I did what any good autist would do: I made a spreadsheet. A simple one. Basically, just how much a squad costs vs how many models you get in the squad, and the ratio between them represented as "PPM" or Points per Meat. A lower number is better, because it means you spend less for more meat, and you can use meat squads to soak damage for valuable squads, eat up APS charges or counter low-value vehicles like BMPs and BTRs to preserve the strength of your more valuable units.

For completion's sake I listed armour values as well, though I don't know how much they really matter here. I also colour coded for readability:
Best PPM in faction - green
Notably good PPM - blue
Terrible PPM, avoid putting in harm's way - red

Obviously there are mitigating factors involved in cost but this gives a better idea of the relationship between cost a survivability.
>>
>>2118187
A BTR costs about as much as an RRC or a MAAWS squad. A T-15 costs 3x as much. Feeding BTRs and then rolling with T-15s against some infantry squads is not a tactic. It's just defeating a much smaller force - with barely positive k/d at that.
>>
>still still no patch
>>
>>2118187
Let me guess, the best cost efficiency per model is going to be those generic non-specialized units like Airborne or MechRifles that everyone always shits on?
>>
>>2118201
Marines are the best US squad at being cannon fodder, Mech Rifles are a distant second place. Airborne are one of the worst.

But this list only includes squads with AT launchers for simplicity's sake. Non-AT squads are usually cheaper but obviously you're not going to fight BMPs with Delta Force so I just left all those out.

But yeah the key takeaway from this for the US side is that maybe Mech Rifles have a use after all. On the RU side Motostrelki/Pekhota are both really efficient mass, which is probably no surprise to anyone. What surprised me was Gornostrelki, which I genuinely forgot even existed, are almost as meat-efficient as Marines. They carry a Metis instead of a proper launcher though so I'm not sure if that really counts. Honorable mention to Desantniki.
>>
>>2118211
I don't think that you need to waste points on "cannon fodder" in a game that economically rewards fielding as fewer points as possible.
>>
>>2118212
If it was purely cannon fodder, maybe. Like you're not going to throw unarmed humvees at ATGMs to make them waste ammo or anything. But when you shoot at the enemy, they get to shoot back. Having something that can dish out damage and sustain damage to compliment your glass cannons is obviously valuable.
>>
>>2118211
I said Airborne, not NGWS. Also Rangers & RRC have 10 armor which is something you also aren't factoring into your little equation.
Oh, and you forgot MechRifleMMG
Finally, if you are calculating for "meat" then I don't know why you are limiting yourself to just units with AT
>>
>>2117900
I usually play with a friend, and my support deck is full of attack aircraft with tactical missiles and the MIG35 has 4 SEAD missiles. That's usually enough.
Bumerang needed, when I deploy 3 GRU blob unit to a point closer to the enemy's spawn to destroy the first enemy deployment (If I had a wheeled Tor, the GRU would be purely anti-tank).
6 ATGM used bc only blob with 2 or 4 tubes can strike through APS (4 konkurs-M can oneshot Sep3 lol)

I don't have much artillery, I just don't have enough brains to quick thinking to maneuver frontline units and catch enemy with artillery, so it's just uragan strikes on the rear and napalm over a large area in cities and forests.
So most of the support is taken up by the air defense cluster in our rear.

I am already replaced one T-14 with two T80s and a T90m.
>>
so Coastal Mech is the real snowflake combo?
nobody play it but its actually good?
also
>Russian in general have better winrate
>>
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>>2113255
Is the game still balanced to make each match a constant back and forth of meaningless pushes?

I remember in the beta everything was so slanted towards offensive movement that match pacing sucked ass. Matches would be 45min of constant meaningless back and forth since nobody could really secure the areas they pushed into, with the game usually being decided by a rush for points in the last 5-10 minutes. Infantry garrisoned in a concrete commieblock losing at point blank range against a tank was a glaring example.
>>
ITS HERE
https://store.steampowered.com/news/app/1604270/view/499455725539428109
No leaver penalties or surrender, but lots of number fiddling and good small changes
>>
>>2118393
>Is the game still balanced to make each match a constant back and forth of meaningless pushes?
Yes. Developers think playing defensively is boring and front has to be moving.
The game mode is different from first beta though. Points are scored every 15 minutes and there are points for kills.
>>
>>2118406
Weird changes across the board.
>>
>>2118406
Coastal troops:

BTR-90 number of seats increased from 6 to 7;

BTR-90 Bakhcha-U turret upgrade price 20>15;

Ka-52K helicopter aim time with Kh-35 cruise missiles increased by 3 seconds. Time between missiles increased by 1 second;

Iskander ballistic missiles resupply time reduced from 60sec to 45sec;

BRDM Kvartet missile reserve increased from 8 to 12 missiles;

A222 Bereg direct fire range increased from 1300m to 1400m against ground targets, accuracy against helicopters slightly increased.
its fucking shit
where is my buff reeee?
also rip grad
actually no rip game
>>
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>New patch
>Already good things were buffed even more
>No surrender mechanics
>No leaver punishment
Pack it up. Dead game. I'm uninstalling.
>>
>>2118409
>Yes. Developers think playing defensively is boring and front has to be moving.
Thanks, seems my opinion and the dev's opinions on what is fun are diametrically opposed so I'll save my $50. Should have known from the beta.
>>
>Various changes to make the Russian Coastal Troops specialization more attractive
coastalbros we been bamboozled
>>
>>2118406
what a bunch of garbage changes while still not delivering the basics
I think Im done with this game
>>
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>>2118406
>>2118423
>no surrender or leaver penalties

Oh nonononononooooo, they really did do fucking nothing for the last x weeks. I dont give a fuck about these balance changes when the major balance of the match is determined by 1/5 of friendly forces disappearing within 5 minutes of the game.
Im sorry im not willing to throw the dice and hope my time isnt wasted with every launch of a multiplayer match.
>>
>>2118418
>coastal buffs
>btr90 can now carry standard squads instead of being just vmf taxi
Well it was a bit annoying but not exactly what I'd expect
>>
>>2118433
But but but the BTR-90 and BRDM are marginally better picks now
>>
>>2118463
>they really did do fucking nothing for the last x weeks
6
5 weeks and outside of balance they managed some minor bug fixes and QoL stuff
>>
So even if the actually important changes like leaver penalties show up in next months patch, we'll be down to ~4k daily peak playercount and it will be time to compress the elo spread and reduce its gain / loss as well as address stack vs solo bullshit, so as not to have queues lasting hours only to get stomped by some chinkstack so high above you that neither side gains or loses any elo regardess of match outcome

its just over lads, hope you had enough fun to make the purchase worth it, its only downhill from here
>>
>>2118406
>US winrates rock bottom across the board
>Let's nerf a bunch of US shit
What the fuck did the ATGM Stryker do to deserve a nerf like wtf is all this shit?
>>
>>2118522
>we'll be down to ~4k daily peak playercount
Bro, quit coping. 4k peak will be the highlight of this weekend.
> its only downhill from here
Implying it hasn't been for 2 months
>>
>only the actually good variants get nerf
cavbro I dont feel so good
>>
>>2118526
You're not a cavbro if you don't think it's a massive buff to the spec.
>>
>>2118527
the rest of my stryker already ran with no armor upgrade because I just want random javelin everywhere
desu the extra 10 speed on the 3 units are nice but I could do without
that is like 40 points extra on my deck
if it was optional 5 point engine upgrade I could see myself not picking them if I'm scrape for points
the only real winner is the battleship unironically
>>
>>2118527
The speed change is good but basically doesn't matter for combat performance. Every stryker variant got nerfed except the weak one, which got no buffs, despite the fact that stryker as a spec is underperforming
>>
>>2118541
>The speed change is good but basically doesn't matter for combat performance.
The whole reason why Barbaris is so oppressive is because of its 80 km/h speed. Otherwise you're much better off picking three BMP-3M for a slightly higher price. Armored Bushmaster II boxes with APS and 90 km/h speed for 105 pts is INSANE if you micro it right. Same with Javelin+AGS variations for 120 pts, which can fire the Javelin while moving.
>stryker as a spec is underperforming
Because it's a high skill spec played by shitters.
I have no idea who asked for the ATGM Stryker nerf, but it's best taken with no armor upgrade anyway, so it doesn't change much.
>>
>>2118553
>The whole reason why Barbaris is so oppressive is because of its 80 km/h speed
You are a retard
>>
>>2118556
I accept your concession.
>>
>>2118526
>>2118527
the real TRVKE is you only bring the javelins on strykers anyway
>>
>>2118573
We have descended to the point where someone explicitly identifying a point and expressing disagreement is now misconstrued as a "concession."
Further from God's light and such...
>>
>>2118406
Okay so bear in mind before this patch:
RU had a huge winrate advantage over US
Guards is featured in almost every high winrate Guards deck. Guards + Moto has been the standard combo since launch. Mech has generally the lowest pickrate in the faction and has only 1 good deck, which was recently discovered to be TOO good and has been shitting on the meta for like 2 weeks.

US has a low winrate across the board, with Armoured propping the winrate up but Stryker and Specops generally dragging it down. The lowest winrate decks in the game are Marines SF, Marines Airborne, SF Airborne and Marines Stryker.

Okay so let's take a look at all the buffs coming for Marines and SF... oh
Okay since this patch is actual shit I'm going to comb through it line by line to explain why:
>APS nerf
This is a direct buff for TOW carriers like the Bradley and for single-reloadable launcher squads like NGWS and Desantniki. Except in practice your squad is getting suppressed before it gets the second shot off so you're not actually doing any better than you were before. But hooray, bradley buff.
>Incendiary
Should have been changed more. There's no reason for fire to need this much pen and they didn't fix the issue of the burn causing rapid crits as it ticks even on vehicles it only tickles.
>low alt bomb nerf
This is just nerfing cluster planes. Why? Nobody uses smart bombs because their nerfed agility can't hit moving targets and you pay too much for no extra capability. Why nerf dumb cluster and not buff smart bombs?
>ballistic missiles
Still shit.

>>Coastal
>BTR-90
Good changes, the 6 seat limit was arbitrary and it was a little overpriced compared to the Motorized -82, but ultimately it's still expensive and fragile.
>Katran nerf
Good. I'm glad they didn't touch the cost and instead hit the spam directly.
>Bereg
Still shit

>>Moto
>Grad nerfs
Good. Fuck this thing
>GRU price increase
Good nerf, and a substantial amount too.

cont'd
>>
>>2118631
>>Guard
>Barb
This is a slap on the wrist. The price increase for the base version doesn't matter, nobody used it. It's there to conceal the fact that the best fighting vehicle in the game is still 100pts cheaper than its direct competition.
>Khriz
This thing is way too good for its price and 5 more points won't change that
>Ingenery
This looks like a nerf but it's really not, because every other flashbang squad got nerfed harder, so this becomes better by comparison. Why does the tank-specialist spec need the best flashbang squad in the game again? No bias here
>artillery nerfs
Very good and very needed. TOS spam was so broken it's like playing the game on easy mode.
>that's it
Fucking insane. Everything is token except for the TOS nerf. It's like they purposefully ignored all the data and feedback to protect their pet spec sitting at the very top of the meta

>>SOF
>AC130
This kills the unit by the way. The change might as well have said "removed from the game." Nobody will ever include it in their deck again. The rush cheese was gay as fuck but killing availability on a low-cost expendable shitter just defeats the whole point. Why couldn't the Barbaris get this kind of nerf?
>keggs
Why the fuck is the kegg getting nerfed? The only reason the AA egg build was popular is that US Shorad is dogshit. Is this really the solution? Why nerf the workaround and not fix the problem?
>Delta
Notice the 10pt nerf vs Ingenery's 5, because why would the deck with no vehicles or support tab be allowed to have good infantry?
>Sentinel
Good nerf. Fuck this thing
>MAAWS
?????????????? In what universe did MAAWS need any nerfs?
>Pararescue
???????
>RRC
????????
>Rangers CQC
Cool, it's still shit. This is about the most do-nothing buff you could offer for a loadout that has no reason to exist
>all this shit
SOF got more (and more substantial) nerfs than Guards. But there is no bias of course :^)

cont'd
>>
>>2118632
>>Armoured
>Iron Thunder
Good. This thing made most other US artillery redundant so maybe the cheaper ones will be more appealing now
>Patriot
????????????? Why did the patriot need to be 20pts more expensive? Now it costs as much as the Guard's S-300 while being strictly worse
>AMPV
Effectively a 15pt price increase across the whole loadout. I think 15pts is overkill since the whole thing is now more expensive than a Kurganets (I know, what a coincidence!) but I agree that it was too good and eclipsed the Bradley's role. Now there's some incentive to make loadout tradeoffs instead of always running it as a super-IFV

>>Stryker
>speed change
Good. It didn't make sense for fully decked out Strykers to be as slow as fucking BTR-80s
>ATGM Stryker
???????
>SHORAD Stryker
?????????????
>RV Stryker
???????????????????
None of these were problem vehicles and the SHORAD having APS was half the reason you play the spec at all.
>Battleship
It lacking BBs was an oversight but adding them doesn't make it any less useless. This is a meme unit
>that's it
Why was undoing the needless speed penalty worth all these random 5pt nerfs? Absolutely baffling

>>Airborne
>standard loadout
Okay? Vanilla airborne are just bad Morskaya and I don't know if 1 extra AT-4 is really going to justify their price but I guess it's worth giving them a shot now.
>NGSW
0.1 damage. k

>Marines
Nothing. Zilch, zero, nada. If they're perfect the way they are then why are their high ELO winrates so shit???
>>
>>2118633
Most of the changelist is trivial, a good portion of it is nonsensical. The most impactful changes are the TOS and Grad nerfs, nerfing GRU, the nerf to AMPVs, the summary execution of the AC-130 and the scattershot nerfs to literally every worthwhile infantry squad in SOF. SOF gets to hold the honorary golden belt buckle of "most nerfed spec" despite its poor winrate, Armoured recieves the auspicious silver belt buckle for second place, and Guards lording over the meta at its very pinnacle picks up the bronze. The random price nerfs across so many units while overlooking Mech spam is likely to make BMP hordes even more cancerous to play against.

As a general thing I think tiny 5 pt price changes are absolutely cancer. They have next to no impact on the effectiveness of some of these units/upgrades but they force everyone to redo all their goddamn decks. Clown shit.
>>
>>2118596
"ur a retard" is not a disagreement, it's just a waste of a post.
The point stands: three BMP-3M for 315 pts have always been an objectively better investment compared to a single T-15 for 290 pts when you look at combined dps and hp points, even when you account for APS that most players have figured out how to counter.
What does T-15 have over three BMP-3M (or similar picks of multiple cheapish APCs) then that makes it so oppressive? The answer is speed, as you can cover more ground in the same time frame, dodge clusters, flank tanks or even hit them from the rear in forests and city blocks, etc. When you're significantly faster than most vehicles that can challenge you in a non-mirror, it becomes a qualitative difference, not a quantitative.
If you're disagreeing with a point, challenge it. Since you're unable to do it, this is a concession. Git gud.
>>
>>2118643
ur a retard
>>
>Armour/SF was nerfed so hard my deck is now a full 240pts over the limit
>Guard/Mot just needed to cut 1 of my 4 Khrizantema
Jesus fucking christ
>>
>>2118633
>ATGM Stryker
>???????
With APS nerfed ATGM Stryker is now ridiculously good for the price.
>>
Sorry bros but I was holding out for thisbpatch before I started playing again. After reading the notes I think I'm just going to uninstall and forget the game. Complete nonsense from the devs
>>
>incendiary in general nerfed
>incendiary grad its own set of damage nerfs
>>>price INCREASES
wut.
The damage nerfs and the incendiary nerfs are fine, but why the fuck increase the price on top of that?
>>
>>2118643
It absolutely is a signal of disagreement, especially within the culture of 4chan.
>a bunch of pointless shit
None of that has anything to do with the part quoted
>>
>>2118696
>within the culture of 4chan
Tip your fedora, plebbitard.
>None of that has anything to do with the part quoted
Your fault for being so illiterate you can't express yourself coherently and can only speak in buzzwords.
>>
>AC-130 availability reduced from 2 to 1;
its a fucking meme unit, completely gutting the already useless unit because of a meme strategy is beyond retarded
>APS "nerf"
useless because your unit is going to be suppressed before they can get that second shot off, essentially changing nothing.
>general infantry nerfs
Infantry prices should be going down, not up. This is fucking stupid. Ranger MAAWS teams are the #1 ground based counter to BMP spam, and they nerf them while not touching BMPs.
>US units getting notably more expensive while RU units get barely touched
If they are going to make the US vehicles more expensive they should be getting buffed as well.
>>>Still no leaver penalty or surrender option

Disappointing patch.
I guess the only good thing is I can switch over to Smoke grads now that they are a cheap long range smoke spitter instead of keeping smoke mortars near the front. will definitely help my BMP1 waves.
>>
So what really is changing here meta-wise?
>Armored
AMPV nerfs mostly affect Specops, since it benefited from the 12 transport slots to move two squads around together. Every other combination still has the Bradley as an IFV. So like one Armor deck got kneecapped but the rest are still fine
>Stryker
Nothing here actually changes anything.
>Airborne
Ditto
>Specops
Mostly every deck that included specops brought it for the strong infantry so nerfing all those at once basically just takes this spec out of the meta, now to be replaced by Airborne for helicopters/air and Marines for infantry.

>Coastal
Cruise missile heli being less spammy is good but more of a QoL change than a nerf. BTR-90s might now be a bigger part of how you build the spec but I don't think it compares particularly well to the BTR-82.
>Moto
Grad nerfs are huge but I don't know if it will stop Moto from being the best Guards pairing, it'll just make it less cancer to play against
Ditto GRU. It's a good nerf but nobody is going to stop using them over it
>Guards
The TOS nerf is pretty comparable to the Grad nerf. Will make Guards arty spam less cancer and that's good.
Barb going up by 10pts basically changes nothing. I think

I don't think RU meta is going to change at all except there being less artillery spam in practice. US meta is basically just going to drop Specops from every deck that used it but it's still going to revolve around Armored. Might be a good time to jump on the Armored/Marines bandwagon early.
>>
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>>2118716
As interesting as these stats are, the fact that only 1 deck is below 50% means that these results are tainted very considerably by seal clubbing, that is to say by matchmaking putting a team above 1600 elo against a team below 1600 elo, where deck choice obviously is not the deciding factor in a victory.
>>
>>2118694
Basically you used to only need to run 1 fire grad because it was so ridiculously good. You CAN run 2, it has 2 availability, but you don't need to because 1 was more than enough.

Nerfing the damage and pen is one thing but if you don't change the price, then people can just start bringing 2 grads and firing them together to achieve the same effect. Guards was so overpowered that it could afford to match US decks on the ground while also banking points for a Grad, 2 TOS-1s and 1-2 Tornados. And this was basically the meta, you started ground heavy to stalemate your opponent with Barbaris' and tanks, then transitioned to artyspam and just killed all their ground forces that can't move forward because they can't beat your Barbaris' and tanks. If you don't nerf the Grad price they'll just drop a TOS for another Grad and basically nothing's changed.
>>
im just going to grind warthunder event
i hope by the time it finish they will add next patch by then
>>
>>2118663
The APS nerf isn’t that big of a deal. People are over stating it
>>
>>2118701
Why are you so afraid to defend what you said that you just start screeching about reddit out of nowhere?
>>
>>2118757
Hope that event lasts a month or two then
>>
Leaver penalties dont even matter anymore. The only players that will be left by the next patch are only going to be dedicated players who dont quit after losing their opener.
>>
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New meta just dropped
>AMPVs nerfed? Just use bradleys lol
>sf infantry nerfed? just use marines lol
>4-missile patriot nerfed? just bring a pair of 2-missile patriots lol
AAVPs just become your new battle taxis otherwise it basically plays the same.
>>
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pov you are grinding event in 288
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>>2118808
dont you dare post bore blunder ever again in thread

somehow it manages to be worse than even broken arrow in terms of mismanagement and wasted potential and it sickens me to even remember
>>
>us mains review bombing the game because their overpowered shit got increased in price
lol
>>
time to play warno 10v10s :)
>>
Why is the BTR-90 even in the recon tab in the first place?
It only has 1400 detection and its loadout doesn't stand out compared to the transports in motorized
>>
>>2118912
Basically the BTR-90 is a failed upgrade program from the 90s that only ever produced a very small number of vehicles and was edged out in favour of the BTR-82 in mass production. The ones still in use are mostly used as auxiliary vehicles by the naval infantry, who largely use older equipment in general.

Confining it to the recon tab was STB's way of limiting its availability over the BTR-80 since there are only 2 squads in the recon tab that can bring it.
>>
>>2118631
>>2118632
>>2118633
Spitting unbelievable facts.

The only reason why they made such a jarring kind of "balance" patch is, of course, they're Russians, and Russians are great and awesome and everybody else are stinkypoos.
>>
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>>2118632
>>MAAWS
>?????????????? In what universe did MAAWS need any nerfs?
>>Pararescue
>???????
>>RRC
>????????
I was the direct reason for these nerfs. I have a very high ELO and sometimes play against developers. I completely stomped a few of them with my AMPV+MAAWS+Pararescue deck, including when they were in a five-man stack against my group of low ELO randos. They must have complained about me internally and come to the conclusion that my build is simply overpowered, not that they're bad at the game. Well, they succeeded in making me not want to play anymore. I hope they'll enjoy playing with the few cheating Chinese who are willing to stay after this clusterfuck.
>>
reducing ground-launched ballistic missile reload time is the funniest change of all, absolutely fucking useless and obviously so to anyone that ever used them
>>
>>2119015
The head dev is French so that tracks. Punitively nerfing things they lose to as cope is peak French masculinity.
>>
>>2118821
Actually it was wrong thread post but I can't be bother to delet it
>>
>>2118957
>they're ruzzian zigger zubhumans
>>2119035
>they're fr*nch
make up your minds /vst/
pick an ethnic stereotype and stick with it
>>
people who are bitching about bmp or any ifv spam need to try out sheridan
>>
>>2119310
The problem is the BMP spam all sport autocannons

the sheridan is made of aluminium
>>
Stryker Dragoon is cool
>>
>>2119359
It's okay. A fast, 65pt autocannon vehicle you can use to sneak into the backline and hose down rear targets is a useful niche but I usually run Stryker with Marines so I have a 50pt recon LAV-25 to do the same thing. I think the problem with the Dragoon is that it's fighting in the same price ballpark as a vanilla BMP3. It loses the autocannon duel to any similarly priced IFV because of its armour, but many of those similarly priced vehicles also have an ATGM. With the armour upgrade it's 80pts and that's bradley price range
>>2119310
Sheridan is let down by its paper armour and slow RoF gun. It can't match the damage output of an IFV, can't beat an IFV in a standing fight and costs about as much as any IFV. It's firmly in the category of "I bring this because my spec combo has nothing better" for when you lack enough IFVs or low-cost combat vehicles otherwise.
>>
>>2119263
Game director is fr*nch, formely of eugen, the team are ziggers and it's published by a british strategy-autism shovelware publisher.
A truly international trainwreck.
>>
>>2119376
You would be surprised how much can a dragoon with APS do when kept back. You simply dont charge it into infantry and it just doesnt die if you keep an eye for it.
>>
>>2119378
British money, russian labour, french ego perfectly characterizes the early 2000s.
>>
>>2119379
>>2119376
I was curious so I tested it in a scenario real quick.

Dragoon is pretty good. I didn't expect it to perform as well as it does, but because the pen on its gun is way higher than most other IFVs it eats them for breakfast. Might be worth consideration as a counter to Mech BMP spam.
>>
>>2119376
ROF isnt as big of an issue cause it only need one salvo, 2 sheridan will instantly gib an IFV that doesnt have enough chemical armor, and its a direct target gun so no APS fuckery
against stuffs with no armor it will do as much if not more damage than sep3 shot
the damn thing look ass on paper I never bother using myself it until I had my blob of Bumerangs delet by sheridans, before that I usually bring the m8
it also help that people are underestimate this meme tank
when your IFV are taking fire from some auto cannons and have 80% hp left, you usually pop smoke and/or take cover then deal with it accordingly. if you see a tank then you probably kite it or retreat not letting it shoot at you
but when you see couple of sheridan you just laugh at it for being stupid cold war shitbox, and try to run it over with your superior modern IFV then it will pop your ifv from full health with its meme rounds
it will fold like paper against any tanks but it can fight IFV that rely on APS
booker and m8 are probably better light support tanks but there is a place where sheridan works
unlike m60
>>
Devs just release a cope post on Steam.
https://store.steampowered.com/news/app/1604270/view/824840894153752762?l=english

tl;dr They know people are upset at the balance changes, but its everyone else who is wrong
>>
>>2119430
even if that is the case
why did they nerf US more than RU?
when US are the one with worse WR?
>>
>>2119436
saar as you can see the winrates are balanced )
The developers are players too and they understand balance.

Thank you and tune in next week to see what the devs are working on.
>>
>>2119430
lmao
>>
>>2119430
>balance is fine
>we just did some meaningless stat changes to distract you from the fact it's taking us weeks post release to implement a surrender vote in a 5v5 team game
>no we didn't think of doing for release even through we've had open betas even a year earlier and should have known
>>
>>2119394
Too bad T-15 exists and will be in the mix
>>
>>2119430
Classic Russoid Zigger rhetoric of "Its (You) who are in the wrong, fuck you"
>>
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>What’s more, the developers themselves are active players: each of us has spent thousands of hours in the game
Yeah, I know. I kicked their fucking asses to the point where they nerfed my AMPV+MAAWS+Pararescue+RRC into the ground. Enjoy the dead game, salty losers.
>>
>>2119430
are these retards speedrunning to eos or what?
>>
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>Guys look the balance is close to 50/50
>Don't mind up to a quarter of these games being US vs US or RU vs RU
>Which adds both a win and a loss for the relevant faction
>Forcibly dragging it closer towards 50% winrate
>Making these stats completely worthless

Example:
>US vs RU has been played 100 times
>US has won 47 times
>RU has won 53 times
>Actual US winrate: 47/100 = 47%
>Actual RU winrate: 53/100 = 53%
>Clear RU advantage

Now add the following:
>US vs US has been played 20 times
>RU vs RU has been played 20 times

Suddenly:
>US has won 67 times
>RU has won 73 times
>US winrate: 67 / 140 = 48%
>RU winrate: 73 / 140 = 52%
>No balance problem here cyka)))

Add a "k" after every number if you want them to be more realistic.
>>
>Vatnik devs are vatniks
Wow this has never happened before
>>
>>2119762
I use RRC with CQC loadout, should I try with stand off as well?
>>
Its so cool that they nerfed T-15 by 3% while MAAWS got nerfed by 11%
>>
Average RU assault on a US stronghold:
https://youtu.be/Wv3Ey_pPlXk?t=218
>>
>>2119812
Just missing TOS / Grad rain and one billion BMPs swarming everywhere
>>
>>2119794
No. The CQC loadout is good because it has a high-pen disposable launcher and extremely good small arms. People basically just ran it as a Mainline squad, because that's really what it is.

The standoff loadout is just NGSW with 6 bodies instead of 8. For some stupid reason their Carl G only has 4 shots so it's literally just worse than the disposable launchers from the CQC loadout.
>>
Not going to lie I'm already tired of all the negativity in the content space around the new patch. They made it pretty clear they are working on the problems people want fixed and those clearly can't be solved overnight, or they would have done so already. I think the points and balance changes in the patch are generally fine and had very small overall impact on deck construction. The overall negative attitude does nothing for helping people enjoy a fantastic game
>>
>when the MAAWS/Pararescue/RRC fun team gets overwhelmed
https://www.youtube.com/watch?v=y8i8mVxt258
>>
>>2119995
Problem is devs seem to be complete amateurs in every aspect of the game
>Vehicles have unrealistically inflated survivability so that they almost never get oneshotted, yet infantry AT ammo is not increased in quantity to compensate and instead just given realistic-ish loadouts which makes them a pain in the ass to use
>Units getting buffed / nerfed based on popularity not actual strength, such as Ingenery getting point increases every patch when they're so mid they'd barely be used if they were US
>Prototype wunderwaffe like T-14, T-15, K-17, BMP-3M Epokha, BRM-3K-57, Comanche, Iron Thunder and etc being treated like normal units and given standard availability instead of reducing it compared to normal units to reflect the reality that for example not a single functional BRM-3K-57 currently exists despite being "ordered" by RU MoD in 2018
>anti-cheat still being a bloody joke on the level of good old fucking punkbuster
>absolutely no attempt to separate stacks from solos in matchmaking
>absolutely no attempt to prevent unplayably desynced matches in matchmaking (overwhelmingly thanks to chinksects)
>growing RU favoritism from extremely cheap and cost-effective infantry for every role, to BMP spam going unaddressed, to convenient miscategorizations of things like Kh-29TD (IRL is an ATGM like Mavericks, instead classed as cruise missile) while US Stormbreaker gets shat on (IRL is a glidebomb with very long range, ingame just a regular guided bomb), hell even just RU getting strong capabilties US doesnt such as cluster cruise on aircraft (best way to delete tanks now that cluster is unreliable vs non-afk enemies)
>its been almost 2 months since release and you still cant normally close the fucking game half the time
And yet they ask 50 bloody dollarydoos and pretend this isnt early access and a good year or more from being a finished product
>>
>>2119995
I think you should suck the barrel of a shotgun instead of developer dick.
>>
>>2119995
Not going to lie the coastal "buffs" have the same vibes as eugen giving north korea "buffs" so powerful that sovkor.had to be removed
>>
>>2119995
>They made it pretty clear they are working
That's the neat part, they aren't.
>>
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No fly zone.
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In what situation would you use the thermobariyc for Ingenery instead of the CQC loadout? What about the SSO and spetsnaz VDV?
>>
>>2120134
Thermobaric is bad for Ingenery. It's just bad. Always pick the assault shield loadout
SSO are actually best in their standoff loadout. The ATGM eats APS charges and is strong enough to hurt IFVs while keeping the squad strong vs infantry.
VDV Spets should take their close combat loadout because the AT launcher in the other loadout is the worst in the game and essentially useless. They are a fragile reckon squad though so be careful sending them into combat.
>>
>>2120043
Honestly the cluster plane change basically made no difference. There's still 0 reason to use any other strike type and it's still easier to hit moving targets with a low alt cluster run than with a smart bomb that has a 5 second arming time.

A while back in one of the betas they nerfed the steering on all the high-payload laser-guided precision bombs (ie JSOW, KAB-1500s, 2klb JDAMs) and now they can't steer enough to hit a tank moving forward at full speed.
>>
>>2120127
Putin's weakest Pantsir
>>
>>2120127
Why did he send 4 empty little birds at your AA?
>>
>>2120134
you pick both ingenery and SSO
ingenery for driveby house cleaning and SSO to hold and spam kornets
spetz vdv is kinda trash honestly with any loadout, they just die too fast because of their size but they are a pretty cheap and decent laser squad
>>
>>2120193
probably using it to distract the AA while the lowbow beeline for T-14/15
>>
>all the top teams have already abandoned playing US entirely, and the rare RU vs US match in the top 100 is always a one-sided stomp
I wonder how long until the devs are forced admit their mistake and hotfix.
>>
>AC130 gets nerfed because of a strategy that only works if you fully commit to it with a full 5 man team that coordinates and tailors their deck specifically for that opening
>>
>>2120336
whats with all the kvetching over this change? AC130 is still an opportunistic suicide gunbarge, all thats changed is retards cant waste deck points taking 2 when you rarely have any use for even 1 outside of cheese niggerfaggotry
>>
>>2120349
Its an already useless unit outside of a single meme strategy and it didnt need to be made even worse. It is the fact that the devs decided to do shit like nerf the AC130 which was never used, instead of doing something about massive BMP1 waves or add a penalty for leaving the game
>>
>>2120232
theyll never admit it
>>
>>2120349
The idea of nerfing a meme unit that was obviously never designed to be seriously viable because somebody did a funny meme with it is hilarious and just shows that the devs are in over their head when it comes to live balance of a multiplayer game.

This change isn't happening because AC-130 rushes were actually strong or because they were tearing up matchmaking. It's being nerfed punitively because of that tournament drama last weekend, because STB has lost the plot and they're spraying bullets at a wall hoping to stem the bleeding in their steam review section before the game becomes untouchable.
>>
Pilots carry SMGs.
>>
>>2121081
The only thing they can kill is other pilots though
>>
How are you supposed to kill APS tanks after the cluster plane nerf?
They literally want 100% pick rate for tank spec
>>
>>2121187
>you cant adjust the path at the last second
hardly a nerf, just dont miss
>>
>>2121266
If it wasn't a nerf, then why was the change made?
>>
>It's another round of "endless swarms of cheap, ridiculously good russian infantry that is too numerous to effectively bomb"
Increase MAAWS cost by another 10 points, please
>>
>>2121273
umm saar the Barbaris had its cost increased by 10 points as well, russians got nerfed just as hard!
>>
>>2121326
This unreal feel where you read a devpost where they say you are not right to feel that T-15 is broken OP and they later make it whole 3% more expansive while its most common counter has its price increased by 11%
>>
>>2121332
But they gave the Battleship more bunker busters!
>>
>>2121372
Okay, Battleship didnt have any HE TOWs before. I been trying it now, that it has them as a long range fire support and it really works if you put it in a right spot
>>
>>2121375
This is true of any cheap missile cart. They are godlike if the enemy ignores it and a puff of smoke the second anything with a canon/AC glances at it.
>>
>>2121267
Because cluster planes were so easy to use they obviated every other strike type.
The intended balance is:
Cluster planes are death and can evade AA but are difficult to land on moving targets.
A2Gs are trivial to use but can be smoked
Precision bombs are good against moving targets but expose the plane to greater risk from AA

The problem is that precision bombs were too good in the 2nd beta, so they nerfed the tracking on them. Now they are the worst option vs moving targets. And A2Gs remain a wet far because sending a 200-something plane into certain death only for its whole fucking payload to get nullified by smoke is just straight up not good design. Nobody sane would pick that as their main strike choice.

So you just keep using clusters anways, except maybe you bring some A2Gs now because they can surprise people sometimes.
>>
>general consensus is that infantry fucking sucks
>the keep raising the price of infantry
inb4 MUH TOP 100 ELO ARE HEAVY INFANTRY USERS
game shouldnt be balanced on the top 100 players
>>
>>2121443
>Nobody sane would pick that as their main strike choice.
...about that
>>
>>2121512
Infantry is amazing. Learn to play, shitter.
>>
>>2121443
I just wish glide bombs have at least twice the range of what they have now
shit is literally the same as dumb bombs
like I dont care if its more expensive if its good
>>
Any TAAG system enjoyers here? He's completely and single-handedly revolutionized the meta at high elo, lots to learn from his videos and thought process its just beautiful to watch
>>
>>2121643
You mean the guy that very publicly bitched out on release week? I don't give his garbage views so I can't tell if you're shilling him unironically or mocking him.
>>
>>2121512
Infantry, planes and recon are the three strongest tabs in your deck, nonny
>>
>>2121670
Only because the infantry tab is an extended tank tab composed of vehicles too cheap to bomb. The only infantry that matter outside of glue-huffer Elos are Morskaya, Smaw teams and snipers for recon. Everything else is just deck tax for IFVs. Prepatch, RRC and MAAWS made that list too but now you only run specops for the drone
>>
>>2121677
Morskaya is criminally undercosted, way too fucking available and comically good holy fuck
>>
>>2121678
Morskaya are what all main lines should be. RRC were literally nerfed for being the US Morskaya, but more expensive and worse and trapped in a spec with no vehicles, which was a bridge too far for Frenchman.
>>
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been trying out VDV Coastal deck
with focus on cheapish Hind rocket gunship helicoptors to deploy troops everywhere
it was kinda decent as long you dont get Tor/Pantsir on your ass
I had some success with the rockets and rocket+AA loadout
these thing can at least tank one shot of manpad so you can at least deploy your troops before dying
sometime it even win a duel against lone manpad with its rockets
>>
Vehicles should more readily take component criticals, and mobility crits should be more heavily weighed towards. When a tank is front-tanking infantry disposable AT, fuck you, they'd be aiming at the goddamn tracks.

Tanks should fear infantry hiding in buildings, not feel like they can facetank for a bit, smoke up and then run away with basically no risk.
>>
all they need to nerf tank is by adding mine
>>
>>2121824
add FASCAM now
>>
>all this cope about them adding new mechanics
What developer do you think you are dealing with?
>>
>>2121872
We know it's hopeless and it's not getting better anytime soon, so we cope and shid by thinking of how it could be good
>>
>>2121879
The idea they they released this patch with not only the leaver penalty/surrender mechanic missing, but had the gall to not even give an estimate of when they'd have it done is beyond unacceptable. That they have members of their small development team (which we are constantly reminded of) working on implementing new scenarios or menu gizmos is baffling. Its quite clear what the major current issue is and that they are not fully focused on it says all you really need to hear.
(I can forgive new unit icons and minor balance changes as that requires presumedly members of the team like artists or qa which would be no help on the main issue.)
>>
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Today instead of playing the videogame I chose to play with spreadsheets.

I wanted to compare infantry squad based on how much damage they do. Damage is hard to quantify since squads have mixed loadouts, different weapons do different things at different ranges and all sorts of other factors and so on. I chose to abstract damage output as the combined raw DPS of all of a squad's small arms combined at a given range pre-mitigation and assuming 100% accuracy, and called this value "Firepower" or FP. Penetration was ignored here because it's really just too complicated but also because it has a surprisingly marginal affect on small arms damage output, so in practice it wouldn't change much. This is necessarily an imperfect abstraction but it gives a general gist of how much a squad pays for its killing power relative to others.

The chart is ordered by Peak Firepower per Point, or essentially how cost-effective a squad's damage output is at 200m, when all possible small arms can fire. Firepower per Point at 400m range (the average range of most small arms) and at greater than 400m range (for squads that want to outrange you) are included for comparison's sake.
Cells are colour-coded for readability:
>Green
Best-in-slot for that faction
>Blue
Above average
>Uncoloured
Average
>Orange
Below Average
>Red
Bad or absent
>Yellow
Unique

Some other factors aren't covered by Firepower but still factor into the value of a squad like grenade launchers or AT, so I included them on the side for completion's sake. I grouped grenade and anti-infantry launchers into rough tiers and quantities just to show that they aren't all equal and coloured AT loosely based on how good or bad they are.
>>
>>2122072
Interesting info, thanks. However
>it has a surprisingly marginal affect on small arms damage output
This part isn't true. In fact, against small arms, armor makes the most difference.
>>
>>2122072
I cant find Raiders stand-off, which I been experimenting with to good effect. Did you include them to your tests?
>>
>>2122077 (me)
Nevermind, Im just blind
>>
>>2121677
Look at this dipshit and laugh. This is the kind of numbskull that gets overran by motostrelki in BMPs and then complains instead of realizing that he needs an infantry line in order to stop mass pushes.
>>
>>2121677
Holy fucking retard.
>>
Ah yes, total organic posting hours
>>
>>2121677
Infantry slaps what are you talking about?
>>
>>2122148
ayo fr fr
>>
>>2122072
Can you include damage for HE rockets?
>>
>>2122158
The reason I chose not to is that the rate of fire varies hugely between all of them, which can make comparing raw damage values very misleading. I'll add them in once I've got a good way of actually quantifying the differences between them.
>>
>>2122148
they kinda die instantly without support and generic troopers while cheap are basically completely useless against expensive tanks
and unlike wargame the maxed out armor deck tanks arent 5x as expensive as more conservative options
>>
>>2120043
all of these issues and more and it still mogs the shit out of eugentrannies
>>
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I've been consistently topscoring with this
(no i am not high elo)
>>
>>2122287
I'm just curious how much alpha strike the 3-limit coastal black berets with thermobarics can put out when they all stack up because boy, I felt like that delta squad kinda exploded
>>
>>2122380
>overloaded on SEPs
>two heavy SAMs and four light SAMs
>MML
>Two CJs
>Overpricing your Strykers
I believe you
>>
>>2122415
is one CJ even useful because 1 patriot and 1 cram kills the CJ and doesn't reliably get hit
the entire point of this deck is for me to baby sit the big anti air and some random shit on the flank while the rest of the team does everything else.
I'm sure the high elo 1v1s or whatever are different but regular 5v5s I just get fed a steady diet of free planes and even 4 harms missiles can't bust through my overlapping SAMs net. Tactical nuke planes are my favorite meal.
>>
>>2122417
It's more that you only brought CJs. They're one of the best non-stealth SEAD planes.
>>
>>2122380
I say get rid of one of the Patriots for some kind for fire support arty
>>
>>2122419
CJ is the only SEAD plane available and SEAD is the only mission I find doesn't consistently feed the enemy team a plane
but I might just not know the magic trick with aircraft considering all of my stand off glide bombs get dropped directly on top of the enemy for whatever rreason
>>
>>2122421
>>2122417
once the enemy team thread 8 sead planes at my net on kaliningrad and I only lost 1 patriot
I keep all of the AD spread out with individual supply depots since I'm not microing other units and it makes it impossible to fuck with me unless the other 4 players completely throw and tanks get in the backline
>>
>>2122423
>>2122417
also I should probably clarify that I usually play with 1 or 2 other ppl in a vc and they bring combat decks minus long range AA which means they can double down on arty and shit
>>
Hermes or LUMUR?
they have the same range
or maybe i should just bring both so it can shoot all the ATGM all at once?
btw I see that Vikhr launched from Su25 get buff but can vehicle APS still intercepted those as well?
>>
>>2122425
>stack
do whatever you want then
>>
>>2122377
An expensive tank is worth 400 points.
An infantry squad is worth 50-100 points.
Four to eight infantry squads, provided they have AT launchers and are within range, will either knock out or mobility kill the tank.
>>
>>2122509
LMUR is anti-everything, but you get less of them, but it is still the undisputed best ground-attack missile in the game
>>
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Do not sleep on backline raids with basic bitch rocket Apaches

Two of them can run down Biryusas and Dervitsaiyas, but they will get clowned on by a TOR
>>
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Kirov reporting.
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>>2122671
Was that with the 16 smartbombs
>>
I have recorded my gameplay and tracked the numbers and people are DEFINITELY accuracy hacking. If my games over the past few weeks are anything to go by, then its happening a LOT more than people realize.
>>
>>2122701
This is why I (and basically everyone else) gave up on using planes for anything but lobbing cruise missiles or suicide cluster runs. Getting dome'd by every SHORAD and MANPAD on the map the instant you come into view just gets old after a while. In most of my games the enemy team doesn't even bring S-300s, because they know their Osas will kill any plane that shows up.
>>
>>2122677

Pretty much.
>>
>>2122701
Pretty confident that's the most prolific, and most popular cheat. "Haha sorry you're just unlucky))))"
Watching an Mig 29 take on two Raptors, dodging every missile and splashing both of them is just ridiculous.
>>
>>2122712
That's pretty limiting to completely disregard your entire Air and helicopter tabs.
And that's not even dealing with the fact that your missiles will be missing far more than they should and letting their aircraft run wild as a result.
>>2122724
The worse part is, I'm sure sometimes I do just get unlucky but since there is so much cheating I can never be sure. I mean, I've been on the end of someone accussing me of cheating just because I got real lucky with some dodges/hits and I can't even blame them for making the accusation.
>>
>>2122737
>That's pretty limiting to completely disregard your entire Air and helicopter tabs.
It's pointless to spend points on expensive units that are just going to be fed because every team has at least 1 cheater with a chinese name sniping jets with Iglas. There's nothing to SEAD.
>>
>>2122413
Well the simple answer would be 'a fuckload'
The base damage is really high and it fires fast because it's disposable so they'll do really well until they expend their ammo.

But I think Ingenery are still overall better.
>>
Discovered a weird bug today.
Laser guided artillery can sometimes fail to top-attack their designated target and strike front armour instead.
Basically the closer the artillery piece is to its target, the shallower its trajectory. For some funky reason the 'front' covers a 45 degree angle upwards, so attacks striking the top from a shallow angle strike front armour instead, even though visually it doesn't look like it should.

This affects both barrel artillery (ie Iron Thunder) and rocket artillery (ie Himars).
>>
>>2122815
We know. Ideally, you want to manually put the lase as close to the tank's ass as you can.
>>
>>2122815
Same for bombs. I think stormbreakers tend to hit front if you afterburn straight at target and drop them directly on top.
>>
>>2122832
Stormbreakers just have extremely low penetration for a bomb, so even hitting top armour they tend to tickle. 8 top armour hits won't kill a Barbaris, for example.
>>
Now that we're a week into the patch, it's time for another meta update:

First, the activity levels in the top 100 have plunged as a result of the patch (and thus queue times have increased)
Faction balance is considered much worse than prepatch. Most top-100 teams actively avoid playing US because it's seen as so much weaker than RU that the matchup isn't fair. The huge skew towards RU has affected queue times, and some of the sweatiest go as far as to disable mirror matches and queue as RU to ensure they're always given the easier matchup.

The average RU team has 4 to 5 Guards decks, with virtually every spec a viable partner. Guards + Coastal is probably the strongest right now, and overall Coastal is the 2nd most common spec in the top elos behind Guards.

The US meta, for what it's worth, is basically just Armoured + Airborne and USMC + Cavalry over and over. Not that people have had time to adjust I literally don't see other decks anymore.

The cluster plane nerf ultimately seems to have been excessive and top players are gradually phasing expensive APS tanks back into their lineups because now there's no reliable and cost-effective way to counter them. Cluster planes aren't unusable, but they're more niche now and less useful, players are gradually switching their air tabs over to other things. I've seen various payloads experimented with but now it seems like everyone is settling towards cruise missile planes being their main air-to-ground strike.

Cruise missile spam is also steadily becoming a cornerstone of the meta (and largely influencing Coastal's pick rate). Because interception is handled client-side, high ping will essentially make a player's SEAD and cruise missiles uninterceptible. Long time players will remember the cruise missile spam from the 2nd beta.

Shit looks pretty bleak right now not gonna lie friends. If I have to wait a month for another patch to un-fuck this I don't think I'll stick around.
>>
>>2123110
>Because interception is handled client-side, high ping will essentially make a player's SEAD and cruise missiles uninterceptible
wait so if I lag switch I can terrorize people
yikes
>>
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If you use your planes properly, an Igla will never reach the plane. Turn on your afterburners, retards.
>>
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>>2123110
I'm one of the top 100 who quit. Fuck this patch, and fuck the retards who made it. It showed that they have no clue what they're doing, and that the game will not survive long-term, so I refuse to put more effort into mastering it. Even if they unfuck shit in the next patch, the damage is done. The game is dead. All they had to do was add leaver penalties and surrender options, and they would have been good for another six months. As it stands, nobody will be playing Broken Arrow by the end of the year.
>>
I'm still enjoying the stack with the bros. I can't imagine the headache it is to sweatlord this game. But yeah, everybody agrees that the balance has its head up its own ass.
>>
I find it kind of nuts how people who presumably came over from eugensoft dumpster fires pitch such loud hissy fits about balance
this game is so much better than wgrd and warno its kind of nuts
>>
>>2123138
No one really gives a shit about the balance. Its just all there is to talk about because they haven't fixed the actual real issues.
>>2123128
This shit is in a death spiral. Cheating is rampant and is driving away legit players. As those players leave it just means the cheaters are a greater proportion and are just that much more oppressive while drives away even more legit players. Cycle repeats. We are gonna have sub 7k peak days by the end of the month.
>>
Not to mention how absurd it is for the devs to be quoting fucking metrics for balance data when the well is so thoroughly poisoned with cheating.
>>
>>2123264
>>2123259
I think its worth mentioning that warno and wgrd have an average player count of like 1k (600 since BA dropped)
at 7k daily active players BA will literally have 10x their player count
they really need to crack down on cheating and implement regional matchmaking though
and to play devils advocate, they have banned a LOT of cheaters and have some kind of semi functional silent anti cheat catching people. even if they were the best anti cheat devs on the planet you cant expect them to instantly and permanently fix cheating if DICE and riot games cant do it with their ridiculously invasive kernel anticheats
>>
>>2123269
WarNo and Wargame Red Dragon don't have a 5v5 mode as their default setting.
>>
>>2123281
before i got permabanned from wgrd everyone just played 10v10s lmao
>>
>>2123269
>I think its worth mentioning that warno and wgrd have an average player count of like 1k (600 since BA dropped)
Pointing out how much something else is a failure, does not make this a success
>they really need to crack down on cheating
No one disagrees
>implement regional matchmaking though
A month ago I would have agreed with you. But at this point they don't have the player count to make that work.
>bunch of strawmanning bullshit
Nah, not interested
>>
>>2123269
They need to refactor their netcode to use lockstep.
>>
>>2123334
I cant name a real-time game that uses lockstep in 2025
>>
>>2123349
WARNO
>>
>>2123372
source?
>>
>>2123372
>>2123374
I saw a thread on reddit where everyone took it as a matter of course so perbraps
I know old school RTS also did lockstep netcode (age of empires, brood war, etc) but its been a while since I heard it brought up
>>
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>russia gets ~160 point tanks that have 125mm cannons, albeit with relatively bad ammo
>american sub-200 cost tanks, sans the 105mm booker, are all vulnerable to autocannons

Give America 180 point 120mm M1A1s
>>
>>2123430
Who gives a shit? Fix cheaters. Fix leavers.
>>
>>2123430
The T72B actually gets as cheap as 130pts woth better armour than the Booker. But it's more an issue that the 105mm cannons all suck and they're saddled with HESH rounds that are worse than HE vs infantry and near-worthless vs vehicles. An unmodernized T-72 encounters a push and has the benefit of HEAT shells that can 2-3 shot most IFVs, whereas a 105 cannon is literally helpless vs a BMP3 a fraction of its cost.

The main problem is that ammo gets standardized except when it doesn't. The outdated soviet shitbox fires modern russian ammo that it's gun couldn't even use, because they share a calibre. The experimental US wunderwaffe are all stuck with 1960s US ammo because their 105 guns share a calibre with the M60. An M60 that, for some reason, has half the frontal armour of its direct contemporary because I guess we all forgot the soviets won the cold war with their superior technology.
>>
>>2123489
>Russian stuff from the 1960s has been upgrades and seeing use up until literally right now
>American stuff from the 1960s was thrown in a ditch and left to rot for half a century
>>
To me the most frustrating thing about the patch is that the previous meta wasn't THAT bad. There were a few clear balance issues (Sentinel) and lots of things that were too weak and needed buffs, but the overall meta was evolving towards something interesting.
Cluster planes being strong had pushed people away from mindless tank spam and towards all sorts of lighter vegi, IFVs and their counters.

Now that there's no good way to kill tanks from air we've regressed back to APS tank blobs and a few blatantly overperforming units that failed to be adequately nerfed being essentially the only things anyone uses.
>>
>>2123678
the aps nerf has made tanks blobs less viable now )
>>
>>2123678
They struck gold and took a shit all over it instead of polishing it.
>>
New chink exploit dropped, they are getting AA outside of the map boundary
>>
>>2123730
this is literally the same with 99,9999% of the entire game industry
>>
Think my back is broken vros

The fucking technical limitations of curbing cheating, and the absolute cancer of balance is sucking all the fun out of me. Every match is a matter of making my stack out-sweating the opponent stack, not having fun with a wargame together, and even then the opponent stack might as well just be cheating with nigh-undetectable cheats anyway and there's just no way to tell otherwise
>>
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>>2113255
So is this game better than WARNO and the other Eugen games?
I love cold war settings but I'm an RTS noob.
>>
>>2123917
Its shit, but it is better than warno
>>
>>2123917
It's far, far better than warno

but your opponent might have 2x your income and perfect recon
>>
>>2123917
It's better than Warno but it's not worth the price they're asking for it.
It's also not a cold war setting. It's modern, though at this point Warno has broken its timeline so many time's there's barely a difference there.
>>
>>2123917
its not set in the cold war its set in like 2030
it is massively superior to warno despite its issues
its more like an early access game right now thats only 90 percent done but they will probably eventually fix the main game
>>
>>2123917
it's shit compared to warno
what response did you expect to get from a BA thread lol
>>
>>2122380
ok the only issue with this deck is people stop spawning planes after the 6 prowler stack feeds and then I have to actually play the game
or when randoms assume I'm handling multiple capture points while also babysitting an entire flank of the map and doing anti air, sead, and counterbattery fire
>>
holy fuck the booker SUCKS DICK
I just watched an LAV-AD soak 4 shots from the booker while tracking and mission killing it in return
>>
>>2124306
>One retard doesn't know how to employ a booker
>This means the tank that every US player above 1900 ELO is using is shit!
>>
>>2124322
yeah bro I'm retarded for assuming a 105mm gun could kill a lav that some retard randomly sent onto my side of the map
why are you faggots so insufferable
>>
I have been informed that the 50mm autocannon does 10x the dps of the 105mm
>>
>>2124324
Yeah the 105 sucks ass, never use it. The 50mm cannon is what you actually want, equip that and the Booker will feast.
>>
>>2124346
actually nuts that the devs somehow made a 105 HEAT shell take 5 shots to kill a lav
I dont even think it was uparmored
>>
>>2123374
>>2123375
Why do you think Warno desyncs are so common? It's because lockstep.
>>
How often do you pick a unit without upgrades?
>>
>>2124357
There's some retarded ammo standartization going on, where the 105mm Booker uses ammo from the cold war because the M60 carries a 105mm too, while the 130 point RU T-72B gets ammo from decades in the future and that its gun couldnt even fire because almost all RU tanks carry the same 125mm
>>
>>2124417
cold war HEAT should still mangle a lav though lmfao
10mm armor protection without applique kits
>>
>>2124357
Basically tank guns are bad on purpose because they're normally attached to tanks, which are hard to kill. Tank guns deal low DPS to most targets but are still useful because they're tanks and will just kill the thing eventually.

This makes all the "tank gun on a smaller vehicle" units worthless, because they have the shitty low DPS tank gun but none of the protection that makes tanks good. They could have easily made the tank guns on those thin-skinned vehicles good against infantry or other light targets to differentiate them. But they decided instead to just consign them to oblivion. But of course this only applies to the US side for reasons that surely have nothing to do with the game being developed in Russia.
>>
>>2123678
Sentinels are not overpriced. People are just too stupid to bring in a plane and farm free destruction.
>>
>>2122380
This is most cursed shit I seen in this game. Whats your plan with this if enemy doesnt suicide planes into your 6 patriots?
>>
>>2123912
Watch the missiles. They will hit or miss with statistically improbable rates. Its the clearest sign.
No, I don't just mean 3-4 missiles from one exchange, I mean over the course of the match. Cheaters can't help but stack hidden percentages in their favor and its LITERALLY impossible to prove one way or the other as long as determination remains client side.
>>
>>2124324
>yeah bro I'm retarded
Correct. Look inwards rather than assuming everything but you must be the problem. It is the only way you will ever improve.
>>
>>2124376
All the time. Many units are better without upgrades, especially infantry. Why else do you think they nerfed every worthwhile close-range unupgraded specops infantry unit?
>>
>>2124485
play it like a mildly gimped armor deck on a flank
but planes arent the only thing 6 patriots shoot down so usually I do pretty well. some maps are very unsuitable for this though. the larger maps usually dont have a good centrally located spot for patriot stacking and you only cover like half the map
>>
>>2124514
Nigga, this shit wont hold anything, especially with all the income and points drained by the backline
>>
>>2124376
Depends, really.
Like if you just need a bulletproof clown car to ferry infantry then a 45pt Stryker is a good deal. But if you need a fighting vehicle with survivability and firepower then grabbing the upgrades just makes sense.

A lot of units don't just get better with upgrades, they basically change what they do. Sometimes the vanilla version just makes sense for what your deck needs, though I think there are a fair bit where only one version of a unit ever really makes sense. Like nobody ever runs Reserve Marines.
>>
>>2124514
>mildly gimped
You have:
>No worthwhile planes
>No helicopters
>Three cards of frontline infantry
>Three cards of midline infantry
This isn't a "gimped" armor deck. This is a "can't even hold a single point" deck.
>>
>>2124520
>>2124524
I play in a stack I can just rely on my teammates to support me while I take care of the backline shit
>>
>>2124527
A s*pport player...
>>
>>2124529
me when people dont exclusively play mini 1v1s in the 5v5 mode
the main issue this deck has is you get raped by helos on the river maps but the river maps are hot ass anyway
>>
>singular ALCMs instantly collapse medium and small buildings to gib whatever squad was inside.
Neat.
>>
>>2124529
support player would at least bring some form of artillery
>>2124531
there are many issue with the deck but it aint the helo, you have MML aim9 and Styker Shorad
the two best Helicopters SPAA on US side
>>
>>2124699
my experience with MML aim9 is it shoots 2 missiles that the enemy helo soaks and then dies to a single rocket
like in theory it outranges the rockets a lot but theres always some LOS fuckery unless its literally sitting on a shortline
>>
>>2124714
MML is too squishy to fight helicopters, too expensive to be an ABM unit and too short-range to be a SAM

It's just bad
>>
>>2124719
I've seen it shoot down enemy sead missiles but yeah its expensive
>>
>>2124699
The best US anti-heli AA is 2-4 x Mk47 AGL teams right under the enemy heli spawn
>>
Chinks somehow found a way to reliably queue as a mixed-faction stack and are abusing it now at high elo, I love choyna so much bros its unreal
>>
>>2124852
>The optimal way to mix factions is 4x Guard/coast and 1x Stryker/SF for the sentinel and sead
Pretty funny
>>
>>2124719
MML AIM-9 is amazing against helis IF you can find a good spot for it. Good range, good damage, kills Russian helicopters in 1-2 hits. It remains underrated because bad players have no idea how to place SAM systems.
>>
>>2124912
My main issue with it is that because it's fragile, it needs its radar on to take full advantage of its range or else a heli can rush it and delete it with 2 rockets. While its radar is on, it can get sead'd. In most of my lobbies the ping is too shit for intercepting sead to be at all reliable so having radar on for more than a few moments at a time is a death sentence.

I prefer the Hellfire MML variant. You still have the option to toggle the radar on to fight helis but now it's a super-ATGM rapid-firing Guardian hellfires (which can fly over terrain because they follow the same trajectory as the heli-launched variant) and it only costs 140pts.

I always call in one of these in my initial rollout because it will completely shut down any cute heli cheese while costing much less than normal SHORAD, and since it pulls double duty as an ATGM it doesn't put me at a disadvantage if the other side just rushes armour. I literally never see anyone else use the thing but every game mine kills twice its cost in ground vehicles at minimum.

Reminds me of the ADATS from WGRD. Luved me ADATS
>>
>>2124952
Hellfires have the same rof, shorter range, worse penetration and worse damage. It's a much weaker anti-helo unit with an added gimmick of being able to lob hellfires at vehicles - from a paper-thin truck platform.
>>
>>2124971
>worse penetration
It amounts to a 5% difference in damage to 30 armour helis and the same damage to everything else.
>worse damage
Their base damage is the exact same. Both will 1-shot any 12hp heli on a direct hit and 2-shot any heavier heli, even if one of the missiles triggers a near-miss blast frag hit.

In practice it's no weaker at combatting helis for a considerable price discount. The AIM-9 variant is so expensive because it can target planes and missiles but it's not particularly good at either.

Lobbing fire and forget top-attack ATGMs over terrain at ground targets 1800m away is valuable. It's the firepower of an Apache Guardian that can't get sniped by SHORAD, for half the price. Losing 100m of range is well worth that. Just remember to move it after it fires so it doesn't get hit by artillery.
>>
>>2124797
>under the heli spawn
>not glitching them out of the map border so that the enemy cant even do anything about it (exploit found thanks to our glorious chinese friends)
>>2124852
China is the gift that keeps on giving for this dogshit game. Wonder if the devs regret sucking off chinks in their first update post now that they have latched onto the game and just keep fucking it up
>>
>>2125200
It's not the chinese' fault the game is a broken mess. If anything breaking it in a disruptive and highly visible way is just the best way to get it noticed and fixed.

Remember these folks could literally just use cheats if they wanted to. Voluntarily beta-testing this tire fire for the rest of us is a public service by comparison.
>>
>>2125213
as if chinksects arent playing with cheated slight stat buffs across the board like +15% ecm and +400 vision and +5% income
>>
>>2125280
according to the statistics there are an equal amount of cheaters from every country across the world, do not single out China.
>>
>>2125390
Of course, forgive me master, I will be sure to reflect on my transgressions for the good of the Party! Grory to Choyna!
>>
Kind of wild Kaliningrad made it into the final game unchanged with these ass cancer spawn locations.
>>
>making a multiplayer game client side in 2025
This problem was already solved for games except low latency FPS shooters, why would the devs do this?
>>
>>2125632
whats worse kaliningrad or The Dam
>>
>>2125642
retarded russians
>>
>>2125390
>according to the statistics
May we see them?
>>
>We know many of you are eagerly waiting for news about future updates. That subject will be addressed next week, when we'll expand on what the team is working on next and on the content of the next update.
So, about that?
>>
>>2125651
Kaliningrad, 100%.
The forests on Dam give you a way to cross onto the enemy side and make something happen and all of the water is technically crossable. Kaliningrad is nothing but open killing zones across impassable terrain. They literally installed baby bumpers on the fucking shore so you can only cross in designated shitting lanes. Actual fucking troglodyte map
>>
>matched against a 5 stack
>matchmaking thinks the best way to balance this is to put two level 1s and some 400 elo guy on my team
>proceed through mandatory 40 minutes of getting farmed
>lose 51 elo because I guess I should have carried :^)
Between the desyncs, the bugs, the blatant cheating, the shit performance and the godawful matchmaking I'm running out of will to play this.
>>
>>2125711
By next week they obviously meant friday next week and by friday they obviously meant the following monday of course.
>>
>>2125729
https://steamcharts.com/app/1604270#48h
Dont play when there's less than 5-6k online or matchmaking gives up all pretense of balance in a desperate attempt to get matches going when there's like 40 people in queue and 10-25 of them are in stacks
>>
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>>2125705
Here, now stop the sinophobia China is a glorious and honorable nation
>>
>>2125889
God, they're so pathetic.
>>
>>2125711
they are really next level incompetent
those patch notes and community posts are filled with errors and its pretty clear nobody proof reads anything but still takes them like a fucking month to release something wtf are they doing?
>>
>>2125924
Drinking, dodging draft notices, typical vatnik shit.
>>
>>2125924
>make everything client side
>but make the gameplay superior to all competitors so people are compelled to play
>trapping them against cheaters
>game is client side so cheaters cannot be stopped without rootkit level monitoring
This game has to be some sort of sick joke.
>>
>>2125933
If you've played a variety of games over the years then it's unfortunately nothing unusual - russian devs understand what makes games fun and dont have retarded westoid ideologies dragging everything down, but they also dont have the resources or competence or willingness to implement everything without doing something retarded here and there that always makes their games infuriatingly close to greatness, but always short of it.

A few competent western devs on the team creating an equilibrium between eastern and western paradigms could've made BA the definitive wargame for decades to come, but alas, Steel Balalaika is just russians and fr*nch.
>>
Weekly post is FAQ, a total nothingburger besides replays coming in 2 or more months
https://store.steampowered.com/news/app/1604270/view/537736957039476866
>>
>>2126178
No way they'll add replays in such a short time.
>>
>>2126178
That is saying that replays are never coming, they didnt say anything like 2 months
>>
>>2125958
> russian devs understand what makes games fun
The russian idea of fun is to make fantasy russian shit arbitrarily good
>>
>>2126203
>Currently, we are working on the technical feasibility of implementing a replay system within the game’s current architecture. This requires the development of several auxiliary systems to ensure stable and accurate match playback. Unfortunately, this feature will not be available in the near future, but we are putting maximum effort into making it happen. Based on our estimates, it will take at least two months.
>>
>>2126461
Translation: never
>>
>>2126461
2-4 months isnt that long for a system they probably hadnt even started on at launch
>>
>>2126461
The game released 2 months ago and they can't even add a penalty for leaving the game. They probably just did a translation error and got 2 months confused with 2 years
>>
>>2126515
Two months is the kind of timeline you get paying someone professional to do it for you. Might be reinvesting some of that launch money, on which case the only thing done in house is creating the launcher module that the replay code will slot into.
>>
>>2126548
I dont really run into leavers that much
are you mad that people leave games halfway through phase 3 when their team is down 11-0 or something?
>>
>>2126593
They just need to add a surrender vote for those situations. I agree there shouldn't be an obligation to sit in a completely lost game for 10 more minutes. Unless you want to make this game as toxic and homosexual as LOL
>>
>>2126593
Most of the leavers I encounter leave either right at the start, queue dodging because they didn't get the map they wanted or because they don't like the look of the other team, or leave somewhere between phase 1/2 of a close game because they make some blunder and decide to bitch out.
>>
>>2126670
to be fair throwing a 1000+ point push/drop in an even game is basically game over
>>
>FAQ gave zero indication of the timeframe on any feature except for "not anytime soon"
Jesus fucking christ
>>
>>2125889
I thought chink vassal was a meme...
>>
>>2126745
The netcode makes it impossible to implement real anticheat so the devs settled on appeasement.
>>
i am fucking SICK of the r*ssian teams CONSTANTLY throwing DOGSHIT units ENMASSE at you. how exactly are you supposed to fucking counter this if your entire team and yourself aren't building a team comp to EXCLUSIVELY deal with this garbage?
T-15's, BMP-3M's, Kurgs, doesn't matter - no amount of MAAWS, Javelins, ATGM slingers or helicopters short of a nuke could possibly fucking stop the ONSLAUGHT that's about to fucking roll you.
forget air power. they only need 1 fighter up to spot for their zillion metre range SAM systems. forget tanks and IFVs, because all of the vehicles ayybrums are supposed to counter have ATGMs so you're either forced to smoke up and reposition, or slowly get HEAT splashed until your entire vehicle tab are a bunch of smoldering wrecks. forget and cluster artillery either, because chances are that as soon as they delete your frontline infantry, they'll be taxiing theirs to your nearest soldier's asshole. forget degrading and blunting their assault, because THEY'LL JUST CALL IN MORE. where the fuck is the limit with this shit?
or even worse, the fucking iskander-m cruise missiles. you just call it in, CLICK ALL OVER THE PLACE and simply REFUND IT. i fucking bet it comes back online fast enough to be competitive to simply resupplying the damn thing. don't EVEN get me started on the BURATNIGGO or the fact SINGLE CRUISE MISSILES COLLAPSE BUILDINGS INSTANTLY.
you either micro your infantry like an omniscient being each time they're done fighting, or you risk your position disappearing in a cloud of thermobaric aerosol or high-explosive compound. and if you DARE keep infantry outside/behind the building of a block you're trying to defend, well, FUCK YOU.
and the bugs? the netcode? the "i turn off my radar but somehow both enemy SEAD missiles still beeline for a moving Linebacker" thing?
my brain is fucking exploding. im trying really hard to like this game but it simply isn't working. i REFUSE to play russians to have a chance to have FUN.
>>
>>2126860
Russian infantry is too available, too cheap, too good. Russian APCs are too available, too cheap, too good. Higher ELO is nothing but getting attrited by coastal marines, BMPs and the odd barbaris vomiting gvardii on your tanks or engineers on your infantry.

Oh, just get into buildings, set up ambushes and outfight them? Sorry, two TOSes are aiming at your sector while the clown circus are revving up their engines to follow in after it.

I'm done with this game until there's a patch to shake this shit up, because it is absolutely not fun to play against.
>>
>>2126860
Your deck is not up to meta if it doesn't have a bunch of cheap non-APS tanks to deal with BMP spam.
>>
>>2126860
Have you heard of our lord and savior M-551 Sheridan?
>>
>>2126860
The main problem is that the US tanks have dogshit HEAT rounds, which makes them terrible vs IFVs, even shitty ones. It's easy to overwhelm an Abrams with cheap shit because it takes like 3-4 shots to kill each cheap shitter, meanwhile 2 ATGMs panic it and make it useless.

Russia does not have this problem. If russia wants to fight IFVs their tanks have HEAT shells that are almost twice as good, which two-shot everything but a decked out Bradley, they get the T-15 with a super autocannon that kills most IFVs in a volley while also packing Armata armour and free APS, they have the Terminator with tank armour and double autocannons, they have the BMP-3 and Kurganets with super autocannons. All of these things absolutely melt all light and intermediate vehicles, and they all also come with top-tier ATGMs to combat heavy vehicles. A SEPv3 cannot duel a Terminator head-on because now with the APS nerf the Terminator gets 3/4 ATGMs through and just kills the tank in the time it takes for the tank to get 2 shots off. Hell, even fighting a 105pt Kurganets is a crapshoot for a high-tier US APS tank, because in the time it takes for you to get off the 3 shots necessary to kill their cheap, spammable IFV it's hit you with 3 missiles for lethal damage.

You NEED to waste ATGMs with smoke in order to win that fight, but it's an expendable that costs less than 1/3 of your tank and they have 8 more in their deck. You lose that fight economically every time.
>>
>>2127023

So what are your options then?
>Bradleys
Expensive, have a limp-dicked autocannon (thus relying on their ATGM), are outranged by the Kornets on every russian IFV and lose the missile duel because they just die to volley-fire while slowly shooting one missile at a time. They need smoke to have a chance at survival, but they only bring 1 smoke charge. Up close they die to the superautocannons that totally outclass their own.

>Strykers
lol. Strykers just die in 2 hots from anything. Now that their APS is practically useless they're just a liabilty on the battlefield. Their javelin is good but outranged by every other IFV, it's more of a tankcounter than an IFV counter. Their autocannon is good but attached to a vehicle to fragile to make good use of it. Both weapons are mutually exclusive so you're always at a firepower disadvantage. The ATGM carrier is just a worse bradley.

>Booker
This is a little better. The armour to win autocannon duels and the good autocannon that actually kills things. You just have to be careful because it'll die 2v1 to IFVs half its cost thanks to their missiles and its APS being worthless. But then the opposition just rolls a T-15 along with their IFV blob and you're now helpless because the Booker is hard-countered by it.

>infantry
BOOM BOOM BOOM GET TOS'D GET TOS'D GET TOS'D

>AMPV
Basically your best bet. Good autocannon, atgm, good armour, APS. But it's now more expensive than the Kurganets it's supposed to fight, outranged by it, and its autocannon deals literally half the damage. Also still two-shot by any RU tank. And I mean ANY tank. A 150pt T-72 two-shots this from 1300m away.

Also for some reason the Kurganets (and Bumerang) gets 4x APS charges like a tank while every US IFV gets 2. Why? Fucked if I know. There's no US vehicle that cost-effectively fights Kurganets, BMP-3s, Terminators, T-15s or any combination of the 4. Oh and then they're backed by Khrizantema sitting back with Bradley armour volley-firing ATGMs.
>>
>>2126860
>>2126865
>>2127023
>>2127048
Have you tried using recon?
>>
>>2127055
>Recon

Thanks, but I can see the ball of BMPs and horde of marines just fine. They're right outside my door.
>>
>>2127056
Maybe if you weren't waiting until they were directly outside your door to react, you might have better results.
:)
>>
>>2127076
They were at my doors since the match started, and every time I throw them out, they keep coming back.

Do you not understand how it works? Do you not play the game?
>>
Are Russians just lazy?
>>
>1900 elo game
>8 retards vote for kaliningrad
>enemy team is a stack with a lvl 9 thats blatantly vision cheating
>match lost because bluetards have no inf or recon and get constantly rolled over and lose arty and patriots to BMPs
>lvl 9 enemy cheater taunts me in chat calling me trash right before end because i have 1.3 kd and am holding the entire far half the map solo while the other bluetards are all below 0.8 kd
>enemy stack is all chinksects with moonrune names
>-41 elo because the lvl 9 cheater is only 900 elo while rest 2k :)))))))
200 hours and I want a bloody refund on this half-baked dogshit
>>
>>2127006
>gets autocannon raped
uh oh stinky

>>2126998 pls see >>2127023

>>2127055
>>2127076
try playing the game above 1000 elo
>>
>>2127095
Cheaters always trash talk.
>>
>>2127083
>why doesn't the enemy just give up after the first time I kill their units?
>>
>>2126860
Rangers MAAWS will rape a BMP push. Too bad they just got more expensive.
>>
File: CEV.webm (2.48 MB, 960x540)
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Take the CEVpill
>80pts, cheaper than a BMP3
>300 frontal armour, immune to high-tier autocannons
>two smoke charges to dodge ATGM volleys
>two-shots normal IFVs
>can manually aim behind tanks to strike rear armour and fuck them up
>>
>>2127152
uh oh me smoke up and force fire through smoke/cruise missile immediately/tos ASAP
now your maaws is dead. woopsie!
>>
>>2127152
Actually it plays out more like this in practice
>BMP rolls up into MAAWS range
>MAAWS fires
>BMP fires
>MAAWs squad loses 1/3 of its hp to an autocannon volley and gets suppressed
>MAAWS fires again
>BMP dies
>Morskaya that was inside the BMP emerges at full health (because BMPs are famous for their crew survivability)
>second BMP rolls through as your MAAWS either dies to Morskaya or is forced to smoke and flee
Congratulations, you've traded one of your 4 100pt infantry squad for one of their 10 85/90pt vehicles.
Next you're gonna say
>well I'd just put more infantry in the same spot!
In which case you're just going to get TOS'd, retard.
>>
>>2127157
>takes forever to aim
>BMPs smoke and run away
>get hit by a helo ATGM on overwatch if you chase
>stay still, get TOS'd, then rushed again
>>
>>2127193
It's a 3-4s aim time, exactly the same as a tank cannon.
>>
>>2127207
Then that one smokes and the other 6 BMPs fuck you, retard.
>>
If you've ever wondered why some AA seems to take a dozen shots to land a hit and then tickle, while other AA pieces seem to very consistently fuck up whatever they target instantly, the issue is AoE.

On a near-miss, an AA missile will detonate within proximity of its target to inflict some damage. AoE damage drops off the further away from the blast center the target is, ranging from nearly-full damage, to basically nothing. The wider the AoE, the more gradual the damage dropoff. Air-to-air missiles all have a standardized AoE (30m) because it has a huge impact on performance and would grant an unfair advantage to any plane that could carry larger-AoE missiles.

But ground-to-air missiles are not all standardized. Specifically, the Tor and Osa have a 60m blast radius, double that of the rest of anti-heli missiles. AA Hellfires also have 50m.
>what's the impact of having a larger blast radius?
Essentially it means
A: the missile will deal damage far more often, because there's a much larger angle of deviation where the AoE can still hit the target. In practice this appears as though the missile has a higher accuracy
B: the missile will deal MORE damage when it rolls the same kind of hit that a normal missile would have. Because the AoE is twice the size, the damage within the 30m radius that a normal missile would have hit is much higher.

For a Tor with 14 base damage, it only needs its missile to pass within ~20m of a helicopter to deal 50% of its hp or in other words it can miss twice and still kills its target, and the degree to which it can miss by is huge. An Igla missing by the same amount will have its damage reduced to near-0.

This is also an issue for SAMs.
Both S-300s have an AoE of 80, while the PAC-2 only has an AoE of 70 (despite being the same price). The anti-missile SAMs like the S-350 and PAC-3 are standardized at 60m, and the poor, poor SLAMRAAM has a measly 30m, making it literally worse at hitting planes than an Osa.
>>
What's the best plane combination if I want to build a VDV paratrooper/helicopter assault deck? Obviously, a it will need at least one IL-76MD, but what about other planes? Mig-35/Su-57 for SEAD? Su-30 for DEAD? Would it be better to have an anti-tank, bomber, or air superiority plane?
>>
>>2127220
The other factor is penetration. It doesn't really matter for SAMs because most planes have no armour, but for SHORAD penetration values vary wildly

Iglas all have 70pen
Verba and Stingers have 80
US Shorad platforms all use Stingers, so they also get shafted with 80.
Then AA hellfires, which get 90 for no discernible reason.
Strela is 110, Sosna 125
Tunguska 130, same with the AIM 9 MML.
Osa and Tor are 150
Pantsir at a whopping 165
>why does THIS matter?
Because AoE penetration, like damage, falls off over distance.
The low penetration of stingers and iglas are why their damage drops off to basically nil on near misses, and why you can sometimes dump 8 missiles into an Alligator and only tickle it.

The issue here is that the distinction is drawn on factional lines. Almost all russian SHORAD vehicles, for the same prices as their US counterparts, deal more damage in a larger AoE, with enough penetration to negate armour on wide misses. All US Shorad (except for the AIM-9 MML) suffers from the fact that it needs to either directly hit its target, or pass extremely close on a miss or else it essentially does nothing but suppress.
>>
>>2127239
I cant fucking defend it anymore. I was always on the side of saying the game wasnt really russian biased, that it was just different playstyles and people just keep trying to play the factions in identical ways. But this is just fucking absurd
>>
playing as the US defeats my spirit. just played 3 matches back to back and all were defeats. i just cant do it anymore bros. a patch needs to happen where its all just russian units getting nerfed.
>>
>>2127239
stingers are fucking terrible lmao
US shorad is so ass
>>
>>2127508
The problem is really just a combination of
>TOS
Damage is so high it'll reliably kill transports despite its pen being low, on top of wiping all infantry caught in it
Tank armour renders it impervious to most counterbattery
>Krizhantema
400CE armour means you can't displace it with artillery like literally every other ATGM team/vehicle and its reload speed is completely out of step with every other ATGM vehicle. This thing singehandedly ensures you can't push the TOS to stop it from farming kill score off you all game
>Tu22M3
The cruise missiles are basically a 'delete entire squad/building/vehicle' on demand button with 0 risk. Even on a good connection a single PAC-3 can't intercept more than 1 missile so it doesn't require any kind of SEAD or saturation to get their damage through, plus it's so fast that you don't actually have enough time to dodge them. And they get 2 of them, so enjoy the delete button on a 2m cooldown with no counterplay
>Katrans
For all intents and purposes it's a cruise missile volley on a 45s cooldown. It costs 3.75pts per missile. The economics of these things are just totally out of whack.
>Morskaya
It's impossible for any other mainline to trade well against these guys because they're so cost effective, and they get excellent AT to boot. You NEED anti-inf specialists to win the war of attrition, but then your specialists can just get TOS'd or cruise missile'd or rolled over by
>Terminators
Not just them, actually. A whole extended universe of sub-200pt vehicles with tank armour which require way more than their cost to counter. You can't trade well vs them in close range, which forces you into long range standoff fights where your shit can just get TOS'd/cruise missiled repeatedly

There's more obviously but you see the pattern. To deal with all the indirect fire farming you, you need to close in and be aggressive, but the rest of their roster punishes you for that. It's not just a few OP units, the whole playstyle is cancer.
>>
>>2127511
which is ironic since stingers were what raped the soviets in afghan
>>
>>2127621
Your MAAWS? Your PIVADS? Your stealth bombers to destroy any squishy backline unit? Your uncontested air superiority through stealth fighters? Your low cost tank group that can oneshot IFVs? Your anti-air helicopters combined with SEAD? Your cluster bombers? Your Iron Thunder? Sounds like you're just bad at the game if these minor grievances are the things you're losing to as US. Every single last thing you have an issue with is a traditional noob stomping unit, Katrans above all else. Just don't expose your frontline, keep moving and keep CIWS nearby.
>>
>>2127756
MAAWS? They killed two BMPs and tracked the terminator, maybe, but now the dismounted morskaya have killed them. More are on the way, but more BMPs are already here.

>PIVADS?
Cruise missile'd, or SEADed. The replacement is on the way, but you're currently eating more cruise missiles, your RRC and pararescue are about to die. Do you helicopter in reinforcements just to stay on the point, or do you buy APCs for the firepower and risk buckling entirely?

>Stealth bombers?
With what income? If you stop buying meat, you're going to lose.

>Your stealth fighters?
What?

>Your low-cost tank group that can one-shot IFVs?
What?

>Cluster bombers
Doesn't trade into BMP spam, can't track the ridiculously fast Barbaris, doesn't hurt the infantry inside

>Iron Thunder
At this point I think you're one of their fucking moderators that think it's fair and fine and no problem because you played against a kinda good US team once.
>>
>this unit kinda good because it's immune to arty
>But have you tried IRON THUNDER?
400 Elo Ivans trembling
>>
>>2127756
Certified 500 elo post
I'll make it simple for you, shitter - in a fight between equally skilled opponents, US has to consistently outplay and outmicro the RU opponent or US loses. RU is more cost efficient, more forgiving and has better arty except for top-end tube pieces. Compare the stats and prices to see for yourself
>>
i dont mind US stuff being more expensive if they are actually better than russian counter part
but they arent
the only better stuffs US actually have are Recon drones
most planes in general
cheap helicopters
people were bitching about how US players just spam drones for arty targeting so they use map hack to counter that
>>
>>2127756
almost everything you brought up are in mutually exclusive specs
so you can bring two maybe three of those at once
its not like ruzzia where everything top tier is in 2 specs
>>
>>2127791
the only drone thats super good is the global hawk but thats literally feeding your opponent 150 points for a few seconds of seeing the backline
>>
>>2127903
Everything he brought up is just bullshit from someone that doesn't play US or understand what their units do. "Uncontested air superiority" lmao
>>2127907
The Sentinel is the good drone. It can spot from outside of ground AA detection range, so you need a fighter loitering 24/7 to spot it. But it's also 200pts so it's a lot to feed if they do have a fighter up.
>>
>>2127940
I've shot down so many sentinels just by spawning cheap interceptors
or my own 50 point drone spots them then it dies to patriots
like yeah it has good sight range but these drones are so expensive and are basically suicided into AA more or less instantly unless you keep them so far back they barely show you anything compared to your frontline recon
the global hawk can at least show you their backline consistently before dying
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>>2127771
>MAAWS? They killed two BMPs and tracked the terminator
So you had one unit of MAAWS (100 points) go against two BMPs with infantry and a BMPT (let's be generous and say 400 points at the minimum), the one unit of MAAWS inflicted 130+ points worth of damage even while completely unsupported, and you complain that this exchange is in favour of the Russians??? Are you fucking retarded or something? For 400 points, you can get two RAAWS and one to two dedicated anti-infantry units to handily win that engagement, while still having invested less.
>PIVADS? Cruise missile'd, or SEADed.
If you ever get your PIVADS hit by a cruise missile, then you are a braindead idiot who does not understand the basic concept for "MOVE SOMETHING AFTER IT HAS SHOT". A group of two PIVADS is nearly immune to SEAD, and up-armored they don't die to a single SEAD hit. Nevermind, I just read the rest of your sentence and you're so fucking stupid you don't even keep a transport around to cart your pararescue about.
>Stealth bombers? With what income? If you stop buying meat, you're going to lose.
The same income the enemy spent on the artillery you're bitching about??? Taking it out and losing the plane is trading evenly, taking it out and saving the plane is winning. It's a no-brainer direct counter.
>Your stealth fighters? What? Your low-cost tank group that can one-shot IFVs? What?
Are you new at the game, or are you just too dumb to remember what units are in it?
>Cluster bombers? Doesn't trade into BMP spam
Destroying a transport has a good chance of taking out a chunk of the contained infantry's health. If the enemy hasn't concentrated enough BMPs in one place for clusterbombing to be worth it, then your tanks should be easily able to handle these isolated pockets. If the enemy doesn't have enough BMPs to make clusterbombing worth it, then they're not spamming them.

>>2127775
1950 ELO US main (85% of matches) actually.
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>>2127980
I don't think we're playing the same game, you disingenuous cocksucker.
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>>2127982
We're not playing the same game because you're some newfag 1200 ELO shitter who doesn't know how to play, doesn't know half the units or strategies in the game, and blames his losses on balance rather than his innate lack of skill and knowledge.
>>
You both are retarded. There is a RU bias but its hardly as one-sided as presented and your team's skill (or lack thereof) is the far bigger factor.
>>
>>2128020
RU has some clear advantages in certain domains but its not a huge overall advantage on most maps
its more that certain US specs are very bad and top tier US units are spread among the specs while almost all top tier Z units are available via coastal/guards deck (which is definitely the best deck in the game no contest)
>>
>>2128099
I feel this is worded a little strongly but I mostly agree
>>
>>2128108
im just saying its kinda weird that airborne has no stealth aircraft and armored/stryker gets ZERO helo points
>>
>youtuber makes a video about the state of broken arrow devs
>he goes on to balance
>points out the ELO discrepancy, that once you get to a normal ELO one side just completely dominates and its not even fair
>>>he has it backwards and claims that it is the US that is absurdly overpowered and russia cant do anything to stop them
>says he is fairly high ELO (around 1500)
>all the comments agree with him
lol
lmao
>>
>>2128141
>youtuber
>is wrong
A tale as old as time
>>
I know the US has nothing as good as Morskaya pekhota, but if I want a decent NON SPECIALIZED infantry heavy deck should I go marines or SOF?
I like just shitting out motostrelki by the dozen as RU, I want the closest equivalent I can get on US. Rangers in Standoff or non reserve Marines?
>>
The one youtuber I trust in matters of balance is Beagle. The man's got story of pushing through the worst of bullshit, and got to 2k ELO soloqueuing.

Since the BMP3 and cruise missile meta hit, he gives a succinct opinion in the first 30 seconds.
https://youtu.be/ASR-WqMmAzw
>>
>>2128195
Go Marines and spam default Muhreens and Force Recon then, throw in standoff Muhreen Raiders here and there
Just understand you'll have like 30-50% less individual units on the field because you cant outspam RU, and SOF inf is just better in every way (but outside of RRC are all hyperspecialized)
>>
>>2128141
I assume you mean Hippie. He hasn't actually played the game properly since release week, when all he did was stack with top players who carried him. He just boldly says the wrong thing because his audience is there to hear a british man run his mouth for an hour at a time, the content of his words don't matter. His channel specializes in filibuster.

The only other serial wrongersayer afflicting this community that I can think of is the lolcow TAAG system guy, and he's a clown.
>>
>>2128238
>>2128195
The problem with spamming US line infantry is you have nothing like the BMP. You get HMGs, grenade launchers or both in the case of the AAVP. You're also just generally slower than the russian APCs, and they're more expensive, and you don't get ATGMs.
>>
>>2128195
The mainstream choice is SOF. At 2k+ you'll see Stryker/SF a lot. RRC trade well vs Morskaya in close range and have credible AT and the combination brings a lot of useful things in the support and air tabs.

In theory USMC should be good and Stryker/USMC is a popular combo but its winrate is bad. I think USMC just ate too many nerfs between betas and launch, it has all the right tools in theory but pays too much for all of them.
>>
>>2128252
I know, you have to use your superior tanks to slowly pick the BMP hordes off from range. I've also taken to using the M6 Shorad with Hellfires and bringing stock M2A3 Bradleys as semi ATGM carriers to chip in, but it's not gonna work against a good enemy and there aint much you can do about it as things currently stand. Have to force your enemy to spread his shit out and invest heavily in AA with F-35 strikes and heli flanks to indirectly weaken his frontline, focus on trading positively, and patiently wait for opportunies to snag one of his 800 arty pieces or steal a cap before phase ends
>>
>>2128261
Outside of the SEPv3, US tanks aren't even "superior"
The SEPv2/FEP are equivalent to the T-90M, but the M is cheaper with better armour, a HEAT round that's twice as good and a proper HE shell (instead of needing to pick between them). Its only tradeoff is a weaker AP shell, which is frankly just covered in the price difference. 1v1 the US tanks will win, narrowly. Like, extremely narrowly. They'll win by the margin of one missed shot. But they pay more for that narrow win and lose out on all of the other utility that a tank provides. They can't fight IFVs effectively because they need 3 shots to kill them. Hell, against an up-armoured BMP-3, Abrams need to use their AP shell because their HEAT is rendered useless. Only the FEP and SEPv3 are any good against infantry, because they're the only US tanks with HE shells (while all russian ones get it). Meanwhile the T-90M pays less to do more and die harder.
>>
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That was a pretty successful counter-battery run.
>>
>start a match
>missing a friendly player
>quit match

>start a match
>chinks are everywhere
>quit match

>start a match
>have 3 frens cap one single point leaving the rest of the map for me and some other guy
>quit match

>start a match
>chat is bugged
>quit match

Drop rate?
60%


Fuck the fucking vatnik scammers
The units? Mythical creatures that have no basis in reality, everything otter than SEP v3, Armata and barbaris is utter fucking filth
They charge 50 shekels for this dumpster fire that's missing features that have been core components of literally every RTS since the 90s.
>Smoll indie studio
Wtf, these vatniks made millions and are still small?
>>
>4v5 on kaliningrad, vs a stack
>level 2 player on the enemy team blatantly cheating, mapwide vision, invincible units, absolutely shameless
>40m of my life stolen
The buyer's remorse grows with every passing week desu
>>
>>2128195
airborne NGSW are good but then you have the airborne spec which is horrific in most situations other than having good infantry
>>
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>>2128279
>Outside of the SEPv3, US tanks aren't even "superior"
>>
>>2128364
Do yourself a favour and don't send NGWS against Morskaya.
>>
>>2128410
they're mostly good because MAAWS does so much more damage than at4s its not even funny
>>
>real US light infantry use the humvee as their main ground transport and it has like a million variants for various utility and fire support roles
>in game humvee has an arbitrary 4-man capacity and can literally only transport an awkward smattering of weapon teams while being totally overpriced for it
>the spec's actual main infantry are stuck in fucking dune buggies instead
This is the shit that bothers me the most. There's no other spec in the game where their signature transport can't transport their main infantry.
>>
>>2128421
>in game humvee has an arbitrary 4-man capacity and can literally only transport an awkward smattering of weapon teams while being totally overpriced for it
Because in real life, each humvee carries only a single dismount fireteam. Squads are broken up into two to three humvees. The game simply does not have the programming needed to split squads into two or three different vehicles. Same problem the Bradley faces. In real life, two sections are carried in three to four Bradleys. Ingame, the Bradley can only carry butchered "mechanized" squads. The Russians don't really have this problem, because they structured their infantry per-ACP from the start of the cold war. Trying to mimic this, the US created the AMPV, but they're quite literally half a century behind the Russians at this point.
>>
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>>2128435
>>2128421
>>
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>>2128437
>Three sections
>Four Bradleys
My point exactly. Cut out the third squad, and you have two squads in three Bradleys. Sadly, this is nigh-impossible to implement in BA, unless they group vehicles into infantry-like squads. If you want a game that models this, check out Regiments or Armored Brigade.
>>
>>2128435
>Make apocryphal 6 man Bradley squads for the Bradley
>Don't make fire teams for the Humvee
>Humvee is now useless because it can't transport anything
Great job, RETARD
>>
>>2128435
Devs can model pairs of humvees closely following each other as a single unit, like the vehicle trains in Coastal.
>>
>>2128527
And how would damage for them work? What if one vehicle gets taken out? Do you lose half of the men? That's not like how any other transport works.
>>
>>2128530
>And how would damage for them work?
Just like it does for the trains. The entire unit survives until it doesn't. It'd be clunky, sure.
>>
honeymoon is over since last month
i dont know why you guys still in it
all the casuals had left
>>
>mixed
uh oh
>>
>>2128435
>They're quite literally half a century behind the Russians at this point.
The M113 is evidently unknown technology.
>>
>>2128650
It's a tincan with a fiddy, come on mate it's not comparable to BMPs get real
>>
>>2128658
Yeah the BMP, the vehicle famously so poorly protected that its crew refuses to ride inside the crew compartment and instead sit on top where they can easily bail if it gets shot at. The cold war's quintessential deathtrap.
>>
>>2128572
Been that way for awhile
>>
>>2128650
The M113 a battlefield taxi. It is not intended to provide fire support. The BMP was the first true APC capable of fitting this role-defining task.
>>
>>2128680
Now we're moving goalposts. Is America behind because it chose to split its squads among vehicles in its 1990s force structure, or because it chose in the 60s to make specialized APCs and specialized fire support vehicles instead of making one vehicle that was so terrible at both jobs that you couldn't force conscripts at gunpoint to ride inside it?
>>
>>2128660
It doesnt matter, we're playing POCCNR won simulator, BMPs are excellent vehicles that are effectively immune to fiddies and tank 2-3 Abrams shells and infantry dismounts from them at the exact same speed as from a Bradley
>>
but but Stryker and LAV
>>
>you're_serious_let_me_laugh_harder.gif
>>
>>2128702
The goalposts were not moved at all. In fact, both of the facts that have been brought up work in tandem to provide an irrefutable conclusion.
>Russia's infantry doctrine revolves around one squad per APC intended to provide fire support
>America's infantry doctrine either delivers one full squad without fire support or splits squads up into multiple APCs with fire support
Russia's methodology is clearly the way forwards, since the US next-generation AMPV has enough room to hold an entire infantry squad while also being capable of providing fire support for said squad. Hence, America is only now getting what the Russians had half a century ago. Q.E.D.
>>
>>2128769
Can't tell if retarded or Russian
>>
>>2128721
ok but the US has strike eagles so its balanced
>>
>>2128500
to be fair 4-man grunt squads would be next to useless
>>
>>2128778
I accept your concession.
>>
>>2128825
I accept your retardation.
>>
>>2128800
Streagles were gutted. They're useless now. The new hotness are the very much not nerfed cluster cruise missiles exclusive to Russia.
>>
>>2128839
streagles still do a ton of damage but they cost 550 fully loaded and the russian player would need to be an ultra retard to clump their armor up enough for you to get a good trade
the maverick planes are much more useful in my experience
>>
>>2128842
The second you jump them with mavericks, they'll be babysitting the smoke button. It rarely works twice, and a barbaris needs three connections to front armor to die, so any sort of split-fire because of other vehicles, you'll probably just pop one or two tincan shitboxes.
>>
>>2128845
mavericks not hitting top armor is almost comical not even gonna lie
>>
Infantry in buildings should hit top armor
>>
>>2128854
old APS shouldn't defeat top attack munitions as well
only arena m and trophy
>>
>>2128854
They literally used to. The devs "fixed" this between beta and launch by giving front armour a 45 degree angle of coverage.
Letting you Grozny the Ivans would've triggered epigenetic trauma. Same reason there's no FPV drones allowed.
>>
>>2128854
They do if the circumstances are right. Infantry fires from the center of 2nd-highest floor of the building they garrison, and if a tank is close enough that the infantry AT angle of impact is 45 degrees or greater it counts as a top armor hit. Generally this means the vehicle has to physically ram the building though, even from highrises that range is 75m or so
>>
>>2128842
The meta Streagle loadout was only like 320/330 pts. The reason it's worthless now is that you can't adjust the angle of your bombing run anymore or it cancels and the plane circles around to realign. Hitting moving targets is no longer viable, so everyone just gave up on using cluster bombers. The good US strike loadout is an F-35A with a 2kjdam and an ARM. You laser the jdam so it can top attack to ohko a tank, and being stealthy means the enemy doesn't see the strike coming in time to smoke and break the lock. You disable the ARM on the way in and enable it after dropping your bombs so the AA targets it first. And obviously if you aren't in specops you need to settle for a maverick plane and just hope you don't get cucked by smoke

Can be pretty oppressive since the plane usually survives but since you need line of sight the opposing side can play around it if they know to expect it, and just like with the Sentinel a loitering fighter hard counters it. I'd argue the Su-57s cluster cruise missiles are much more effective since they don't require line of sight and are as hard to dodge as the old cluster bombers. Basically every RU team above 2k runs at least 1vdv just for that.
>>
>>2128869
>>2128871
Are devs retarded?
>>
>>2128891
Have you seen the state of the game?
>>
>>2128891
This post is extremely russophobic((((((
>>
>game starts
>given default deck instead of the one I selected
>points being taken but no units spawning
>alt+f4 and reconnect
>points gone, nothing spawned, no longer default deck but still not the one I selected
>seeing 2 of each message in chat
>3 comanches already spawncamping us
>2 teammates already left the game
I love broken arrow. Im very satisfied with my $50 purchase
>>
>>2129285
Bugs aside, the game was unironically amazing until the meta metastasised. Now it's just unfun cancer.
>>
Fresh cancer hot off the presses.
Top players have discovered that when you lose a phase, you get a flat amount of points for each point the other team gets. The amount is usually 80 per player per point scored by the other team at phase end, but the exact amount varies by map because it's currently bugged.

Chinese teams are already deliberately throwing phase 1 to bank points for a phase 2 counteroffensive, since phase 1's points essentially don't matter at all.
>>
>>2128745
Fun fact:
In a joint military exercise in 2000, the participating US forces were absolutely humiliated by opposing Canadian forces, deploying their new LAV 3 in a joint exercise for the first time. The experience was so shocking that the Pentagon immediately launched a program to acquire wheeled IFVs of their own and build a new brigade model around them, copying Canadian force structure. The LAV 3 won the contract and the Stryker was born.

Pentagon factions have been furiously infighting over the existence of the Stryker ever since. It's one of the only pieces of mainline US army hardware in service that isn't actually built in the US.
>>
>>2129385
80 points is definitely not worth the positional advantage you would have to throw to give the enemy 6+ victory points in phase one
the saved upkeep costs on the other hand... if you just spawn some recon to keep tabs and literally let them take the map you are doubling or tripling your income in comparison, could easily end up with 10k points each banked while they have 5k points each of units out
thats the kind of points advantage that a guards/coastal deck could easily use to armor attack move across the entire map
>>
>>2129412
It's 80-ish per point.
If you throw the first phase that's 480 points, which is a pretty sizeable advantage especially when combined with the points you stockpile from saving on upkeep through the first phase.

The plan is basically that you carve out some points to defend so that you don't get Sudden Death'd. It's extremely easy to defend points close to your spawn, and hard to defend a lot of the midpoints on maps, so you use a skeleton force and some recon to hold the easy points and just feed off the enemy holding those middle points with artillery and air spam. Then you bank your 400pts when phase 1 ends and begin your counterattack. Rather than just blitzing those middle points you just use your huge point pool to slowly grind what the other team has on the field, build up a big kill advantage and only then actually push to take zones. It's extremely effective just because the eco advantage you enter the second phase with is insurmountable. Even if you're trading kills 1-1, you're coming out on top on the ground and once the other side gets thinned out they'll tend to just collapse and give up a lot of kills very quickly. The score values in phase 2 are too high to sandbag so once you have that big advantage it's extremely hard for the other side to come back, even if they got a bunch of score from the first phase.

But it's also a really boring way to play since you spend a 3rd of the match not really playing the videogame.
>>
>>2129417
the saving on upkeep stockpile is definitely more like 5k than 500 thoughever
i have no idea how 500 points is worth having to push through the entire map
>>
>>2129419
>i have no idea how 500 points is worth having to push through the entire map
Two reasons:
Maps are laid out such that it's usually very hard to hold ground on your opponent's side, so if you want to rack up kill score and win on the ground it's actually good to draw the enemy onto your side of the map and combat them there. The terrain will favour you, your opponent's reinforcements are delayed by travel time, their AA is either too far back to be useful or forward enough to be vulnerable to sniping and their supply movement is much more vulnerable to being spotted and destroyed. The reverse is true of you; travel time is minimal and your backline is unassailable. Often the first phase will be spent seeding recon throughout this interstitial ground so that when the enemy pushes past it you have a clear view of their reinforcement roads and their backline.

And because the amount of units a player has on the field is normally pretty small, there is no room for defense in depth. Most everything is on the front, so if the front is pushed forward into a vulnerable position, you can force an engagement you'll inevitably win and then just speed through reclaiming open ground behind it. You don't fight for every inch of the map, you fight for the first few inches and then take the miles behind them more or less for free.

Just to be clear the strategy isn't to just spawn your entire tank tab all at once and fastmove into the enemy. You mass a balanced force that slightly outnumbers your opposition, force your way into close combat and start trading while your recon spots backline targets for your artillery. You use your banked points to pour reinforcements into the grind and to spam air whenever you snipe their SAMs. Basically, you play the second phase normally except with a huge eco and positional advantage, and you just have to lean on that advantage until your opponent's position becomes untenable and they collapse.
>>
>Dumpstering a chinksect RU team, score 9-3 in our favor
>phase 3 about to end with +6 for us, +0 for them
>one chinksect types "ggez" in all chat
>one second before match end, entire scoreboard magically flips for their side
>they gain +18 and win the game with 15-21 as final score (so we still got our +6)
伟大的祖国巍然屹立在世界东方 China world superpower 毛主席领导我们向前进 Chairman Mao led us to glory 郑国恩是傻子 Adrian Zenz is a liar 台湾属于中国 Taiwan belongs to China 西藏属于中国 Tibet is part of China 新疆棉花最好 Xinjiang cotton is the best 打败国民党 Defeated the KMT 香港属于中国 Hong Kong belongs to China 西藏以前是奴隶社会 Tibet was a slave society 中南海 一党制最好 One party system works best 中国共产党 Communist Party of China 毛泽东 邓小平 江泽民 胡锦涛 习近平 1949年成立 Founded in 1949 神州 天宫 玉兔 嫦娥 天问 长征火箭 国家航天局世界领先技术 CNSA world leading technology 台湾省是中华人民共和国不可分割的一部分 十四亿中国人 Taiwan province is an inseparable part of the China 脱贫 Poverty alleviation 高铁 High speed rail 新疆没有集中营 美国政府是骗子 Xinjiang genocide is US government lies 美国支持东突厥斯坦恐怖组织 US funds ETIM terrorists 法轮功是邪教 Falun Gone is a cult 李洪志是叛徒 Li Hongzhi is a traitor 大纪元时报和新唐人电台是法轮功洗脑宣传组织 Epoch Times and NTD are Falun Gong brainwashing propaganda organisations 五星红旗迎风飘扬 中国保护人权 China protects human rights 勿忘国耻 振兴中华 吾辈自强 为伟大祖国和共产主义事业万丈光芒的明天而努力奋斗!中华人民共和国万岁
>>
What are people's thoughts on the PrSM Ballistics missile in US Armoured?
Recently I've noticed RU teams experimenting with ballistic missiles, going either double Iskander in Coastal or 4x Tochka in moto. Since there's so much SEAD pressure in high level games, there are lots of windows where the missiles can get through especially in big volleys and they deal enough damage to oneshot squads, instantly crumble highrises or snipe supply.

The PrSM comes in sets of 4 and you can bring 2 of them for 8 total, and since Armoured has 2 MLRS cards you can still bring cluster rockets. But while I see a fair bit of RU cruise missiles, I never ever see anyone bring PrSM on the US side. Why is that?
>>
>>2129575
PRSM is less useful than tochka because you only get to fire 2 missiles at once
you really need to pair it with a double CJ spawn to get the missiles to land
>>
>>2129575
ballistic missiles are completely useless
>>
>>2129460
>Dumpstered a ZOGBOT stack that only plays US
>Wrecked our opener with the usual US cheese
>They lost Phase 1 regardless with us gaining all points
>Kept calling us cheaters in chat
>End the game with a score of 24-0
>Easiest +7 elo
Stock Market Crash התרסקות שוק המניות Black Tuesday יום שלישי השחור The Great Depression השפל הגדול Rampant Speculation ספקולציות משתוללות Hyper-Inflation היפר אינפלציה Abolishment of the Gold Standard ביטול תקן הזהב The Federal Reserve הפדרל ריזרב The International Monetary Fund קרן המטבע הבינלאומית Stock Market Crash of התרסקות שוק המניות 1973-74 Energy Crisis of the 1970s משבר האנרגיה של שנות השבעים The Secondary Banking Crisis משבר הבנקאות ה Steel Crisis משבר פלדה הלטינית Israel Bank Stock Crisis of 1983 משבר מניות בנק ישראל De-industrialization דה-תיעוש Outsourcing of Labor מיקור חוץ של העבודה Sweatshops סדנאות הזעה Negative Commodity סחורה שלילית The Long March Through the Institutions הצעדה הארוכה דרך המוסדות Dot-Com Bubble בועת נקוs Energy Crisis of the 2000s משבר אנרגיה משנות האלפיים September 11th Stock Market Crash 9/11 התרסקות שוק המניות Subprime Mortgage Crisis משבר משכנתאות הסאב - פריים Mortgage-backed Securities ניירות ערך מגובים משכנתא Collateralized Debt Obligations התחייבויות חוב מבוטחות Rating Agencies סוכנויות דירוג Jewish Cronyism קרוניזם יהודי The Revolving Door הדלת המסתובבת Lobbying Firms חברות לובי The Hedge Fund Rent-Boy Scandal שערוריית שכר הדירה של קרן הגידור Brexit Stock Market Crash התרסקות שוק המניות של הברקזיט
>>
>>2129428
>Maps are laid out such that it's usually very hard to hold ground on your opponent's side
No they aren't. In fact, I'd argue that there are several points on the enemy side of the map which are EASIER to hold once you've taken them, compared to what you had before. Like the point right before the bridge on Dam, or the city block near the enemy spawn on the hangar-side of the night-time air base. If you can capture either of those, the enemy's basically screwed out of any and all map control on that front, because these points are almost impossible for them to retake.
>>
dead game

fucking rip, i wanted it to be good
>>
>>2130246
Nah bro come on stay, we've only got like 2 weeks left until our monthly round of US nerfs and RU buffs!
>>
>>2130246
2 more weeks until next patch bwo
>>
>>2130246
>Devs get told they need to add leaver penalties + vote to surrender during playtest 2
>Don't add either of these features for release
>Devs get told they need to add leaver penalties + vote to surrender during release
>Don't add either of these features for patch 1
>Devs get told they need to add leaver penalties + vote to surrender during patch 1
>Don't add either of these features for patch 2
>Devs promise to add leaver penalties + vote to surrender during patch 3
>Game dies before patch 3
Who could have seen that coming? It's almost like if you don't listen to your playerbase for an entire year, and refuse to implement basic features that every other team-based multiplayer game has, your game will end up dying. Guess nobody wants to invest time into a game that is decided by which team has more leavers.
>>
>>2130246
Another set of US nerfs will save the game dont worry
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>>2130405
And based on our data-driven balance method those US nerfs can't come soon enough!
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>>2130432
>a small group of like 5-10 people in the top 1% were able to win a bunch of games playing as US
>holy fuck spec ops and AMPVs must be nerfed immediately!
Starting to think that the guy who said the developers were specifically nerfing his strategy because they were butthurt about losing was telling the truth. Do we know what their Steam accounts are? If so, we could just look them up on Ba-Hub to find out what matches they played and what units they were using. I would expect to see them playing 99% Russia.
>>
>>2130722
Here is one
https://ba-hub.net/statistics/players/76561198005698726
Sadly you cant just see a ratio of which nation they pick the most. But you can go through his most recent games one by one and see
>>
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>>2130739
Yeah look through his matches lol, all playing RU and spamming inf and IFV, and always in a stack too

Pic is literally his last match
>>
>>2130789
>look through the stack's units
>literally just BMP shitspam with one guards player bringing superheavy armor
Yep, that's the shit that made me quit the game
>>
>>2130801
Our god and savior FLX gave you 50mm bookers to deal with BMP/infantry spam, which is what he uses himself:
https://ba-hub.net/statistics/matches/3014189
https://ba-hub.net/statistics/matches/2978203
Have you may be considered gitting gud?
>>
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>>2130722
>the guy who said the developers were specifically nerfing his strategy because they were butthurt about losing
That was me. I'm not lying at all. I repeatedly raped the dev squad by spamming AMPV+Pararescue+MAAWS; all of which were nerfed in the patch. I'm not doxxing myself, though.
>>
>>2130927
The Booker and Dragoon are 100% getting nerfed next patch, you just know those 2 will be gutted.
>>
>>2130739
"Serega" is another one.
https://ba-hub.net/statistics/players/76561198033182252
>>
>>2130927
bookers arent good enough
they are good but when it takes them several shots to kill a tin can its just not good enough to handle all that
and they die to the expensive IFVs or if there is a tank nearby
the US just needs tank HEAT shells that actually do damage
>>
>>2131357
also the 105 guns being completely dogshit is just insulting
>>
when do you think the Devs will add actual content instead of adding shit that should have been in the game from the start? I bought the game day one with the advanced access and I fully regret not waiting. all I want is new units and shit.
>>
>>2131379
its gonna be an entire china faction but probably at least 15 dollar dlc
>>
>>2131380
curse you slitherine
>>
>>2131379
Two new specs are an open secret, Russian interior security or whatever they're called with a lot of datamined units, and US Navy with F-14s and stuff.
We've basically known about them since the betas, though not officially.
They'll probably come out around Christmas or February.

The campaign teases Europe and China as future factions but considering how long it took to get the 2 base game factions out and the current state of the game, I wouldn't hold your breath.
>>
>>2131461
I though the 5th was going to be internal troops but it seems they decided to do a wheeled/tracked split into 2 kinds of shitostrelki and didn't give them the FSB units we know existed.
Now I think it would make most sense to have china campaign + navy spec obviously Pacific theater and euro + internal troops and have the campaign be about occupation of baltics and continuation war from nuke ending.
>>
>>2131357
did someone say sheridan?
>>
>>2131822
lol lmao even
>>
>>2131461
The specs better be fucking free with how badly they've fucked it lately.
>>
>>2132019
lol
>>
>>2132019
lmao
>>
>From now on we’re going to be more frequent in our communication, and we aim at having weekly communications so that the community feels more involved.
>>
>>2132433
>Kill the community by not doing shit for three months
>Now we're going to start talking to you guys :)
>>
>>2132433
>>2132596
They've been promising that ever since the first beta. They'll premise a series of posts, make 2, both late without notice and community manager will make excuses why friday evening still counts as "early next week" and it's just so much work and they quietly drop it and go to radio silence again.
If you question it you might even get told off by the developer that they talk, in the patron channel so if you don't want to be lied to your face about state of the game and when the update is going to be be a good goy and subscribe.
>>
>>2132433
?
>>
>>2132639
Patch notes aren't communication (don't be pendantic). And I at least personally have not considered what they have said to be construed as "transparent."
>>
>>2132731
When game companies say "transparent" they don't mean "transparent" because transparency would mean insight into their business and development process and that would reflect terribly on them because the truth is that shit's on fire, yo. Most game companies consist of an owner/CEO who pays himself most of the company's operating budget, and a smattering of overworked, underpaid and undertrained devs doing work they were never trained for to fill in talent gaps and trying to squeeze coal into diamonds out of either sheer passion or an abject fear that they will be laid off and cast adrift into a hopeless job market.

When they say "transparency" they mean "signs of life to prove we haven't completely abandoned the project after extracting enough of your money to cover our operating deficits" and usually the more they talk about transparency and the more they release blogposts and thinkpieces instead of patch notes and content announcements, the closer they are to actually abandoning the game.
>>
I still dont understand why sep v3s aren't the best tanks in the game in raw stats when they outweigh t14s and have armor so thick in real life they couldn't even operate in lithuania without constantly getting stuck in the mud
the armata is advanced in other ways but the sep v3 is just a monster when it comes to armor strength and the american long rod DU penetrators are also top class
>>
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>>2133151
>I still dont understand why sep v3s aren't the best tanks in the game in raw stats
>>
>>2133365
>cheap non uparmored ifvs
yawn get back to me when you get those kind of kills against the ifvs that can tank 4-5 heat shells and ripple fire atgms at you
>>
>>2133365
Cool vs. rank 1 player match
>>
>>2131379
Dude, first they have to start introducing that contant you say they are introducing. Leavernigger roping and vote surrender are still not in the game.
>>
>Dropped from 1720 ELO to 1580 purely because of quitters
Its so fucking grim when you know that RU being so absurdly overpowered is not even that important because you cannot full play most of the matches.
>>
>>2133412
I stopped playing three weeks ago. Unplayable game, especially at high ELO where matchmaking will randomly throw you in lowbie shitfests and then punish you for your rookie teammates leaving.
>>
>>2130927
Can someone explain to me why are people pretending that Bookers are some super good unit? It only has one 50mm gun that is worse than 57, costs 190, has regular 2 charge APS. It absolutely folds moment it sees a tank unless you play against 10IQ ape that allows you to flank it. Its just worse than any 57mm IFV russians have and they can carry infantry too.
Example: B-15: 140 points (50 (fifty) points less), multi launch kornet-m, HE ATGM Bulat, 57mm gun. 4 APS charges, carries 8 man squad. Only thing booker has over Kurg is armor.
>>
>>2133427
Tank armor. Other US platforms need to choose between either a rapid-fire cannon (that means it can deal with hordes of APCs/infantry) or tank armor. The Booker is the only platform in the US arsenal that combines tank armor with a rapid-fire cannon. The B-15 does not have tank armor. Tank armor is exceptionally important in many, many engagements. It means an autocannon can't delete you, unless it's in a position to flank you.
>>
>>2133448
>800 heat/300 kinetic frontal is tank armor
Fascinating take
>>
>>2133427
Armour, basically. Bookers will shit all over every IFV because they have the armour to negate autocannons, the APS to survive a few ATGMs and an autocannon that pens them frontally. A pair of Bookers will mow down a whole wave of Kurgs or BMP-3s and in pairs they can kill tanks by running them down and pincering them, extremely good in forests or urban areas.

The only thing Bookers can't really fight are T-15s, because they're literally just better Bookers.
>>
>>2133512
I never ever had a problem dealing with a bookers. 2 of them is 380 points with is way more than 2 kurgs/AMPVs with 2x MAWS or CavScouts. Enemy has to not bring tanks for them to be able to say in fight long enough to deal enough damage, and they have to be close enough to fire and you can still just bring enough AT (RPGs/ATGMs) to force smokes. The fact they cost almost 200, not contribute to ATGM pressure, cannot do shit against tanks and they need to keep firing to deal any serious damage makes them braindead easy to counter.
>>
>>2133545
AMPVs are only 35 pts less than a Booker, anon.
>>
>>2133557
Ok, compared to AMPV with x2 MAWS is basically the same price. And its still a better choice. On an urban map 2xMAWS will kill them in span of 3 seconds. On an open map they will face tanks, be useless and die.
Their purpose is to stay behind and let something else get shot at while they use their very good continuous damage, but then whats the purpose of the armor you pay in gold for.
>>
>>2133564
>bad takes from an RU main
shocking.
>>
>>2133566
Nigger, symmetric matches exist.
>>
>>2133461
It's sufficient to be frontally immune to 57mm even at point blank range. The Booker is also the only equivalent US has to RU 57mm, so you either take it or leave it
>>
>>2133564
Nigger what? 2 MAAWS is already 200, 10 more than the Booker

Their purpose is to dominate tight urban and forest fights against IFVs, anti-inf infantry and when used in conjunction with AT inf / 2nd Booker / tanks also enemy tanks. No shit dedicated AT inf will kill them quickly, you wouldn't commit any other vehicles under those conditions either
>>
RU 57mms are actually super fucking weird.
There are 3 variants, but nothing in their description indicates that they're different or why they're different.
>"Normal" 57mm
Used by the Kurganets and BMP-3. On release, almost every 57mm was standardized to this but some were stealth buffed last patch because there is no RU bias. These have lower pen than the Booker but higher damage.
>stealth buffed 57mm
Exclusive to the Barbaris, BRM-3K and Deravitsiya. What a coincidence, 3 units in the same spec. Identical to the normal 57mm but with more kinetic pen and 100m more range. This one is a direct upgrade to the Booker's cannon in every way because the commissariat forbids glorious Puccia being inferior to the decadent west in any respect.
>oversight 57mm
This has the insanely overtuned old stats from the open betas and essentially only exists because the devs forgot these units existed. 240 KE penetration, as well as 1400m range vs helicopters. Exclusive to the Coastal PT-76 and BMOP Toros.
>>
>>2133564
>On an urban map 2xMAWS will kill them in span of 3 seconds
This can be said about any armored vehicle.
>Oh the Armata is a very bad tank because 2x MAAWS will kill it in the span of 3 seconds on an urban map
>>
>>2133427
bookers are one of the best anti-ifv units in the US arsenal
which is saying a lot more about how it takes 4 business days for an m1a2 to kill a bumerang than anything else but what can you do
as a bonus they rape helicopters that get too close

more importantly the more expensive 105mm version is genuinely completely fucking useless and does 10x less dps
>>
>>2133776
to say nothing of russian units an up-armored stryker can soak 5 shots from US 105mm
its grim
>>
>>2133776
IFVs are WAYY too tanky in this game. Most transports including jeeps can survive 2 javelins for whatever reason. The expensive IFVs can tank a up to 5 or 6 tank shells or infantry AT shots. Its not that certain high tier IFVs are survivable in their front armor, all IFVs are very survivable in a variety of situations.
In wargame the main niche of cheap medium/light tanks was their ability to oneshot most IFVs and even the most expensive tanks on either side can't replicate anything like that
>>
>>2133682
>BMP-3
2A94
>Derivatsiya, Barbaris
2A91
>BMOP
S-60
>>
>>2133785
>all IFVs are very survivable in a variety of situations
Good. IFV vs IFV is much more interesting than a tank vs tank snorefest.
>>
>>2134053
This. The meta was better back when clusterplanes made expensive tanks an endangered species and the IFV was your main combat unit. Even the shittiest infantry squad can threaten a BMP-3 but like 2/3 of the units in the game can't interact with a Barbaris in any meaningful way.
>>
>>2134064
the barbaris is an IFV dipshit
>>
>>2134064
also the bmp-3s you are talking about that infantry can threaten are literally 1/8th the cost of a tank
you have no idea what you are talking about because some of the high tier russian IFVs shit on infantry infinitely harder than any tank
>>
>>2134065
The Barbaris is a parade float.
>>
>>2134093
trvthnvke
>>
>>2133614
anon, are you incapable of reading or multiplying by 2?
>>
>>2133992
Yeah but having a completely different gun of the same calliber doesnt affect shit for US, here is your booker with M60 gun stats sir )))))))
>>
>>2134099
Its not a truthnuke if its obvious that 90% of new russian vehicles only exist to look good on parades and are not in service or seriously planned to be ever implemented on a large scale.
BA has to pretend like those are real vehicles because otherwise the best IFV RU would have would be BMP-2M/base BMP-3, for a tank T-90M(no arena etc.)/T-80BVM(again, no APS) and for an apc a BTR-80
>>
>>2134498
look man this game is obviously set in 2030 or some shit because APS in general is extremely rare and only about 500 US vehicles total have any
>>
How to build VDV airtax?
>>
>>2134505
And 0 in russian Army
>>
>>2134611
no there are a handful of arena systems on the frontline right now
>>
>>2134498
should had made this game set in 2000 instead of 2020
>>
>>2134615
Im sure there are
>>
>>2134570
one of the su is very cheap for 6-8 missiles
I think it was su30?
su35 is pretty good too
>>
>>2134498
Dude, it's a video game and not even a simulator. Who cares what Russians have or don't have irl?
>>
>enemy saves up a shitload of points and fast moves 5 tanks onto the point at the end of every phase
What am I supposed to do about this? I assume there must be something, I've only had a few games but have a decent amount of wargame experience. Not sure what I could park on points that can shred tanks well enough to stop dumb suicide charges like this.
>>
>>2134806
>What am I supposed to do about this?
Cluster MLRS pre-aiming the point on hold fire. Also have your own units within the boundary to contest the point until the phase end. The best option is infantry packed in a good APC, preferably hidden behind a house or just smoked. It takes a lot of time to locate and clear such unit.
If the enemy saves up points, you can push and take positions and set up ambushes. If you buy units and just sit on them doing nothing you obviously gonna lose to a push because of how economy in the game works, but you still have plenty of tools to deal with someone trying to capture the point by spamming shit.
>>
>>2134809
Can you not lose the point while a unit's still on it or something? I thought I'd taken points through just having more shit on it in the past.
Still, feels really weird that entrenched infantry is so vulnerable to just being moved onto by vehicles.
>>
>>2134811
>Can you not lose the point while a unit's still on it or something?
Yes.
>I thought I'd taken points through just having more shit on it in the past.
Could be a desync.
>feels really weird that entrenched infantry is so vulnerable to just being moved onto by vehicles
It makes gameplay more dynamic that way.
>>
>>2134806
Air strike. You can wipe the whole column with cluster bombs or A2G missiles, or pick off tanks one by one with laser guided bombs.
>>
>>2134806
>Put two MAAWS/GRU on the point
>Enjoy the +1k kill count point swing
>>
>Armored gets all of the US's good tanks
>also all of their tracked IFVs
>also all of their proper Artillery piece including every guided shell (outside of giving the brutus ONLY guided rounds)
>also their only cheap infantry
I swear sometimes it feels like the intra-nation balancing is worse than the RU/US balancing.
>>
>>2135737
Armored has the worst selection of infantry in the entire game. Not a single mechanized squad is worth taking. Their only infantry I would ever even consider putting in my deck (outside of deck tax to get APCs) is Cavalry Scouts. The spec has zero helicopters, zero planes, Bradleys suck balls and are overexpensive compared to the Russian counterpart, and high-end tanks can't survive for more than thirty seconds at a time in a high ELO match.

There are two primary reasons to pick the US Armored deck, and you have listed neither of them: AMPVs and Iron Thunder. That's it. That's the entirety of US Armored's usefulness in high ELO matches. The tanks are a nice-to-have, but nothing you can't get in other specs, the MLRS are okay but easily replaced by a deep-penetrating plane if there's a target that really needs striking, and they have nothing else worth bringing.

US Armored is a support deck concealed as a frontline bruiser. Its role isn't to form the backbone of your army, it's to provide greater strategical options to whatever you pick alongside it. Once you get past the ELO hump where tanks can just a-move across the map to win the game, the perceived dominance of US Armored falls off a cliff, because gathering a SEP2/3 deathball is not a viable move in high ELO games. It is still picked for Iron Thunder and for AMPVs, which leaves it in a decent (if somewhat initially confusing) spot.
>>
>>2135867
Oh, and PIVADS. Forgot about those. Luv me PIVADS.
>>
>>2135867
As someone who sits around watching top-100 players stream this is just not true.
Outside of SOF, which is where all of the good US inf is, the most common squad you see in play are Mech. Engineers. They are not just good, they're one of the best anti-infantry squads outside of SOF. And conveniently, you can carry around 2 of them in an AMPV. Mech Rifles are not good but they have a niche being cheap and easy to transport while carrying enough AT to pop a BMP, which makes them much more useful than Airborne or Marines.

The AMPV itself is the (second) best frontline combat vehicle the US have, even after the nerfs, but also by far the best fighting transport. The best is obviously the autocannon Booker. By and large Armoured has the best distribution of ground vehicles and the best point distribution to pair with.

I agree that tanks are a trap but that's mainly because US has better tools to kill enemy tanks and US tanks are bad at everything except fighting tanks. Vs any other target you just want AMPVs instead. Russian tanks are very very good.

The empty heli and plane tabs are a good thing. You will always get access to all the helis and planes you need from your partner spec, but the distribution of points means you have a stronger ground presence while still having all the air units you need. Nobody needs a 2kpt helicopter tab, and the fact that most specs force you to waste 1/5th of your deck score on a roster of units that all just die instantly to Tors or on more planespam than you could possibly afford to use is literally just a handicap. RU is extremely minmaxed with most specs having minimal helicopter pts.
>>
>>2135867
>well you see the game is poorly balanced in general so actually you shouldn't take any tank or IFV as the US at all!
This doesn't really affect my point. There are multiple entire categories of units that are only available in one deck, both frontline and support. That's a problem.
>Not a single mechanized squad is worth taking.
Mech Engineers are good. Mech riflemen is the most launchers-per-point in the game for regular infantry, while also being cheap.
>>
>>2135737
>Armored gets all of the US's good tanks
Marines have FEP and M1A1 HC, which are both great. Medium tanks are more important in the current meta than heavies.
>also all of their tracked IFVs
Stryker Cavalry has M10 Booker.
>also all of their proper Artillery piece
Marines have CATFAE (short range but the round is actually stronger than TOS'). Stryker Cavalry has HIMARS. Brutus only has guided rounds but it's only 130 pts a piece.
>also their only cheap infantry
Well it's too bad that Pararescue have been nerfed, they were so good for 60 pts. But I prefer having strong specialists in my US decks over meatshield. And if you want cheap meatshield you have Reserve Marines with 65 hp for 70 pts.
>>
>>2135964
yeah but the launchers in question are the at4
bradley ESV rocks and the patriot pac 2 is also very good but yeah the actual armor part of the deck is not its strength at all
>>
>>2135907
>They are not just good, they're one of the best anti-infantry squads outside of SOF.
No, they're not. You sit around watching the game. I sit around playing the game. If you're putting mechanized engineers in your AMPVs, then you are playing the game wrong. You put Pararescue + MAAWS in your AMPVs, forming a deathball that can tackle anything the enemy throws at it.
>>
6412 player peak today
2534 player low last night
down and down and down we go
>>
>>2136581
That's what you get for pissing away player goodwill and not implementing a leaver penalty.



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