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Larkis Feb 7, 2023 @ 3:24am
Demo Feedback
First of all, i had a lot fun with this demo. It gives me a lot Vibes of World in Conflict i cant wait for the full version. :)

But now the Feedback.

1. Using Planes cost to many clicks. Select a plane, pposition it on the map. Wait until it arrives, select the plane again, order the strike, wait until the Strike is done, retreat. It would be cool to get the option to preplan a strike while purchase, so the plane arrive, do the strike and retreat without any additional order.
2. The planes are to high, or the camers is to limited. But the AirCombar Port was not that fun, moving around the camera finding the enemy planes.
3. Mortar Vehicles should have a maximum range indicator. At the stage where i need to defend the fort, i had 2 Mortar vehicles on the other side of the sea but they don>Ät want to fire, after getting positive order for an strike.
4. Flares on Helicopters and planes should work automatically its is a lot unecessary micro management to use them while enemy AA is in range.
5. I like that we need to rescue pilots (but why? what is the benefit?) but it is a lot unecessary micromanagement on top of the battle itself. it would be nicer that Pilots has a "resque me" button, which pop a signal flare and call an automatet transport helicopter You steel need to secure them but it is less micro.
6. There is no indicator why i should retreat damaged helicopters insteat of let them sta until they die.
7. Offmap Artillerie from immobile Units like the Tomahaks should be like World in Conflict on an extra area of the UI. Scrooling all the way back to select the ship and scroll back to the area where i want the explosion is unecessary.
8. Destroyed Vehicles should stay on the map and burning smoiking (look to Warno for Reference) Maybe Buildings that get multiple hits and are near diéctruction could start to burn too, so i get an indication when its time to move out. Currently the battlefield looks much to clean.
9. More Tracer Effects on infantry. The Scout-Sniper for example, i never sa them firing so i have no indication if they could shoot enemys out of a building or not.
10. Deployment Variants on unit purchase. insteat of "move to this", "fast unload", "back to base" i want them doing that with just one command on the purchase panel.
11. On Supply there should be the number of avaible suppplyes left, hovering above the container.
12. The supply area should be bigger. On the Stage where i need to defend the fort, a supply based in the middle of the high buildings should be able to feed all 3 buildings. Currently it is a lot unvcessary micromanagement to find a position to support all the buildings.
13. When a unit variants is out of order, there should be a visible timier "aviabile in X,X Seconds" insteat of the small icon, to have more info WHY a variant is currently not avaible.
14. On the purchase pannel there should be different colors for different states. White: is purchaseable, red: currently not avaible, grey, permanent not avaible on this stage of the mission. it is not easy to see, if a unit is permantly not avaible or just not now.
15. When a timer is part of the mission "hold the fort until the invasionfleet arives" there should be a visible timer on the mission page.
16. Visible range and weapon range should be visible, so i know if a dragon squad in a wood can attack an vehicle or not.
Originally posted by Eron:
3. Will have been integrated at release.
4. Yes, there was a bug for F&F missiles, but you have an automatic mode for flares.
5. They give you some money of the airplane price back, atm 80%, which will be balanced. But you have to invest micro for that, so it depends on the player.
6. Because you get money back for each unit that will be send back depending on left health, ammunition and fuel for planes. Also it needs less time to buy this unit again in contrast if it would be destroyed.
7. For that one should use the memory selection CTRL+1,2....9. In general there will be no offmap artillery.
8. Vehicles and buildings do/will burn, but not always.
9. The indicator is the small red icon on the top right corner of the shooting unit label,if a unit fires.
11. There might be an indicator in the future probably.
12. How much bigger? To supply all three of the high risers for example?.
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The author of this thread has indicated that this post answers the original topic.
Eron Feb 7, 2023 @ 4:20am 
3. Will have been integrated at release.
4. Yes, there was a bug for F&F missiles, but you have an automatic mode for flares.
5. They give you some money of the airplane price back, atm 80%, which will be balanced. But you have to invest micro for that, so it depends on the player.
6. Because you get money back for each unit that will be send back depending on left health, ammunition and fuel for planes. Also it needs less time to buy this unit again in contrast if it would be destroyed.
7. For that one should use the memory selection CTRL+1,2....9. In general there will be no offmap artillery.
8. Vehicles and buildings do/will burn, but not always.
9. The indicator is the small red icon on the top right corner of the shooting unit label,if a unit fires.
11. There might be an indicator in the future probably.
12. How much bigger? To supply all three of the high risers for example?.
Larkis Feb 7, 2023 @ 4:30am 
Originally posted by Eron:
3. Will have been integrated at release.
4. Yes, there was a bug for F&F missiles, but you have an automatic mode for flares.
5. They give you some money of the airplane price back, atm 80%, which will be balanced. But you have to invest micro for that, so it depends on the player.
6. Because you get money back for each unit that will be send back depending on left health, ammunition and fuel for planes. Also it needs less time to buy this unit again in contrast if it would be destroyed.
7. For that one should use the memory selection CTRL+1,2....9. In general there will be no offmap artillery.
8. Vehicles and buildings do/will burn, but not always.
9. The indicator is the small red icon on the top right corner of the shooting unit label,if a unit fires.
11. There might be an indicator in the future probably.
12. How much bigger? To supply all three of the high risers for example?.

Thanks for the Answer. :)

5. Then you could improve a wet resque. Cause pilots swimming, smes to be not moveable. It need some trys from my side to place the helicopter right above them, that they can enter.

To 12. Exactly. My expactation was, when i put down a Supply in the Middle of the high risers buildings that it give support to all 3 towers.

Currently the Helicopters has some struggle to fligh inside and land to drop some supply. the middle is the only reasonable space Putting a crate for every tower would be an enormous micromanagement part.
Eron Feb 7, 2023 @ 4:38am 
Originally posted by Larkis:
Originally posted by Eron:
3. Will have been integrated at release.
4. Yes, there was a bug for F&F missiles, but you have an automatic mode for flares.
5. They give you some money of the airplane price back, atm 80%, which will be balanced. But you have to invest micro for that, so it depends on the player.
6. Because you get money back for each unit that will be send back depending on left health, ammunition and fuel for planes. Also it needs less time to buy this unit again in contrast if it would be destroyed.
7. For that one should use the memory selection CTRL+1,2....9. In general there will be no offmap artillery.
8. Vehicles and buildings do/will burn, but not always.
9. The indicator is the small red icon on the top right corner of the shooting unit label,if a unit fires.
11. There might be an indicator in the future probably.
12. How much bigger? To supply all three of the high risers for example?.

Thanks for the Answer. :)

5. Then you could improve a wet resque. Cause pilots swimming, smes to be not moveable. It need some trys from my side to place the helicopter right above them, that they can enter.

To 12. Exactly. My expactation was, when i put down a Supply in the Middle of the high risers buildings that it give support to all 3 towers.

Currently the Helicopters has some struggle to fligh inside and land to drop some supply. the middle is the only reasonable space Putting a crate for every tower would be an enormous micromanagement part.
5.1. Yes, swimming was not yet implemented. But you WILL see this feature in the future. Navy Seal units for example will be able to swim quite fast.
5.2. Select the rescue helicopter, hold Shift, RMB click on the pilot unit label, click RTB, release the Shift key. That is the way to deal with it the easiest way.
12. Okay, I have an impression. Ofc this will be just a balancing issue but good to know.
Larkis Feb 7, 2023 @ 5:11am 
Originally posted by Eron:
Originally posted by Larkis:

Thanks for the Answer. :)

5. Then you could improve a wet resque. Cause pilots swimming, smes to be not moveable. It need some trys from my side to place the helicopter right above them, that they can enter.

To 12. Exactly. My expactation was, when i put down a Supply in the Middle of the high risers buildings that it give support to all 3 towers.

Currently the Helicopters has some struggle to fligh inside and land to drop some supply. the middle is the only reasonable space Putting a crate for every tower would be an enormous micromanagement part.
5.1. Yes, swimming was not yet implemented. But you WILL see this feature in the future. Navy Seal units for example will be able to swim quite fast.
5.2. Select the rescue helicopter, hold Shift, RMB click on the pilot unit label, click RTB, release the Shift key. That is the way to deal with it the easiest way.
12. Okay, I have an impression. Ofc this will be just a balancing issue but good to know.

Thank you for your answers and advices. Can't wait to see the next steps. :)

Is there a closed Beta planned in the future? I was a longterm participant for Warhammer BattleSectors and i would be glad to help here too. :)
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Date Posted: Feb 7, 2023 @ 3:24am
Posts: 4