im glad units recharge and arent gone forever. i HATED that about the other games like this and was 1 of the main reasons i didnt play them. i do agree that having the ability to call in different configs of the same plane/unit would be nice. and i would love to beable to pull everything off stuff and only take what i want/need.
I totally get it. I think it changes up the style. In those previous games you were incentivized to have more less valuable units and save your really heavy hitters until you needed them. In this game you can have a smaller deck of more exquisite units, but you need to use them with better micro since it could take a while to replace them if you get wiped quickly Interesting dynamic for sure
@@N7-SHARK yeah and its not like i did agree with some of the other areas, i edited my post and pointed out the other 2 things you brought up that others have mentioned aswell that would be nice QOL. Lazing is kinda buggy atm, and needs to be fixed in several areas though.
Yup! And you're allowed to disagree with me haha All in all I'm pretty happy with the level of detail and polish in the game at beta... Lots of games launch with far bigger problems
Amazing game. It's been ages since i felt invested into a game, especially a good rts. Already have 30h in the beta, I can see myself doing 500 hours easy.
I agree it was satisfying to wipe out certain assets of your opponent completely in Wargame. With that said, simplifying the cost of losing a unit to just its price can potentially have benefits as well. I like that compared to Wargame, Broken Arrow doesn't suffer from feature bloat and the design feels very streamlined. So I'm being more open minded. btw... FLX said it was always intended that units would have veterancy, it just wouldn't be something you choose in deck building and they haven't had time to implement it yet. Basically they want to bring back the idea of units ranking up after getting a certain amount of kills, but without adding complexity to the deck building.
Yup, instead the complexity is in the unit builds, which is a much more fun place to put it... Feels a little like tricking out a gun in call of duty lol
Strongly agree with veterency. But I disagree with the limited number of units. That feels too punishing for my taste. I think it’s somewhat balanced out by the fact that losing a more expensive unit directly gives points to the other team.
Yeah it's very fresh and fun and there's so much depth. As a competitive game I don't think it'll ever match coh3 for me, but I'm definitely going to spend lots of time playing big games and scenarios with the boys
Yeah if they did this they'd have to let you have more than one of each, otherwise you'd be slapping each other with reservists by the end of the game lol
Useful keybind to know, "G" is force fire. I know the keybind menu in the game sys its smoke strike (and for arty it is) but anything that isn't arty that how you make them shoot the ground. Real useful for firing at ATGMs and such hidden in trees that are shooting at you but you haven't spotted them.
I’m sadly going to have to disagree with wanting more points at the beginning of the match tbh. While I do face some issues with lack of points at the beginning for calling in an F-15 and then not having enough for other units, it does make me work my strategy around to where I have spend wisely in regards to what points I should focus on in order to have an effective start. Overall, great video and I look forward to seeing more content regarding the game. I’ve been hooked on the playtest imo and I’ve had a blast.
Yeah, I think you're right. More starting points would lead to even more broken spam at the start. I'm still working through my thoughts, especially as I play against different people and strategies
I played the first playtest about a year ago and it was pretty janky, not much has changed so i wont spend money on it. As long as its free ill keep playing
@N7-SHARK when it comes to servers and so on it runs fine for me too. What i meant was that the ui is very clunky, for example you can equip planes with cluster bombs and he bombs which in combination should work well against clustered up armor and inf, but the planes only drop one type of bomb per run. Add to that the fact that they have to align first before they drop their bombs, so you have to make two runs, which they'll either not survive or the enemy has already moved their units. Using lasers is also clunky and so is artillery. And there is a lot of other ui stuff that still hasnt been fixed yet even though the game had a closed beta before these 2 playtests. Overall I dont trust the devs.
@KimboKasteKniff yeah, the UI needs some work. Units get annihilated and you never know they were even being fired on. The laser designation has already been a challenge
Going to have to disagree with the idea of perma-killing units. This feature was what made me dislike Wargame and warno. You never wanted to risk anything so the game just became slow and tedious. It's not like destroyed units immediately come back so there is always a risk with poor tactics, especially at the beginning where your first deployments can determine how you will fight.
Yeah I can see that. And honestly, going through the comments this gives me some thoughts about how to approach deck building. Will probably follow up with another video once I get a chance to test it out. Thanks!
im glad units recharge and arent gone forever. i HATED that about the other games like this and was 1 of the main reasons i didnt play them.
i do agree that having the ability to call in different configs of the same plane/unit would be nice.
and i would love to beable to pull everything off stuff and only take what i want/need.
I totally get it. I think it changes up the style. In those previous games you were incentivized to have more less valuable units and save your really heavy hitters until you needed them. In this game you can have a smaller deck of more exquisite units, but you need to use them with better micro since it could take a while to replace them if you get wiped quickly
Interesting dynamic for sure
@@N7-SHARK yeah and its not like i did agree with some of the other areas, i edited my post and pointed out the other 2 things you brought up that others have mentioned aswell that would be nice QOL.
Lazing is kinda buggy atm, and needs to be fixed in several areas though.
Yup! And you're allowed to disagree with me haha
All in all I'm pretty happy with the level of detail and polish in the game at beta... Lots of games launch with far bigger problems
Amazing game. It's been ages since i felt invested into a game, especially a good rts. Already have 30h in the beta, I can see myself doing 500 hours easy.
Yup! And can't wait for all the additional content that'll launch with the game
Looks good and reminds me of world in conflict, hopefully it can scratch the same itch.
It definitely does for me. Super fun and dynamic and totally different than what I'm used to
I agree it was satisfying to wipe out certain assets of your opponent completely in Wargame. With that said, simplifying the cost of losing a unit to just its price can potentially have benefits as well. I like that compared to Wargame, Broken Arrow doesn't suffer from feature bloat and the design feels very streamlined. So I'm being more open minded.
btw... FLX said it was always intended that units would have veterancy, it just wouldn't be something you choose in deck building and they haven't had time to implement it yet. Basically they want to bring back the idea of units ranking up after getting a certain amount of kills, but without adding complexity to the deck building.
Yup, instead the complexity is in the unit builds, which is a much more fun place to put it... Feels a little like tricking out a gun in call of duty lol
Ive been loving this. Much prefer it to WARNO and COH right now. Just feels like the right balance of scale and strategy and depth for me.
Strongly agree with veterency. But I disagree with the limited number of units. That feels too punishing for my taste. I think it’s somewhat balanced out by the fact that losing a more expensive unit directly gives points to the other team.
Yeah it's very fresh and fun and there's so much depth. As a competitive game I don't think it'll ever match coh3 for me, but I'm definitely going to spend lots of time playing big games and scenarios with the boys
Yeah if they did this they'd have to let you have more than one of each, otherwise you'd be slapping each other with reservists by the end of the game lol
If you love it so much why don't you play it with me? Hm?
I did... Footage of your air toys getting shot down is all throughout this video lol
I could not help but see the M6 Linebacker which has been out of service for sometime. All vehicles have been reverted back to M2A2 Bradley's
I'm sure you're right... I have no first hand knowledge to confirm or deny :)
Useful keybind to know, "G" is force fire. I know the keybind menu in the game sys its smoke strike (and for arty it is) but anything that isn't arty that how you make them shoot the ground. Real useful for firing at ATGMs and such hidden in trees that are shooting at you but you haven't spotted them.
This is an awesome tip, thanks!
I’m sadly going to have to disagree with wanting more points at the beginning of the match tbh.
While I do face some issues with lack of points at the beginning for calling in an F-15 and then not having enough for other units, it does make me work my strategy around to where I have spend wisely in regards to what points I should focus on in order to have an effective start.
Overall, great video and I look forward to seeing more content regarding the game. I’ve been hooked on the playtest imo and I’ve had a blast.
Yeah, I think you're right. More starting points would lead to even more broken spam at the start. I'm still working through my thoughts, especially as I play against different people and strategies
I played the first playtest about a year ago and it was pretty janky, not much has changed so i wont spend money on it. As long as its free ill keep playing
Interesting. I haven't had many technical issues in multiplayer. The scenario, however, runs really slow for me.
@N7-SHARK when it comes to servers and so on it runs fine for me too. What i meant was that the ui is very clunky, for example you can equip planes with cluster bombs and he bombs which in combination should work well against clustered up armor and inf, but the planes only drop one type of bomb per run. Add to that the fact that they have to align first before they drop their bombs, so you have to make two runs, which they'll either not survive or the enemy has already moved their units.
Using lasers is also clunky and so is artillery.
And there is a lot of other ui stuff that still hasnt been fixed yet even though the game had a closed beta before these 2 playtests. Overall I dont trust the devs.
@KimboKasteKniff yeah, the UI needs some work. Units get annihilated and you never know they were even being fired on. The laser designation has already been a challenge
@@N7-SHARK Yes i tried it yesterday and it didnt make much sense to me. The game has potential, but i wont buy it on release
@KimboKasteKniff totally fair. I think my ultimate decision will be based on what the game looks like when it finally launches.
Going to have to disagree with the idea of perma-killing units. This feature was what made me dislike Wargame and warno. You never wanted to risk anything so the game just became slow and tedious. It's not like destroyed units immediately come back so there is always a risk with poor tactics, especially at the beginning where your first deployments can determine how you will fight.
Yeah I can see that. And honestly, going through the comments this gives me some thoughts about how to approach deck building. Will probably follow up with another video once I get a chance to test it out. Thanks!