Broken Arrow

Broken Arrow

How does this play compare to Warno?
Hello, I'm curious how this game plays.

Like, I've heard there are no hit chances in this game,so how do hits work?
Unit customization, kinda terrifies me in this sense it reduces game readability, seeing an A-10, I'll have 0 clue what the load is, in Warno I'll see [AT] or [RKT]. Is this a justified concern?

I'm sure, there's more that's all I know about the game so far, please illuminate me.
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Showing 1-14 of 14 comments
Ahriman Mar 26 @ 5:06am 
It plays like World In Conflict, an incredible RTS game from the days of yore, making the approach totally different from WARNO which is a solid basis to start with.

Broken Arrow is akin to a more advanced game of Rock-Paper-Scissors-Laser-Spock, from the moment of contact, you react to what the enemy is doing, and predicting how to beat the opponent's line up as opposed to the methodical planning and approach of WARNO. This is because of the unit system itself, as opposed to persistent units that are lost upon death, you are meant to rotate units actively, responding to new threats with the appropriate tool at appropriate times.

In practice this translates to small number's gameplay of mainly micro vs macro of WARNO.

As for the hit chances and the like, they are there, but they are incredibly high so they mainly matter for units that have the capacity to get reduction to the chance of being hit, such as Aircraft. For the most part however, the game follows arcade damage system, units have health bar and defences that reduce incoming damage, and that's about it.

Unit Customisation might sound intimidating, but it adds very little overall, and the loadout pick is locked for that unit in the deck, so if you see an A-10 and see it fire nothing but ATGMs for example, you know that all A-10s from that point on will be the same, same thing with Infantry and Tank loadouts. Again this all just goes back to the Rock-Paper-Scissors-Laser-Spock, you don't exactly know what the enemy has until you have engaged it and scouted them out, but once you have, you know for the rest of the game what they will have and will react accordingly.

The overall number of units is around a solid 1/10th the amount the average player uses in WARNO, so that should help you relax in terms of learning the units and reacting to them. One tab in WARNO tends to have more units available in it than your entire deck does in Broken Arrow, and that is for a reason, since you aren't meant to have most of it on the field at all times, just when you need it. This is also why the game works best with large teams, as each player is there to contribute in their own way as opposed to the WARNO approach "everyone does everything".
Originally posted by Ahriman:
It plays like World In Conflict, an incredible RTS game from the days of yore, making the approach totally different from WARNO which is a solid basis to start with.

Broken Arrow is akin to a more advanced game of Rock-Paper-Scissors-Laser-Spock, from the moment of contact, you react to what the enemy is doing, and predicting how to beat the opponent's line up as opposed to the methodical planning and approach of WARNO. This is because of the unit system itself, as opposed to persistent units that are lost upon death, you are meant to rotate units actively, responding to new threats with the appropriate tool at appropriate times.

In practice this translates to small number's gameplay of mainly micro vs macro of WARNO.

As for the hit chances and the like, they are there, but they are incredibly high so they mainly matter for units that have the capacity to get reduction to the chance of being hit, such as Aircraft. For the most part however, the game follows arcade damage system, units have health bar and defences that reduce incoming damage, and that's about it.

Unit Customisation might sound intimidating, but it adds very little overall, and the loadout pick is locked for that unit in the deck, so if you see an A-10 and see it fire nothing but ATGMs for example, you know that all A-10s from that point on will be the same, same thing with Infantry and Tank loadouts. Again this all just goes back to the Rock-Paper-Scissors-Laser-Spock, you don't exactly know what the enemy has until you have engaged it and scouted them out, but once you have, you know for the rest of the game what they will have and will react accordingly.

The overall number of units is around a solid 1/10th the amount the average player uses in WARNO, so that should help you relax in terms of learning the units and reacting to them. One tab in WARNO tends to have more units available in it than your entire deck does in Broken Arrow, and that is for a reason, since you aren't meant to have most of it on the field at all times, just when you need it. This is also why the game works best with large teams, as each player is there to contribute in their own way as opposed to the WARNO approach "everyone does everything".

Exactly what he said - the core mechanic is the one from World in Conflict. This game is like WarGame Red Dragon and World in Conflict had a love child using a new engine - combines the best of both games.

WARNO was great initially in EA, now it's going downhill due to the community being... let's say oversensitive.
Originally posted by Demented.Shaman:
Originally posted by Ahriman:
It plays like World In Conflict, an incredible RTS game from the days of yore, making the approach totally different from WARNO which is a solid basis to start with.

Broken Arrow is akin to a more advanced game of Rock-Paper-Scissors-Laser-Spock, from the moment of contact, you react to what the enemy is doing, and predicting how to beat the opponent's line up as opposed to the methodical planning and approach of WARNO. This is because of the unit system itself, as opposed to persistent units that are lost upon death, you are meant to rotate units actively, responding to new threats with the appropriate tool at appropriate times.

In practice this translates to small number's gameplay of mainly micro vs macro of WARNO.

As for the hit chances and the like, they are there, but they are incredibly high so they mainly matter for units that have the capacity to get reduction to the chance of being hit, such as Aircraft. For the most part however, the game follows arcade damage system, units have health bar and defences that reduce incoming damage, and that's about it.

Unit Customisation might sound intimidating, but it adds very little overall, and the loadout pick is locked for that unit in the deck, so if you see an A-10 and see it fire nothing but ATGMs for example, you know that all A-10s from that point on will be the same, same thing with Infantry and Tank loadouts. Again this all just goes back to the Rock-Paper-Scissors-Laser-Spock, you don't exactly know what the enemy has until you have engaged it and scouted them out, but once you have, you know for the rest of the game what they will have and will react accordingly.

The overall number of units is around a solid 1/10th the amount the average player uses in WARNO, so that should help you relax in terms of learning the units and reacting to them. One tab in WARNO tends to have more units available in it than your entire deck does in Broken Arrow, and that is for a reason, since you aren't meant to have most of it on the field at all times, just when you need it. This is also why the game works best with large teams, as each player is there to contribute in their own way as opposed to the WARNO approach "everyone does everything".

Exactly what he said - the core mechanic is the one from World in Conflict. This game is like WarGame Red Dragon and World in Conflict had a love child using a new engine - combines the best of both games.

WARNO was great initially in EA, now it's going downhill due to the community being... let's say oversensitive.

yea, I know, it's crazy the way that the Warno community expects a "Deluxe DLC Expansion Pass Gold Edition Bundle" to include all the paid DLC and not just the 2nd, 3rd, 4th, and 6th DLC for the game while not including the 1st, 5th, 7th or 8th DLC! What a bunch of jerks for suggesting that this DLC Bundle is in any way confusing or misleading! They just need to learn to read! Don't they understand what a PRILVILAGE it is to be able to pay over 110 dollars to "fully" experience the game?
if you played warno this game is similar and imo better in those categories, graphics and customization. its also similar to world in conflict.
I played two closed betas and also a fan of Wargame (European Escalation, Red Dragon, WARNO) series. Why I like BA more than WARNO? 1. More advanced weaponry. 2. More Wargame-style (no divisions, just countries and specializations) deck building style. 3. More immersive maps, sounds and visuals. 4. Realistic maps and realistic scenarios (Baltics conflict) 5. More functions for units (as arty or plane you can mark direction and what kind of bombs to use, for instance). 6. Supply/transport system and probably the most important - 7. Simple but powerful scenario editor. So far what I did not like in BA is the rather long match time - 40 - 45 mins. But maybe that's for the ranked matches. I hope regular MP/Skirmish matches will be able to play even 20 mins :) . Considering WARNO, I really liked the changes of visuals and sound effects but content vise .... remember when in Wargame (EE and Red Dragon) we had so many units, so many countries .... now we have "realistic" cold war divisions in Warno with many copy-paste units (but that's my subjective opinion).
There are a ton of threads that answer this.

WARNO= Larger Scale
BA= Smaller Scale

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WARNO Balance is the Main area of concern for me.

I call the game WOMTO---> World of Miniature Tanks
---> Featuring the "Marvel Anti-Air Avengers" and introducing the "League of Justice Recon Heroes."

_______________________________________________________

Recon is one of the biggest differences for me and I love the way Broken Arrow does it.
You have to actually work to get them in position and it pays off if used wisely.

Stupid Warno Recon units with their Superman X-Ray Vision backed up by the super hero one shot one kill world of miniature tanks.

Warno Balance started out good, but a portion of the hard core fan base (they love SD 2 for a reason / SD 44 was so much better imo.) constantly cry & complain like a bunch of babies if their precious 2-man AA Squad cannot shoot units (no mater how expensive) down with one shot (oops, I mean 1.5 shots) :steamfacepalm:

_______________________________________________________

There are some things that differ with WARNO and I still like some aspects of it, but it will take a really good Mod to bring me back. I still play SD 44 and still love it.

But Broken Arrow has a unique flavor that blends older school RTS games like World in Conflict with some aspects of Steel Division / Warno.

Deck Building is also super cool with more Variables to consider since a lot of units can be individually customized in BA vs. Warno's pre-built Divisions & Set Units.
Last edited by Siokawsi; Apr 9 @ 2:06pm
Ahriman Apr 9 @ 2:41pm 
Originally posted by T2.0BTE1LRthnRpt:
Warno Balance started out good, but a portion of the hard core fan base (they love SD 2 for a reason / SD 44 was so much better imo.) constantly cry & complain like a bunch of babies if their precious 2-man AA Squad cannot shoot units (no mater how expensive) down with one shot (oops, I mean 1.5 shots) :steamfacepalm:

And you will see this in BA just the same, bud.

Especially when kiddos learn why modern armies don't bring cargo planes into contested air spaces, armed or not, and people get bored of MP thanks to the 3 hyper optimized builds dominating the meta.
Originally posted by Ahriman:
Originally posted by T2.0BTE1LRthnRpt:
Warno Balance started out good, but a portion of the hard core fan base (they love SD 2 for a reason / SD 44 was so much better imo.) constantly cry & complain like a bunch of babies if their precious 2-man AA Squad cannot shoot units (no mater how expensive) down with one shot (oops, I mean 1.5 shots) :steamfacepalm:

And you will see this in BA just the same, bud.

Especially when kiddos learn why modern armies don't bring cargo planes into contested air spaces, armed or not, and people get bored of MP thanks to the 3 hyper optimized builds dominating the meta.

You might be right Ahriman, but I hope not. :(

I think the Warno Devs mean well, they do appear to listen, but not always for the greater good imo.

I have a hunch the Devs for BA will stick to their guns more. :)
-----Also hoping modding for BA will be so much better and not force the Excellent Modding Community to have to rebuild their mod every time there is an update.
Last edited by Siokawsi; Apr 9 @ 3:59pm
So far from watching the recent "early access" MP, it would be nice to see Infantry get a buff in their life/surviving power.

Infantry combat is much better and more enjoyable in BA than Warno for sure, but still could be even better imo. I know when the first beta started the Devs stated how they thought infantry vs. infantry combat was too slow; I disagree and would love to see that come back.

Also armored units dedicated for Infantry combat doing a better job than tanks vs. infantry would be a nice change.
---> Per the videos tank warfare vs. infantry sees too similar to Warno with their accuracy. Would love to see that change as well, less accurate leaving the tanks with the Role of taking out armor, and the dedicated vehicles for taking out infantry being more accurate & deadly (their counter of course the tanks.)
Last edited by Siokawsi; Apr 9 @ 11:44pm
Infantry is tanky enough imo.. I'd rather see specialized weaponery like top missile attack be more effectiv, or vehicles speeds in forest being nerfed, rather than a bland buff on life/resistance.
It plays totally hot compared to WARNO
Siokawsi Apr 14 @ 10:36pm 
Originally posted by General T.Montana Tropic Thunder:
WiC 2 :abitmtired::steamthumbsup:

WIC was so bare bones back in the day, so few units per player, was OK for what it was in it's day but the Ground Control series created by the same Devs was much more round breaking and memorable IMO.

Anyways, @ the OP Bryan=0101 who cannot search the threads so see this same question asked over and over..... there are a ton of recent game-play videos online that show case what this game is really about and they are very enjoyable.

These game-play videos are ruining other RTS games for me.
I had so much fun in the last open beta / So looking forward to this game.

Bye bye WARNO & it's Horrible Spammy "1 shot 1 kill" Lame Balance.
Featuring the Marvel Anti-Air Avengers and the Justice League of Recon Heroes.

Warno started out fun back in early release when you could actually enjoy the engagements, now it's such a frustrating numbers game using the same tactics that gets stale so quickly. :steamthumbsdown:

Watch the difference in how much more fun Recon can be vs. the stupid Superman X-Ray Vision of Recon Units in Warno.

Broken Arrow is going to be so much fun:

https://www.youtube.com/watch?v=A6-P41yxcOU
19,206 views so far / try tell me this game will not be successful and blow Warno out of the water. :steamthumbsup:
Last edited by Siokawsi; Apr 14 @ 11:16pm
Ahriman Apr 15 @ 12:41am 
Originally posted by T2.0BTE1LRthnRpt:
Bye bye WARNO & it's Horrible Spammy "1 shot 1 kill" Lame Balance.
Featuring the Marvel Anti-Air Avengers and the Justice League of Recon Heroes.

Warno started out fun back in early release when you could actually enjoy the engagements, now it's such a frustrating numbers game using the same tactics that gets stale so quickly. :steamthumbsdown:

Still amuses me to no end that the same mechanic is okay in BA for some reason, especially when it can't be prevented without using the exact same tool yourself. Watching F-22 Raptor snipe the enemy drone across the map, F-16s spamming ARADs from similar range, tanks dying to a lone bomb and ATGM from a helo, truly no 1 shot 1 kill in this game, no sirree!

You will see the exact same problem appear in BA as well, don't you worry. That is how the meta works, and especially when it comes to free building like it is in BA, MP folks will optimize the fun out of the equation fast, I'll give it 2 weeks tops until the meta has fully settled. Considering it took only less than 2 days for it to happen in the first beta, and then another 2 days in the next MP beta, it really won't take long even with 5 specs per side.
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