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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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Roadmap revealed
>One last major update of 2025, including allied bot support for skirmish
>1st DLC will be free and coming early on 2026. Full reveal on December 9th
>will add a new "allied" country, which will be available to the US side as a spec in multiplayer (likely the Baltic units from singleplayer)
>new environment and maps planned for later 2026, released for free alongside the listed paid DLCs
>full expansion for 2027 with a new singleplayer campaign and a new faction
>>
>>2261396
I really enjoyed this but haven't played since the anticheat
>>
The Q&A after the reveal was a whole lot of nothing but basically
>team has more than doubled in size since launch, they had to wait to get sales numbers before they could justify the payroll expense
>They don't want to introduce new multiplayer modes for fear of splitting queues
>support for a 3v3 mode is being considered but the matchmaking implementation is undecided
>singleplayer content/features a big priority now because their metrics showed that the vast majority of customers did all the SP stuff and then immediately quit.
>they're not particularly concerned with the drop in active players because launch numbers were so good, they believe they can gradually bring players back with new content, which is the main focus of 2026.
>multiplayer balance is also a major priority. When the game launched they had no tools set up to track multiplayer metrics and their early patches reflected this. Now they have better tools in place and a data-driven approach
>their metrics show that after the latest balance patch, the winrates between US and Russia essentially flipped and they're looking into that
>they gave up on weekly news posts because the community was being mean to them
>there's another slitherine live event on the 8th/9th (timezone depending) that will reveal the content of the FreeLC coming early next year.
That's about it.

Overall meh. There isn't much here we weren't already told and for the most part the meat and potatoes are all still far off "we're working on it but can't give a concrete timeframe" like they've been promising since launch.
>>
Player dropped off because they were doing jack shit and the game runs like shit. Also it will never sustain an active community until it has spec/replay. Why they launched a competitive MP game without it is pure insanity.

>>they gave up on weekly news posts because the community was being mean to them
Maybe if they actually delivered people wouldn't be mean to them. It's been a whole pattern of they promise a thing, they do it twice, late, make incredulous excuses as to why and quietly never do it again.
>>
The only thing i find interesting about this game is how negative reviews changed from English to Russian after after the nerf
>>
I'm just frustrated with how laughably badly the devs dropped the launch.

Still playing the game, but it's more a case of 'there is no equivalent' outside of Eugen, and I'd take a pallet of Broken Arrow jank over a drop of Eugen's French autism.
>>
>>2261558
>they gave up on weekly news posts because the community was being mean to them
kek
>>
>>2261778
I came expecting slavjank and slavjank is what I've gotten. I'm just glad they plan to keep the game alive, the last slavjank multiplayer I jumped on was Men of War 2 and that barely lasted 2 months.

I genuinely feel for all the people expecting a polished, professional product because they fell for the marketing.
>>
I like what they did to weapon and loadout options to units and deck having 2 specializations compares to Wargame series.
>>
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>Not a single map planned for all of 2026
>>
>>2261396
>USA Allied Spec
Germany? We had Boxers and Leopards in the campaign.
>Russia spec
Probably based on units that are present in the files but not used, and if I remember correctly, TOS-2 is one of them.
>USA spec
Similar case as before, unused units, but Martine/Navy themed.
>Russia Allied Spec
China, obviously

That fact that we had to wait several months for a roadmap is just pathetic and now it turns out we have to wait a whole year, probably even more, to get new maps and a new country.
Thankfully, I have other games to play.
>>
>>2263082
>USA Allied Spec
I think USA allied spec is going to be Baltics. They have more units.
>Russia spec
Russia spec I assume is going to be some sort of internal forces themed. We've seen art for FSB units before and some vehicles like bulat or typhoons are unaccounted for, as well as things that were already in the game at one point or the other like tos2 and uragan. Though I'm not entirely sure how they are going to differentiate it from motorized in the "wheel based deck with MRLS support" department so maybe they are going to do something else with it.
>USA spec
USA deck is very obviously marines2/navy, there's many units that were originally meant to be in marines but they got split off because the deck was too big. Seals, super hornets, growler. It's been pretty much open secret since even before release that this is going to happen.
>Russia Allied Spec
I'm unsure what it could be because I'm pretty sure it's not China because
>Faction DLC #1
is going to be China and China is going to be a full faction with a China VS USA pacific campaign.
>>
>>2263123
Oh, right, I read it wrong.
Faction DLC is definitely China, but the Russian ally may be Belarus, assuming it's some European country.
>>
>>2263207
What unique stuff Belarus even has besides some flavor of special forces and kgb
>>
>>2263226
There's just not a lot of eligible countries to be on the Russian side. Maybe Iran?
>>
>>2262918
They mentioned during the Q&A that there's some new maps set in a new environment coming sometime in 2026. It wasn't clear which DLC drop it would be coming with, but the maps themselves are obviously free. The hint they gave is that it's an environment "with lots of water"
>>
>>2263207
>>2263248
North Korea maybe? Considering IRL events. Though they might want to keep that for a Chinese ally in the future.
>>
My Guardian:
>Eats every missile from the Tor, dies in 3 hits
My Slamraam:
>Misses 4/6 missiles, enemy Katran just leaves
I am getting fed up with flare RNG
>>
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>>2261396
>China coming
>2027
>>
Have they fixed the bomber k/d score bug yet?
The game is almost unplayable with it.
>>
>>2263840
Where supplies were counting as deaths? That got hotfixed pretty fast
>>
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>we have to wait a year for China, and even longer after that until we get to see whatever the NATO faction is going to be
I'm assuming "USA allied spec" is referring to the baltic nations which already have units and models in the game. I like the game but the developers are so slow.
>>
>>2266944
After China, Europe would obviously be #4. I'm just wondering if they'll give the Baltic Stooges access to the German Leopard 2A7s from the campaign or leave it tankless and keep those for Europe later.
The Baltics in the campaign had a LOT of units, like 2-3 regular infantry squads per country and another few recon squads each plus their transports. That's going to be one hell of a crowded inf tab
>>
>>2266958
Euro's will prolly have 2A8's at this point, unless goym implodes before we reach that time
>>
>>2266958
>>2266989
Yeah the game is willing to stretch what is a variant and what a unit card in a different spec so they could still get tanks. Or they could be something like russian moto deck that has 0 veh points.
>>
this franchise is a full blown scam
game is already dead and their talking about releasing content in 2027...
>>
>>2266944
they're not slow
they're biding their time to be able to charge infinite DLCs
>>
>>2271328
PLA release=hire infinty chinese to play your game for 3 months
>>
>>2271564
I guarantee you the PLA DLC is going to get the game banned in China.
>>
>>2272170
It's a Russian game, under close scrutiny to not Tarnish The Reputation of the Real Russian Army (currently sending another wave of ex-convicts into another minefield, to the horror and joy of the orbiting drones), why would it be banned in choina

The accompanying campaign would have to paint an extremely positive light of them, so we'll probably get some slop about China saving the West or something from itself, and they'll be filthy overpowered at launch. But that's a year from now, and by then there's by the metrics going to be about twenty people left playing.
>>
This game competes for most retarded playerbase. Any conversations I've seen regarding any balance entirely revolves around guys cheering for their team no matter what. Is it really so uncommon to have played both factions equally?
Watching the player count drop so dramatically and all anyone has to say is how happy they are the other faction's ____ got nerfed.
>>
Imagine if this game dies while Eugen continues to survive like a cockroach
>>
Did they agree than having working cheats in RTS is embarrassing?
>>
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>>2272921
Not hard to survive when you use AI slop to make content for you.
>>
>>2272894
Everyone had been constantly flagging balance issues and systematic Russian bias since the first beta and the devs ignored it. By the time they were forced to acknowledge their mistake, most of the same people had realized the devs were ziggers and moved on, leaving only tankies and ziggers looking for a neosoviet power fantasy still playing. Then they nerfed their power fantasy.

Amateur devs always fail to understand that no player is just going to sit around for 40 minutes gleefully being a baby seal for someone else to club, and by the time they move to fix anything most people have already fucked off
>>
>>2272980
>no player is just going to sit around for 40 minutes gleefully being a baby seal
It kept pissing me off when they kept sticking their heads in the sand, saying "W-we have s-so many catch-up mechanics!!!"

Okay, so you get more income when you lose phase points. Great, my units are still dead, his are still alive, he now has position, initiative and momentum on me. If you get your ass whooped by the mid-point of phase 2 and lose your position, there's literally nothing you can do but abandon your area and shift to playing support for teammates that have kept ahold of their positions.
>>
>>2272980
Also rampant cheating because they built a competitive multiplayer game on trusting the client and not doing any sanity checks so if chinksect modified his game to say his tanks are zooming around at the speed of sound and instantly killing everything that's what happened for everyone else. Not to mention subtler cheats like infinite ammo or manipulating hit chances.
Even worse even without abusing it or even without any ill intent the spaghetti netcode is extremely latency sensitive and playing against cyrillic or chinese names will turn the game into a desync mess when none of your shots will ever hit making everyone paranoid and resentful.
The extremely retarded ways the game is written also means then game has no replays and won't until the rewrite the whole fucking thing and how the fuck do you expect to have tournaments or jewtubers making videos on it.
>>
2 Coastal 2 Furious
>>
no single player saving at all
>>
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>>2272930
Indirectly yes, they've committed to moving everything they possibly can server-side, as well as implementing Easy Anti-Cheat and having one of the devs only taking care of reports. Cheating is mostly gone now, and beyond 1500 ELO effectively extinct

If only US stealth was nerfed by .25 or .5 and 100mm+ guns dealt more dmg across the board, the game would be in a pretty good state. Shame it didn't launch like this
>>
>>2278490
>Easy Anti-Cheat
I really went my whole life not installing this shit and don't see myself starting now :(
>>
>Baltic spec dlc announced
>dead thread
>>
>>2290087
I guess it's nice to get free shit but they didn't really reveal enough to get me excited for it.
How does it play, what gameplay does it bring to the table? All we know is "over 20 new infantry"
>>
>>2290167
If Steel Balalaika is gonna base the specialization on real life Baltic Militaries, its gonna a mech inf. specilization with low vehicle availability, but high tech and highly trained infantry + National guard reservist spam
>>
>>2290555
Most of the baltic stuff is already in the game in singleplayer and you can spawn their units in the Editor. There is large squad reservist slop that ride in M113s and then like 5 flavours of generic mechanized infantry with generic loadouts, a special forces recon squad and a few Javelin teams. They might tweak the numbers for balance but I doubt that they'll change the loadouts all that much from SP.

For Vehicles there's a bunch of different variants of G-Wagen (including a manpads one that's quite silly), the leopards and all the other stuff teased in the trailer. I imagine the stats of the vehicles will change a lot, because the Leopards were basically just SepV2 stat clones but priced way cheaper.
>>
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regarding the units in the editor
>>
>>2290087
well, the first 3months of the game the russians were OP, so all US enjoyers left. now, since the US is OP, the russian enjoyers are leaving.
>>
>>2291708
Good
all single-faction subhumans deserve to suffer for being bad and stupid
>>
>>2263082
>>Russia Allied Spec
>China, obviously
Wagner + prison "volunteers" + norks or nothing
>>
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>>2291813
Wagner is a no no because then mirror matches won't be halal anymore
>>
>>2290167
>>2291080
>>2291099
I imagine the Vilkas will be on-par with the Strykers fielding Javelins (SPIKE-ER) but with only a single load of missiles (2), and an autocannon as a generic choice instead of the specialist Stryker RCV. Which can be crazy strong on more open maps.

The CV9030 as a generic heavy autocannon IFV will also be very popular, if it can get through tank sides and has the damage to mop up BMPs relatively quickly. I think it's going to be one of the specs with low availability of APS, though. I doubt it'll be available on much more than the Leo2A8, as their gimmick will be heavy firepower, low survivability.

SPIKE-ERs might also have the gimmick of being the equivalent of top-tier Javelins (the Ranger Javelin ones, with 1500m range) but low ammo. What I'm curious about is what their helo and plane tab will look like.
>>
>>2291918
I'd hazard to guess the plane tab will be 500pts like mech and the heli tab will be empty.
>>
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Reminder that we have a /wsg/ trooncord to organize games, and we play regularly. Sometimes we even get a full stack!

Currently mostly playing ziggers for the queue times, but factions are more of a day-by-day chosen by the feng shui

https://discord.gg/5pT2sXDK
>>
So if I've got this straight
>Leo 2s with APS, but likely low availability and no cheapo tanks to pad it out
>CV90s with heavy autocannon, basically Dragoon with Bradley armour (this thing is going to be spammed to high hell)
>Vilkas as a wheeled APC with a light autocannon and javelin-at-home, probably similar to the BTR-82 in practice
>Land Rover and G-Wagens as light transports (likely for Recon), with the Wagen having ATGM and MANPAD loadouts
>NASAMs, which will likely have the same role as the redesigned SLAMRAAM as heavy-SHORAD
>No long range air defense (unless they make the NASAMs into a NATO BUK)
>Pzh-2000 for artillery, probably a statclone of the vanilla Paladin
>presumably all the boring stuff like mortars, SHORAD etc. not shown
>At least 20 infantry and special forces squads split between inf and recon, which will presumably have all new loadouts compared to SP, including a lot of Javelin-like ATGMs
>no helicopters mentioned but a handful of transport helis are shown in the official art, so it will likely at least have a few old hueys and blackhawks
>only plane revealed is the Albatros, an ancient subsonic memeplane
In practice it sounds a lot like Stryker on the ground, just without Stryker's big air tab. I can't help but suspect this is going to replace Stryker's place in the meta depending on how the full spec looks when it's revealed. I can guarantee you that CV90s will become the single most-purchased US vehicle once it comes out and is probably going to get its price nerfed continuously.

What do we think the tab point distribution is going to look like? I'm expecting 3000 Infantry points like RU Mech since obviously the mechanized infantry is the main focus of the spec, but with a small air and heli tab all those points have to go somewhere, and if Leopards have low availability how are they going to justify a big tank tab?
>>
>>2292069
Also I just double checked:
The version of the CV90 used in game is Estonia's CV9035 with a Bushmaster 3. The campaign version has the same base armour as Bradleys and AMPVs and the same speed as the base Bradley (the real-world CV90 is faster so that's probably a copypasta and not the intended speed).
It has cargo for a 7-man squad while the real world version is 8-9 so the in game stat might change.
The Bushmaster 3 is a statclone of the Bushmaster 2 on the Dragoon and AMPV, but with .25 more damage on the AP round and .5 more damage on the Incendiary. In practice, this is basically an autocannon AMPV with less cargo space so we'll have to see how the price is balanced. The AMPV is weak right now basically just because the price is so high.

The camoagn version obviously has no upgrade options since it's an NPC vehicle but it will presumably have armour upgrades bringing it up to 16hp and 120/400 armour like all the other heavy IFVs.
Only Estonia operates the CV90 IRL so they'll probably limit its availability by tying it to a single Estonian mechanized squad in the inf tab. If they keep it at 7 seats it's going to be extremely awkward since there are no other 7-man US squads, but I assume 7 was just a placeholder for campaign.
>>
>>2292069
I think the CV9030 will be balanced due to its troop compartment only seating 7, with some dedicated kinda-shit infantry that can take it, limiting its spammability. Like how Troopers are the limiting factor on how many Strykers you can take, as a 90-point unit tax for the IFV being pretty fucking steep.

I think the air tab will have some Hornets and F16s, maybe some export F35s. Helos and anemic air will be its weakness.
>>
>>2292143
I don't think the Baltics even have an air force. But in-game it serves no purpose giving them one since you can just pair the spec with any of the other US specs for their respective air assets. There'd be absolutely nothing new in an imaginary Baltic air fleet.
>>
How do I fight SOF/Armored as vatniks if he doesn't overextend
>>
>>2293654
SF/armoured lacks good tools for dealing with low-cost vehicle spam. You can overwhelm them with BMP-3Ms as long as you screen and manage your distance to not walk into MAAWS range.

If they didn't bring CQC Rangers, then they can't beat Naval Infantry in a forest value grind because all their shit is too expensive and small in number to keep up. But really the main thing is that SF/Armoured lacks something like a Booker to duel vehicles and just gets bullied by well-managed IFVs since they just can't reliably kill vehicles unless they walk into MAAWS range. Kurganets work well for similar reasons.

The other thing to note is just that SF lacks range and needs to fight in a forest/town. You can punish them by just bringing MLRS and laying waste to whatever festung they're huddled in, and by bypassing their CQC hideouts through open fields and wide sightlines where they can't really do anything, to either threaten their rear or their allies.
>>
Why are infantry javelins so terrible
>>
>>2294958
They're amazing. Javelin spam is one of the big reasons US is so strong right now.
>>
>>
>>2295123
I experienced it today
depending on location, it's almost impossible to push
giving them their 200m minimum back would help
>>
I love picking a deck only to get hard countered
>>
>>2295466
Mech / moto with BMP-2M, smoke Grad and HE Tornado as your main arty doesnt get countered, you can deal with any map and enemy if you learn what you've got access to
>>
>>2295123
Only because of javelins on strykers.
Troopers are dogshit
Ranger Javelins are alright but thats it
>>
>>2295400
Smoke/artillery

Javelin teams are typically very small or with small magazines (scout troopers/Troopers) or very expensive (weapon teams/rangers javelins), and one good 152mm shell can chunk them good.

Recon and Troopers can be emptied by simply smoking, driving forward and reversing back into the smoke. Weapon teams and Rangers Javelins cope and seethe with smoke in their face.
>>
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I havent played the game since they raised the cost on Rangers MAAWS a few months ago.

Are the only people left playing the sweats who have played nothing but broken arrow this entire time? Or are there still casuals left?
>>
>>2295626
You've still got sweats and casuals, just fewer of them. Average weekday night (EUTZ) is like 2k online right now
>>
>fixed a """"""""bug""""""""" where infantry got the cover bonus from being stressed as well as being in a building
So infantry will die even faster now.
The game needs to be slower paced, not faster paced.
>>
>>2299202
>stressed soldiers that are under fire stay in cover is a bug
was this mandated by the kremlin?
>>
How are the AI teammates in skirmish
>>
>>2299363
>was this mandated by the kremlin?
That would be Hostomel Nothingburgers
>>
Well I had a fun time fighting against Skirmish AI. I cant tell if they actually need recon or supplies though.

It is kind of nice to play a deck that I think is just thematically cool without worrying about being hard countered and sweating. But the AI is very aggressive and always pushing, so I cant get that good feeling you get when breaking open a turtling player and raping his asshole
>>
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Been getting continuously blown the fuck out epic style these past few days, regardless of what faction or spec I try to play. It feels like some of these guys have done nothing but play the game 12 hours a day every day since it launched and I really can't compete with that unfortunately.
>>
>>2301305
The game was on a timer since day 1 of the first beta test, its just the way things are with any online competitive game, the level of complexity only exacerbates things
>>
>>2301305
The meta has just evolved. You need to evolve with it, or you just get screwed by people who've become practiced and beating the way you play with the new playstyle that's dominant.

The name of the game right now is extremely cheap fire support vehicles to swing infantry fights (ie grenade launcher APCs, cheapo IFVs), ways to efficiently kill cheap fire support vehicles (stuff like Bookers), and infantry. Infantry is king after all the buffs, so the meta really revolves around swinging infantry fights or punishing infantry blobs with indirect fire and goes outward from there. The F-35 is ubiquitous on the US side so any expensive vehicle is liable to just get deleted with impunity, while RU still has powerful rocket arty to punish infantry.

Booker is the US mvp right now and RU really struggles to counter it. But RU still has a few power units in Kurganets and Khrizantema because they outrange basically everything. If I had to guess, it's probably Stryker/SF with Booker/Dragoon spam and millions of strong infantry that's been fucking you up because it's the big meta pick right now.
>>
>>2301623
While all of this is true, there's a lot more viable decks than you'd think for US - basically everything but Armor and Air + SOF works well, though Cav is super popular because Bookers and Strykers with AGL / Bushmaster II are very strong and efficient.
RU is harder, people are addicted to Guard + VDV unicorn units and most ppl suffer because of it because Guard is now shit and VDV needs a lot more micro than Mech for barely any increase in strength, Coastal is fine but doesn't really fit into the meta again because both Mech and Moto do everything but cruise spam better, and just playing Mech + Moto gives you all you need but gets boring as you endlessly inf spam with BMP-2M fire support and HE Tornado deleting something every couple minutes as your arty.
>>
Speaking of meta, I'm trying to build an Airborne/Stryker deck since that's apparently pretty good right now but I have a few questions:

Is the meta F-15EX loadout 3 JASSMs + 4 SEAD, or 5 JASSMs + 2 SEAD?
>>
>>2301305
This is the fate of almost every niche competitive game. People eventually get good or they quit. Few games have enough turnover or people who only play casually to populate the lower brackets.
As far as I can tell despite relatively low total player numbers BA still has a decent amount of people playing in lower elo though. And they are legit not very good at the game and not just skill inflation.
>>
>>2301623
>Infantry is the current meta
>Introduce the Baltic spec for the USA that has over 20 Infantry units, more than any other spec in the game
>For free
>>
>>2303191
Yeah but will they be any good?
Most US infantry is basically useless except as a deck tax for IFVs because SF has best-in-slot for pretty much everything. The only reason decks that aren't SF+X exist is because SF butchers your support tab and indirect fire matters a lot.
>>
>>2303248
maybe it'll be the meat spec for US
>>
riding high on how the /vst/ stack murdered a youtuber and his golems
>>
>>2303360
huh?
>>
>>2303367
broken arrow vst discord beat VulcanHD gang live
>>
>>2303373
there was some slight friendly banter
>>
>>2303360
>Thing that didn't happen
Lol
Lmao
>>
>>2302962
The FEX is good, but it's easy to moneyhole yourself buying it. 3 JASSMs +2 HARMs is more than enough to kill what you've got spotted and escort the missiles in

and sometimes you just play against teams that don't sleep on their SAMs, where you just can't get missiles through, and all your 500 points did was use some ammo for their launchers, so I'd actually say to just bring a single FEX and use it on cooldown
>>
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>>2303772
>Those infantry uniforms on the standing infantry
Those are Lithuanian Riflemans Union combat units. State sponsored paramilitaries
>>
>>
>>2303772
>>2303776
That's also a woman on the left
dangerously based, chud nation pick confirmed
>>
>>2303865
Gonna laugh if this is the only plane in a 500pt air tab.
>>
>>2303450
I've been watching the recent tournament streams, which are mostly US mirrors, and a lot of teams are running 2 or more airborne players, each with a pair of missile FEXs and basically spamming them on cooldown. The logic seems to be to create basically constant pressure on the enemy AA net, which then lets PrSM spam from their teammates get through. Despite being expensive, the FEX puts itself in no risk and so refunds it's cost minus the price of its payload every strike. As long as you can afford to float ~500pts you're just recycling that point bank forever.

I also managed to find the loadout they use. Most go with 3 JASSMs and 4 SEAD for 565pts, though some also just run the 3 & 2 loadout for 500. Logic seems to be that most of the cost of the FEX is in its airframe rather than its loadout, so it gets more cost effective the bigger the payload. With the 3 & 4 setup it's basically as cost effective as bringing a Nighthawk and Prowler separately but you get both jobs in a single spec, whereas neither of the dedicated SEAD specs get decent cruise missile planes. Getting both roles in a reasonably cost-effective package while leaving your second spec open makes it a pretty good choice
>>
Word to the wise: M60s are really good right now and are totally being slept on
>vanilla loadout
Great in the US mirror matchup. Basically hard counters the Booker for a much lower price. Can roll them into forests to support infantry fights since they can eat like 5 AT-4s.
Top players have been using the MGS as an anti-booker 'tech' recently but the M60 has the same gun paired with frontal armour that blocks autocannons and double smokes for roughly the same price so I think it's just a generally better pick for the job.

In the RU matchup you might want the CEV instead. Its gun can oneshot a Kurganets, which makes it a very funny hard counter, and it really does just absolutely fuck up infantry in a way that pretty much no other US vehicle does. Sadly the CEV can't do much to a Booker frontally, but it will fuck it up if it hits side armour.
>>
>>2304015
I had a silly idea to have 4 SEAD and 3 Fighters that just go out in constant rotation
but my micro isn't good enough to pull it off while also microing frontline and support
>>
>>2305451
Fighters on rotation is smart. Since they will spot stealth planes early you basically always want one up and your whole team benefits from it.
>>
>>2263371
Historically Korea is more buddies buddies with Russia rather than China because China had ambitions of gobbling them up (see Sino-Vietnamese War) and the only thing that stopped them was a threat of Russian intervention.
>>
>>2308266
Are you saying we were THIS close from Haberdasher and Cornman spitroasting mao ze dong?
>>
I've reached the point where US feels OP
>>
>>2313045
Right now, they are. Win rates basically flipped after the RU Guards nerfs
>>
Do you think the devs realized that they fumbled their launch hard as fuck, or do they just blame the players for not understanding the dev vision
>>
>>2313497
They are fully aware that they fucked up, yes. Recently there was a 2 hour long stream (in Russian but there are English subtitles) where they answer questions and go into detail about what went wrong and where they're going.

https://www.youtube.com/live/w4yMFNtFkZw

If you don't care to watch the video, there's a much shorter reddit summary of the actually interesting points covered:

https://old.reddit.com/r/BrokenArrowTheGame/comments/1pvnkt9/tldr_from_a_long_broken_arrow_dev_stream/

And if you don't even want to read that, the shortest most concise points:
>yes, we realize that we fucked up the launch, we agree that all these features like save games/replays should have been in the game at launch
>since the launch we were able to triple the size of our team
>now we're working on so called "Broken Arrow 2.0" which is a more fundamental overhaul of game mechanics and balance, technical problems like networking etc.
>expect the first tests of this "2.0" version of the game in February/March

That's the basic gist.
>>
>>2313517
I can understand some bugs or undercooked stuff, questionable balance can be fixed and is not necessarily a game breaking problem.
What I will never understand is how do you launch a competitive team based multiplayer game and not have observer or replay. Dead on arrival.
>>
>>2313521
still has more players than Warno
>>
>>2313521
It's pretty rare for new games to have replays on launch unless they're a new installment in a franchise that already had it. It's a feature that sounds simple on paper but is much more complex on practice and usually just outsourced rather than letting it eat up devtime.

I get why it's a big deal, but I've played so many RTS through the years that didn't have it, struggled to implement it or just couldn't get there and the histrionics over this one smalltimen slavjank not having it just seems like SC2fags too used to eSports money.
>>
>page 10
Christ this thread is dead as fuck.
Finally had time to actually sit down and play the game properly again this weekend. It feels like the network issues are more or less gone compared to last time I played, much better overall.

Is anyone here even still playing this or did everyone who cares move on to discord?
>>
>>2319429
>Christ this thread is dead as fuck.
Not much to talk about, devs are busy working on a major game rework, factions are relatively balanced, no events or drama either
>It feels like the network issues are more or less gone compared to last time I played, much better overall.
That's true. Besides some smaller issues like replays, right now this is the game people expected and paid for at release. The playerbase decline has stopped and even started growing again
>Is anyone here even still playing this or did everyone who cares move on to discord?
Worse - its splintered into dozens of separate shitcords, most of them invite-only
>>
>>2272871
letting these gen-z newfgs post here was a mistake, i miss 2005 4chan
>>
>>2319848
Back in 2005 we were still making fun of Russia getting Grozny'd by goatfuckers and their strongman dictator doing shirtless photo ops like a gay pornstar. I guess we've come full circle in that respect.
>>
>>2319429
Most people who care enough to go talk about the game online probably play premades so they are hanging out in their team's discords.
>>
I know everyone takes Airborne as NGSW since they were buffed, but I've gotta extol the virtues of Vanilla Airborne.
On a cost for cost basis they're equal to Marines in a forest fight but way easier to transport since 9 men fit in most US vehicles.

I've been running Airborne/Stryker with the vanilla loadout alongside Combat Engis and just dominating forest fights in the US mirror.
>>
Dropping this here because I have nowhere else to put it:
I did some testing to quantify how many supplies it takes to heal damaged infantry/vehicles and what the game bases this on.
For vehicles, it's relatively simple. The game divides vehicles into arbitrary categories. Every vehicle within a category has the same repair cost regardless of its price, plus a flat additional repair cost for each modification. The game doesn't differentiate between differently priced mods, just whether or not you changed the value from its default.
So for example, a vanilla Booker costs the same to repair as a vanilla Stryker. A Stryker with a grenade launcher and armour upgrade costs as much to repair as a Dragoon with APS, and as an Autocannon Booker with APS.

It seems that all tanks more or less share a cost category, and most other fighting vehicles share a second. For basic AFVs, it's roughly 1000 supply for a full repair + 20 per mod, for basic tanks it's ~1200 supply + 35 per mod.

Infantry are a little messier. When a squad model is dropped, the ammo it carried is lost, and when that squad member is 'revived' it's revived with 0 ammo and needs to restock its ammo from supplies. I could disable resupply to get cleaner numbers but since in practice you'll always be resupplying squads you repair I figured it was more sensible to leave it on.

Generally speaking, the base repair cost for infantry scales with their size, so smaller squads are cheaper to reinforce. But since you also need to restock revived models, in practice the cost varies based on the what kind of equipment is being restocked. For example, Standoff Rangers lose their RAWS model last so they don't need to replace it, while CQC Rangers have to pay to replace all their LAWs.

Generally, 6-man squads range between 800-1k supply, while 9-man squads sit in the 1200-1300 range. Very large squads like Raiders move closer to 2k.
>>
>>2319897
no we weren't, that was the height of GWoT.
>>
this game is so fucking fun
>>
There was a livestream yesterday but it was a big fucking nothingburger
>No new info on baltic DLC, no release date
>next major patch not coming until DLC, contains US nerfs. Booker and F15EX mentioned specifically.
>beta test branch will be launched shortly after the DLC release, intended to test experimental or controversial changes
>replays not coming until their conversion to all-server-side logic which is still months away
>no mention of the big "2.0" update teased in the russian-only interview
>official support for alternate game modes explicitly ruled out, though they said they may reconsider down the road when they're ready to officially support competitive events.
>>
>>2329690
Aaaaaaaaaaand its dead
>>
>>2329690
I'm like 99% convinced that between slitherine, the frenchman and the russians none of them actually talk to each other, say whatever the fuck they want in public as if that was a done deal and then refuse to acknowledge it and pretend it never happened when they get overridden by someone else so nobody has any idea of what is the vision of the game or who is the final authority on it.
The deckbuilding and customisation, the moment to moment gameplay of moving units around and fighting feels good, better than warno anyway, and there's not much else competition in the genre, but the game is so horribly confused and mismanaged.
>>
>>2329690
>replays not coming until their conversion to all-server-side logic which is still months away
kek, and no mention of better/more coop missions, game mode is pretty much abandoned
>>
>>2329983
Actually they did mention a series of pve scenarios coming with the baltic bros. I just didn't think it bore mention.
>>
>>2295400
I pushed a javelin team and was melee distance in a tank and their javelin missile hit I was so confused. This change is retarded.
>>
>>2333677
I don't know what the other guy is talking about. Javelins still have a 200m minimum range, the same as every other ATGM. On launch their minimum range was arbitrarily larger than every other ATGM and that was changed months ago, now it's all standardized.

If you hugged the launcher and still got hit it was either lag or another unit you couldn't see shooting at you.
>>
>>2333859
Javelins actually have 100m minimum range, both of them, same as the dogshit RU ATGMs like Fagot.
>>
>>2333677
>pushing javelins
Do you not have artillery you retard
>>
>>2261396
>>
File: SOCIETY.gif (2.78 MB, 500x282)
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Man it's fun cucking amerigoylems out of H on Baltiisk
They're so used to getting it for free that they seethe and feed when their precious little Ospreys and Niggerhawks get mulched by Mi-24P and Mi-28N AA helis covered by Su-35s and followed shortly after by Mi-26 airlifting Osas onto the island
and if they give up on H those AA helis and Osas go to their airspawn and rape their EX2s and Fag35s
>>
>>2342590
The whole reason the Osprey gives H to US for free is that it's more than twice as fast as every other helo. If your AA helis are arriving in time to fuck up their drop it just means some retard screwed up or went AFK and called in their deployment late.

Otherwise by the time you're in range to contest H there's already a bunch of manpads in buildings and nothing for you to shoot down.

If you really want to control H you need to control or at least pressure F/G. Now that the SLAMRAAM is anti-heli instead of a SAM, there's no heli-bourne long range AA that can be deployed to H, which means the team sitting on H needs to control the opposing coastline to cover the point. If they can't keep a SAM up on that coastline you can just hover a drone out of manpad range and bomb them off the island with impunity.
>>
Official confirmation of "mid-march" release date for the Baltic FreeLC in addition to a leak suggesting there will be a full reveal stream on the 12th. This is technically within their "Q1 2026" timeline but significantly later than the "early february" timeline that they gave the russians a while ago.

They've also confirmed the public beta will come after the DLC rather than beforehand. It's supposed to include allowing supply points to heal infantry inside transports, a global rebalance of artillery, fixing the low alt bombing bug as well as changing how AA and planes interact in general. Cutting all of these changes off from the main DLC patch means it's likely only to include some modest balance changes for things like Booker spam.
>>
Broken Arrow is kill
trolling and teamkilling in this dogshit game with dogshit devs infested by dogshit stacker scum is more fun than playing seriously
>>
>>2261396
>>
https://store.steampowered.com/news/app/1604270/view/492718721443299650
We got the announcement of the announcement lads, GET HYPED! 2 weeks until the game is fixed! WARNOfags on suicide watch LETS GOOOO BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 BOOKER SMAW MARINE F35 RRC EX2 [/SPOILER]
>>
File: HAz4FO1aAAEEMo-.jpg (70 KB, 746x746)
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How can can you go against Eugen of all things and fucking fumble the bag this hard?
>>
>>2357821
Amateur devs with Russian work ethic.
Apparently the reason this DLC was delayed is that they didn't understand how long audio recording would take for the new lines and scheduled it too late.
>>
ACTUAL FUCKING NEWS
https://store.steampowered.com/news/app/1604270/view/509607850577756364
>>
>>2360461
So in general the distribution of tabs isn't too surprising. Heli and Air tabs are anemic and probably only 500pts each. Basically the US equivalent to RU Mech.
>Recon
Pretty beefy with 6 squads and 4 vehicles. Spartan is just an old british shitbox but you can see a variant with an optic mast
Everyone knows the Scimitar
In terms of infantry:
you can see two 7-man squads, a 4-man squad, a 6-man squad and 2-man sniper squad. Only one of the squads is carrying a visible Carl G in the screenshot
>inf
fucking huge tab with 8 squads and 9 weapon teams
The layout of the image makes it impossible to distinguish squad sizes but given the transports available it's probably going to be 4 for Humvee squads, 7 for IFV squads and 9/10 for the rest
In terms of transports there are no surprises: CV-90 with what looks like an APS upgrade
Patria with HMG/GL choice
Boxer (hard to see what changes between the two variants)
M113 shitbox
Humvee free smoke and the standard HMG/GL choice
>Vehicles
Leo2 in 3 variants, looks like vanilla, +HMG and then some kind of electronic attachment (maybe ECM/APS)
G-Wagen ATGM carrier with TOW-2 and Spike options. Note in campaign the G-Wagen also had a Manpad option that was really fucking good. Not clear if that was cut or if the pictures here are just non-exhaustive.
And probably the biggest surprise, the fucking Type-X UGV. This is an experimental drone tank. We see 3 variants: the same Bushmaster+Javelin turret as the recon Stryker (no visible smoke launchers), the Booker's 50mm Autocannon w/ smoke (fuck off) and a smaller 3rd turret that looks like the CPWS2 from the wikipedia page. According to wikipedia its armour is STANAG 4, so resistant to HMGs but not autocannons.
>Support
M113 mortars like US armored gets.
3 variants of 155mm howitzers (very redundant)
NASAMS as your long range AA
Iris-T as your SLAMRAAM equivalent
and then a manpad on a truck
No rocket artillery or breaching vehicle but otherwise every base is covered.
>>
>>2360461
>>2360525
It's impossible to gauge how good this spec will be without more specifics on infantry prices and loadouts but the general shape of it feels like most of the strongest ground elements of Armored/SF combined in one.
What we do know is:
There will be a lot of squads with Carl Gs
There are a fuckload of top-attack ATGMs
With 8 different squads (twice as much as the usual spec) there's bound to be at least a few that are good.

Leopard 2s in the campaign were SEPv2 statclones and even if they change them up here it'll probably occupy a similar price/performance range

CV90s will be similar to the AMPV since most tracked IFVs have standardized armour/hp and the autocannon is basically the same. But being only a 7-man transport instead of 12-man will probably make it cheaper.

Boxer will probably be similar to the Stryker Dragoon. Not sure how many variations they'll give it since it has a million modules IRL.

The Type-X is my biggest question mark. It's supposed to be pretty lightly armoured so it would be worthless for dueling other autocannon vehicles and as a purely infantry support vehicle in a spec that already has Boxers and CV90s it would need to be pretty cheap to be worthwhile. But the booker gun on a cheap, spammable shitbox would be absolute cancer

Spec pairings will depend a lot on how balance plays out but I foresee Baltic being mostly geared towards the frontline grind on a central point rather than any sort of cheeky flank play, and probably paired with USMC and Armored first and foremost. I can't see Baltic/SF being better a better pairing than Armoured/SF unless something in Baltic ends up being really broken.
>>
I wonder if all those national infantry variants will be separate units or just exist as load out options
>>
>>2361743
If they listed them as separate units then they probably won't just be loadouts.
I think the idea is that all 3 baltic states use different vehicles with different carrying capacities, so each vehicle needs an associated squad of the corresponding size and nationality so you can't just bring everything in CV90s.

I'm guessing there will probably be fewer loadout options compared to other specs just because there are so many individual units they need to differentiate.
>>
>news
BA will be 50% off on steam for the spring sale

They in conversation with steam to extend their sale a few weeks into next month because the DLC release, which was meant to launch on the first day of the steam sale, has been delayed AGAIN

The reason for the delay is "publishing issues"

There is no set release date for the DLC yet because of "publishing issues" just that they "hope" to release it before the end of their extended sale

After that I closed the stream because there's obviously nothing else worth talking about.
>>
https://store.steampowered.com/news/app/1604270/view/509607850577757078

THEY DELAYED THE FUCKING DLC AGAIN HAAAAAAAAAAAAAAAAA. Anyway, heres the dev diary
>>
>>2363060
Here's what stood out to me
>SUV
This is pararescue with better grenade launchers. Does anyone actually bring pararescue?
>Spike-SR
They've confirmed this will be a short range top-attack ATGM, basically a mini Javelin. Having it on a recon squad sounds strong but it'll probably have like 2 fucking ammo
>mech squads
All of them are 8-man with nearly identical loadouts. You're basically choosing between the transport and which AT weapon they get
>AT-4s
Get the CV90, your AMPV clone
>Carl-Gs
Get the Vilkas, which is just a Bumerang clone
>Spike SR
Get the Patria, which just a 10-man battle taxi
>volunteers
Making these 5-man squads is pretty unique but otherwise the difference between them are just
>anti-inf
>normal
>standoff
So they're basically just loadouts. The Kaits might be useful if they're super cheap but otherwise these just feel like meme units
>ESTSOF
These guys get the dual purpose rocket launchers that rangers should have gotten. Otherwise they're just a generic mainline squad
>greenboys
The only squad in the game to combine HE launchers with flashbangs, but with only 9 bodies they're just outclassed by the specialist squads like Raiders or Delta
>leopard 2
They're making it slow because the leopard's defining characteristic is its speed and the devs are russian
>type-X
Immune to suppression but can't reload so you need to restock it after every salvo. What a bafflingly terrible design choice

I don't know why this is taking a year to release. It also doesn't seem to really offer too much aside from temu Javelin spam (Troopers exist) and cheaper Carl G squads (NGWS exist) so unless something comes out extremely underpriced or with insane stats I don't really see it doing much to displace the meta.
>>
With the recent US embarrassment in Iran should all NATO units be rightfully nerfed? It's clear that none of their equipment actually works while also being 10x the price.
>>
>>2363119
>It's clear that none of their equipment actually works
huh? for all the retardation that is the iran shit, US gear isn't one of them
ask the Ayatollah that kek
>>
>>2363119
> It's clear that none of their equipment actually works while also being 10x the price.
IRL NATO equipment broadly works fine, it's just that thanks to literal decades of de-industrialization and over-financialization of their economies, there just really isn't a lot of anything that's actually complex.
>Small arms, infantry weapons, artillery etc.
All the mostly mechanical shit is fine, it's the all the super-advanced electronic
>Aircraft, missiles, tanks, GPS-guided whatever
That is 10x the price of what Russia, China, Iran can shit out without being anywhere 2x the capability
>>
>>2363247
>>2363376
Both NATO and Russians/Chinese equipment are on par really, the problem is how they use them, in other words doctrine and technique, much of that cames from theory (drill and exercises) and experience (war or wargames), there is some exceptions of course.
>>
>>2363097
>I don't know why this is taking a year to release.
Aren't they still busy fixing shit?
>>
>>2363386
Kind of yes, kind of no.
Equipment and capability follows after doctrine, because doctrine determines what you need your equipment to be able to do and thus what you develop and what you acquire.

For example, desert storm-era soviet equipment didn't have proper night vision optics. It wasn't that the soviets had tried and failed to produce them, but they simply didn't consider it an important part of their doctrine and thus didn't pursue its development. Then desert storm demonstrated to the entire world why that was a wrong assumption.

Modern military equipment across political divides largely experiences convergent evolution because everyone tends to copy everyone else, and tailor doctrine to what they understand about everyone else's doctrine. When you're both trying to develop the same capabilities to fight the same way, small differences matter very little. But modern conflicts have done a lot to demonstrate why imitating doctrine isn't the same as mastering it, and why even sometimes having technically superior equipment can be a liability if doctrine and capabilities don't align, or when doctrine doesn't align with reality.
>>
>>2363904
>For example, desert storm-era soviet equipment didn't have proper night vision optics. It wasn't that the soviets had tried and failed to produce them, but they simply didn't consider it an important part of their doctrine and thus didn't pursue its development. Then desert storm demonstrated to the entire world why that was a wrong assumption.
Evidently since Iraq didn't have the top of line Soviet Equipment but second compared to the whole coalition who deployed the best they had, the latest soviet tank variants like the T-64, T-80 and T-72 had night vision optics, of course not of the same ''quality'' as NATO but still similar, they are not some wunderwaffen or brutal difference, Iraq was totally outgunned, so they are not really a good comparison, and of course... because doctrinal reasons as i said, it influenced on Soviet designs to invest more in gun, protection, size, weight and speed compared to eletronics or ergonomics, the former was indeed superior to NATO even in the late 1990, but they are not superior to the later... still the difference was minimal, in theory both sides are on par, the difference really came from the quantity or numbers than quality itself
>>
>>2365423
besides of course how they implement it, as i said... technique, theory and practice, but even so both armies are made for total war and tended to balance quantity and quality, wunderwaffen and tacticcool mentality is post-cold war, there are advantages and disadvantages since no strategy, operation and tactic is perfect but in the end they are very balanced, with minimal, redundant and little differences
>>
This about ''optics'', ''nigh vision'', ''soviets have best tanks'', etc... is pure myth or exagerated by propagandists and smug/cocky people today, post-cold war cope, in that time they didn't did that
>>
NDA dropped, so we finally have proper stat and loadout info
>Autocannon KE pen is 170 (10 less than Booker)
>Spike LR is a javelin clone. Only 2 shots
>Spike and APS are tied to 70pt upgrade
Basically the NATO Kurganets. This is going to the spec's unicorn unit you pick the entire spec for.
180 armour is extrmely minmaxed to counter autocannon vehicles and the Busmaster 3 can basically do everything a Booker's gun does. I can foresee people skipping the APS upgrade and just spamming 90pt mini Bookers.
>>
And here's the Leo 2.
>245 base price (5 less than Sepv2)
>same armour as a Sepv3
>cannon is identical to the vanilla Abrams
>15pt side skirts and 65pt APS upgrades are mutually exclusive
>only 1 MMG by default, and you have to pay 10 more for an HMG
>leaks say 2x availability
Also note it's the only NATO tank with 100 top armour, so it takes a lot more firepower to kill it with a plane.

It's basically tailor made for punching down against weaker tanks
>>
Here's the meme UGV
>base loadout is 50pts
>includes an AA autocannon with HE only (same one as the M-Shorad and Linebacker) and a javelin with 1 (one) shot
>2nd loadout is just a Bushmaster 2 and no ATGM for 65pts
>3rd loadout is a Bushmaster 1 and a Spike LR with 2 shots for 80pts
I can see some niche use for this thing. The base loadout is cheap fire support and the 2nd loadout is technically good for the cost but it doesn't feel like the spec really needs more cheap autocannon spam.
>>
Vilkas
>very good frontal armour for a wheeled transport
>no armour upgrade, stuck at 14hp
>carries 9
>ATGM only has 2 shots
Basically a Stryker if it could bring both weapons. This thing means that Baltic + SOF and Baltic + Airborne won't be fucked out of transport options. But honestly I don't think two ATGM shots is worth the price over the Stryker Dragoon.
>>
Wheeled shitbox
>choice of HMG or GL
>gotta pay for smoke
>basically just an M113 with a higher road speed
Not really much to see here it's just a battle taxi for ATGM teams.
>>
Back to the interesting shit
>multitarget SAM with only 2.8k range
>can't target helis
>can't oneshot planes
ITS SHIT
>SLAMRAAM knockoff
>extended range loadout turns it into a BUK-equivalent
It's okay I guess

Baltic is kind of fucked for long range AA, which in turn will make Armored, Stryker or Marines pretty much mandatory pairings unless you're playing with a stack.
>>
Is this game worth it for SP?
>>
>>2366013
no. The campaign still doesnt have saving/loading even though some of the missions are fucking long. Also the balance has been fucked with for multiplayer, but they didnt bother to change any of the singleplayer missions to account for the unit changes.
The skirmish AI is just non-stop trickle of attacks, also has unlimited ammo.
>>
>>2366013
I would say no. The game HAS singleplayer content unlike Warno but that content is still pretty aenemic. If you plan to play the campaign and then gradually transition to casual multiplayer then it's probably worth picking up on sale but it really depends on how much mileage you think you'll get out of multiplayer.
>>
New howitzer comparison
M109
>statclone of the cheap american one
>5pts cheaper
>no guided shells
>downgrade reduces it 110pts and leaves it with 12 normal shells, similar to Brutus.
K9
>180pts for 4300 range
>has to pay 50pts for 6 guided shells and 4500 range
>kind of overpriced
PzH-2000
>Koalitsiya clone without guided shells

Overall mediocre compared to other US artillery but good enough to be used in spec combos that don't have anything better (Baltic + Marine, Baltic + Stryker). Kind of disappointed by how samey they all are.
>>
Recon
The approach here is pretty unique. Each squad has 3 loadouts representing one from each Baltic country. So you can only pick 1 country to rep each 'role' in your roster. This here is the generic combat-recon squad

Eesti
>generic mid-tier small arms
>no grenade launchers
>Spike SR is a disposable launcher with Morskaya damage/pen and double the range, but a 100m minimum range
Jegeris
>slightly better small arms
>Carl G M4 is identical to MAAWs
>once again no GLs
>similar to standoff RRC
Strong small arms + no GL is a strange combo.
SUV
>CQC flashbang squad with 4 smokes
>automatic grenade launchers like Delta/Raiders
>most similar to Pararescue

Combat squads without GLs makes no sense to me since they'll always just lose to a squads with them. Eesti can justify their price with the unique AT but I think Jegeris are strictly just a worse RRC for the same price.
SUV are weird since the grenade launchers can't shoot in building fights where the flashbangs work and aren't as strong in the open as disposable HE launchers would be. Kind of a jack-of-all-trades unit.
>>
does this game have any chance of making a comeback, I had a lot of fun the first month?
>>2366211
How do the baltic regular infantry look?
>>
What's the meta for clearing out US infantry from urban areas and forests? US meta right now just seems to just blob shit and run in and out of buildings abusing the sprint mechanic

The mix of javelin teams, green berrets and rangers just fuck all of my RU IFV's and infantry up.

>TOS-2
It reloads so slow and its 300mp

>my own infantry

RU infantry fucking sucks unless I get a flashbang squad in 1vs1

>tanks
get blown up by javs and gustavs in forests

>Terminator+guards 57mm

they nerfed those so theyre like 350mp and get bombed as soon as they show up. My only success im having right now is playing defensively with grenade launchers + inf turtle and try to grind him down with artillery. Maybe a couple of tanks to snipe his guys in the open
>>
>>2366212
Here's the regular line infantry

Jalavae Jagu
>Eesti's big brother
>low-tier small arms (note despite using the same AR as the Eesti, the stats are lower here)
>MG and DMR are both 600m range but low damage
Gelezinis Vilkas
>identical loadout to Jagu but with the Spikes swapped for a Carl G
>Carl G is identical to RAWS, not MAAWS
Mechanizetie Kajinieki
>same rifles again, but now with a pair of lower range, higher damage MGs
>6 AT4s

Vilkas are almost identical to RU Moto Pekhota, but with 1 extra rifleman for the same cost. Their small arms are weak damage-wise but good for suppressing more valuable squads from a distance, so they're more for stalling while something else does the killing.

Jagu carry 4 of the best NATO RPGs so they're more or less a tank hunter squad. Same role as RU Gvardii

Kajinieki are a meatgrinder squad. 6 AT4s is nice for hunting BMPs in forests but overall I think they're outclassed by Marines and vanilla Airborne.

I'm not sure if their transport options change based on loadout.
>>
Reservists. None of these guys get smoke.

Zemessardze
>ARs have 450 range but piddly 0.9 damage
>GL also has 450 range
>same MG3 as Jagu
>Carl G M2 is the same as the Vilkas' M3 but with 450 range instead of 500
KASP
>rifles have 1.2 damage but only 300m range
>LAWs are anti-tank, not anti-infantry with fucking awful stats
Kaitselit
>low-tier small arms again
>reloadable HE launcher, similar to Sturmoviki

Zemessardze having usable AT and a MG makes them basically a line infantry squad split in half. I think they compare favourably to the Vilkas squad.
KASP bring a lot of launchers for the price but the stats seem too low to me
Kajinieki are like RU Sturmoviki or Ognometchki but cheaper. Purpose-built for shitting into a forest meatgrinder
>>
>>2366013
No, the campaign is bad, bunch of shitty missions where every enemy movement is hardcoded, long grindy missions, hidden objectives or timers and everything without saving. Story is garbage.
>>
Special Forces. I'm gonna stop after this because I don't think the rest is interesting or noteworthy

Zaliukai
>CQC squad with flashbangs and HE LAWs
>all the top-tier close range small arms
>basically the jack of all trade anti-infantry unit that SUV were trying to be
ESTSOF
>high-tier small arms
>10 armour like a CQC squad
>disposable anti-inf launchers with 200 pen vs vehicles

Zaliukai being a flashbang squad that can fit in a Stryker makes them noteworthy but it's worth pointing out they're only 5pts less expensive than Marine Raiders.
ESTSOF were billed as an anti-everything squad but their launcher is actually just like the Marine SRAW that nobody uses. I don't think their AT is is good enough to actually be useful and as an anti-infantry squad I think they're just less efficient Chernye Berety. Competition for anti-inf squads within US is extremely tight which makes units like this a hard sell.
>>
>>2366217
>urban
Urban combat is a fire support competition that rewards having the map knowledge to know where you can get line of sight without driving into RPG range. BMP-3s, BRM-3Ks, Kurganets, cheap T-70s etc. all excel there. You can jink ATGMs by hugging buildings and reversing behind as soon as the missile fires. Javelins have fuck all for ammo so you only need to waste like 2 shots to negate the threat.

Your own infantry can't match the US so you use cheap shitter squads like motostrelki or VDV to just find targets for your fire support and keep your valuable squads back to try and stop a Booker from just running over you. If you can't kill the marine meatwaves fast enough then you can just delete the whole city block with a Tornado or TOS volley. As long as you're not wasting them on singular targets they make it almost impossible to push you. The Meteorit and Tulpan are also great for deleting squads

The important trick with urban combat is destroying the highrises behind the frontline, because snipers sitting in those buildings can see over top of the commieblocks and let them bomb you with impunity. It's always worthwhile to collapse them early on just to deny the other side the vision advantage.
>forests
You just don't fight the US in forests. Send fodder squads in to find their blob and drop a tornado on it.
>>
Is this game like wargame where the only people left playing as the sweats that play like they are on crack



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