Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on June 29, 2021, 11:54:50 PM

Title: Broken Arrow
Post by: Asid on June 29, 2021, 11:54:50 PM
(https://www.slitherine.com/images/products/680/product_landscape_image.jpg)

Broken Arrow is a large-scale real-time modern warfare tactics game.
A unique army building system and deep units customisation tools allow for endless replayability.
With 200+ realistic military units and technologies, each battle is more immersive than ever before.



Home page (https://www.slitherine.com/game/broken-arrow)
Official forum (http://www.slitherine.com/forum/viewforum.php?f=658)


Broken Arrow reveal trailer

https://youtu.be/BtmNjrL3U-c



Broken Arrow is a large-scale real-time modern warfare tactics game. The base game features both the American and Russian factions, more than 100 units and multiple deck specialisations per nation.
Broken Arrow brings the genre to a whole new level by combining the complexity of a joint-forces wargame with the typical real-time tactics action-packed gameplay.
Build your army deck by choosing from over 200 different units. Part of the battle is won by planning well: create the right combination of unit types and weapons to defeat your enemy, and don’t forget to consider the terrain when you choose.


UNIQUE ARMY BUILDING

Broken Arrow features a wide range of units, that are split into seven categories based on their characteristics: your army deck includes recon units, infantry, fighting vehicles, support units, logistical units, helicopters and airstrikes slots.

•   RECON UNITS: includes infantry, vehicles and drones specialized in the task of spotting and marking the enemy position.
•   INFANTRY: includes line infantry, shock troops, special forces, anti-tank teams, anti-aircraft teams.
•   FIGHTING VEHICLES: includes tanks, ATGM carriers and fire support vehicles.
•   SUPPORT: includes artillery and anti-aircraft vehicles that provide long range support on the battlefield.
•   LOGISTICS: includes all the units designed to improve combat efficiency by providing ammunition, repairs, medical supplies and much more.
•   HELICOPTERS: includes multipurpose cavalry units best used far from the heatpoints.
•   AIRSTRIKES: includes many different weapons, swarms of tactical missiles and airdrops of troops, vehicles and supplies.

CUSTOM UNITS

Modern vehicles and aircraft are generally compatible with different weapons and armor packages; Broken Arrow features a detailed customisation system that allows you to modify the specific components of your units, either individually or as a loadout.

•   Customize your aircraft by choosing weapons, fuel tanks, designation pods, countermeasure pods and decoys.
•   Add armor or defensive systems to your vehicles and upgrade their weaponry and sensors.
•   Special forces have access to a wide variety of equipment for you to choose: add suppressors, thermal optics, reconnaissance drones, explosive charges and much more.


ACTION-PACKED COMBAT

Choose the right combination of units from your deck and deploy them to the battlefield, via land, the sea or from the air. Use paratroopers and helicopters to rapidly seize key locations, reinforce them with heavy tanks and break enemy counter attacks with artillery and tactical missiles.

Infiltrate special forces behind enemy lines to disrupt enemy logistics and provide laser designation for your planes. Use the terrain to your advantage to ambush, out flank and outsmart your enemy.


Features

- Build your army deck by choosing from over 200 different units.

- 7 different units types:
•   RECON UNITS: includes infantry, vehicles and drones specialized in the task of spotting and marking the enemy position.
•   INFANTRY: includes line infantry, shock troops, special forces, anti-tank teams, anti-aircraft teams.
•   FIGHTING VEHICLES: includes tanks, ATGM carriers and fire support vehicles.
•   SUPPORT: includes artillery and anti-aircraft vehicles that provide long range support on the battlefield.
•   LOGISTICS: includes all the units designed to improve combat efficiency by providing ammunition, repairs, medical supplies and much more.
•   HELICOPTERS: includes multipurpose cavalry units best used far from the heatpoints.
•   AIRSTRIKES: includes many different weapons, swarms of tactical missiles and airdrops of troops, vehicles and supplies.

- Units customization
•   Customize your aircraft by choosing weapons, fuel tanks, designation pods, countermeasure pods and decoys.
•   Add armor or defensive systems to your vehicles and upgrade their weaponry and sensors.
•   Special forces have access to a wide variety of equipment for you to choose: add suppressors, thermal optics, reconnaissance drones, explosive charges and much more.


(https://www.slitherine.com/images/screens/680/screen_60993a33a8e43.jpg)

(https://www.slitherine.com/images/screens/680/screen_60993a3a68e82.jpg)

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(https://www.slitherine.com/images/screens/680/screen_60993a4acb3ce.jpg)

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Title: Re: Broken Arrow
Post by: Asid on June 29, 2021, 11:57:52 PM
Broken Arrow - Dev Diary #1 - Ground Combat Vehicles
29 June 2021


Since announcing Broken Arrow during Home of Wargamers Live+, we have received lots of questions and comments: we’re humbled by your interest, and we’re keen to share more of our development progress. In this first development diary, we bring you a sneak peek on how ground combat vehicles work in Broken Arrow.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/Small/1.jpg)
T-14 ARMATA versus M1A2 ABRAM. Click to zoom. (https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/1.jpg)

The chassis
The most fundamental part of a vehicle is the chassis. It gives the vehicle its mobility thanks to its engine and propulsion system and is generally either wheeled or tracked. The chassis affects acceleration and the maximum speed that can be reached across different terrain. It will also determine if the unit is amphibious or not, if it can be airlifted by helicopters, deployed by planes and so on.

Weaponry
The weapons carried by the chassis will determine which kind of target a vehicle can attack. Some are better against infantry, some are dedicated to the destruction of vehicles or aircraft, but most importantly it is possible to customize these weapons.

For instance the Stryker APC is equipped with a remote weapon station (RWS) that can carry a M240 medium machine gun, an M2 browning HMG, or a Mk19 grenade launcher.

But that’s not all, smoke grenades can also be fitted on the RWS as well as Javelin missiles.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/Small/2.jpg)
Stryker ICV with various weapons ranging from a simple M2 browning that can be upgraded with extra smoke grenade discharger and a Javelin missile to a 30mm autocannon. Click to zoom. (https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/2.jpg)

Armor
The chassis also defines the armor of the vehicle. The armor is different for the front, the sides, the rear and the top of a vehicle.

Armor allows vehicles to take less damage from projectiles with a penetration value inferior to the armor. If the penetration value of your weapon is too low compared to the armor of the target, your units will not even shoot. This is to save ammunition and avoid being spotted unnecessarily.

The armor of tanks is strongest at the front. So it is generally best to target either their exposed side armor or even better, their almost non-existent rear armor.

The armor value varies depending on whether the projectile is using kinetic energy (KE) or chemical energy (CE).

Kinetic energy weapons

The most common firearms, like machine guns, use kinetic energy to pierce through armor. This energy is gained by accelerating a projectile with an explosion inside the gun and is released when hitting the target. Part of this energy is also lost in flight due to air drag so the further away your target, the less damage you will cause. If the armor of your target is too thick to shoot at maximum range try to get closer to gain more penetration.

The APFSDS shells (Armor Piercing Fin Stabilized Discarding Sabot) fired by tanks at each other are the most powerful kinetic energy weapons carried by ground units.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/Small/3.jpg)
M1A2 Abrams with various armor packages and the Trophy active protection system Click to zoom. (https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/3.jpg)

Upgrade your defense

As we’ve seen, HEAT projectiles are widely used and can be carried by infantry. That makes using vehicles in close quarters combat very risky. To compensate for that, several defensive upgrades can be installed on vehicles:

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/Small/4.jpg)
M2 Bradley in its most basic A2 version and A3 version with BUSK armor package. Click to zoom. (https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary1/4.jpg)

Counter the counter!
One more thing to consider with chemical energy weapons - Extra armor weighs a lot and diminishes a vehicle’s mobility so it cannot be placed everywhere. The top armor of a vehicle is generally the weakest so that’s where top attack missiles try to hit. Instead of going straight for their target, they first gain altitude, to attack their target from above.

Infantry using tall buildings will be an even greater threat to vehicles, for similar reasons.


Title: Re: Broken Arrow
Post by: Asid on July 28, 2021, 11:28:04 PM
Broken Arrow - Dev Diary #2 - Helicopters
27 July 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/40513072/8cfc851edf4ddfd1e9622162fd05dd89a5980298.jpg)

In our previous dev diary (https://store.steampowered.com/news/app/1604270/view/2969543143028662119) we introduced some of the mechanics related to ground combat vehicles. Let’s rise above all this fighting in the mud and focus on a more elevated subject: helicopters.

Helicopters are like cavalry units, they are fast, can pack a lot of punch but are not very resilient. They can have very different profiles depending on their armaments and sensors, which can be customized.
For each pylon you can choose what kind of weapon you want to attach, or simply leave it empty to deploy the helicopter more cheaply.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary2/UnitPreview1.jpg)
Unit preview #1: Ka-52 Alligator and AH-64D Apache

Whenever possible, other elements can be customized, such as additional countermeasures, or the longbow radar on the AH-64.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary2/UnitPreview2.jpg)
Unit preview #2: AH-64D Apache with longbow radars

Attack Helicopters
The most dangerous machines, they can perform different tasks.
Attack helicopters can be equipped with advanced weaponry: missiles can engage tanks at very long range; volleys of rockets can suppress infantry and destroy light vehicles in seconds; guns provide more sustained fire power.
They can carry anti-aircraft missiles to shoot down other helicopters and fight off planes.
When equipped with the right sensors, attack helicopters can also perform reconnaissance missions.
Some attack helicopters, like the Mi-24 and its latest evolution the Mi-35M, have the ability to transport one squad of infantry, even if that’s not their primary role.

The big downside of all helicopters is the limited amount of ammunition they can carry. They need to land to resupply, leaving them very vulnerable to artillery fire.

Transport Helicopters
They can be of various sizes, from the tiny MH-6 little bird that can only transport a few men to the most powerful beasts like the CH-47 Chinook, or the giant Russian Mi-26. This last one can transport multiple squads of infantry at once, supplies and even sling load vehicles across the battlefield.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary2/UnitPreview3.jpg)
Unit preview #3: CH-47 Chinook can carry up to 4 squads of infantry and lift vehicles and supplies.

SHORAD
SHORAD stands for short range air defense. These vehicles are the bane of helicopters with their guns and/or missiles.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary2/UnitPreview4.jpg)
Unit preview #4: Pantsir S1 anti-air system is armed with 12 ready to fire missiles and 2x 30mm cannons.

Even though they are very deadly to helicopters, they don’t have the same mobility: it’s a game of cat and mouse to avoid enemy anti-aircraft units.

To avoid them, helicopters have the ability to fly “nap of the earth”: they reduce their altitude to hide behind the terrain. This maneuver allows them to avoid being detected, and breaks the line of sight if targeted. The downside is that at such low altitude their flight speed is reduced; this makes them more vulnerable to other threats, such as ground vehicles and infantry.

As a last resort, helicopters equipped with counter-measures can drop them to try to lure missiles away; keep in mind that there’s a limited amount of use and there is nothing you can do against a 30mm shell already flying your way.

(https://matrixgames.com/amazon/Uploads/News/BrokenArrow/DevDiary2/UnitPreview5.jpg)
Unit preview #5: Nap of the Earth flight

Pick the right unit, and use it the right way
It might look like a rock-paper-scissors system where helicopters hunt tanks, anti-aircraft hunt helicopters and tanks hunt anti-aircraft, but Broken Arrow is not a game of hard counter. The right unit used the wrong way can swiftly be destroyed by what it was supposed to be hunting.

For instance, many tanks have machine guns on the roof. They do not match helicopters’ weaponry but flying over a platoon of tanks that are hiding in a forest will probably get your helicopter killed even if it has 16 Hellfire missiles on board. And if a tank meets with the double fast firing 30mm gun of a Pantsir at close range, chances are the tank will be stripped of all its external sensors, making it inoperable.

Asymmetric Gameplay
The units in Broken Arrow are based on real military equipment, which means that each nation in the game will have its own gameplay style based on the actual vehicles and armaments used by said nation in real life.

For instance, US and Russian doctrines about helicopters are very different, leading to the development of very different equipment. The USA tends to have lighter helicopters but with better sensors, while Russia has heavily armed transports.

DID YOU ENJOY THIS DEV DIARY? COME JOIN US ON DISCORD.
If you’d like to discuss this dev diary or anything else about the game, please join us on our official Discord server here (https://discord.gg/TsVX2GaXmW).


Title: Re: Broken Arrow
Post by: Asid on October 30, 2022, 05:33:29 PM
Broken Arrow - Dev Diary #3 - Infantry
Tue, September 21, 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40513072/caaca1e4d744b22fe68a1e8b349a3fc513e76332.jpg)

We have previously discussed vehicles and helicopters, and it’s now time to shed some light on the oldest weapon platform of them all: the infantryman.

Infantry has a very important role in Broken Arrow because it has the upper hand over vehicles and helicopters in entire sections of the battlefield.

(https://steamcommunity.com/linkfilter/?url=https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40513072/93902ade204c6e9852c6f3efb4c82994214b48b3.jpg)

Marine Raiders boarding a CH-53E Super Stallion. This helicopter can contain up to 3 squads of 14 Raiders and lift up to 16t of cargo.


Infantry is inherently a very defensive type of unit: it moves slowly, it is difficult to detect and hard to dislodge from urban, wooded or mountainous terrain.
Attacking infantry with vehicles in these types of terrain is like asking for a beating. It requires intensive indirect fire support for suppression and your own infantry to progress. If enemy artillery starts sticking its nose into this already messy situation it can lead to a long and costly stalemate. So it’s generally advised to move around that kind of defensive position if possible.

The basic infantry squads generally come with a set of rifles, light machine guns and grenade launchers to fight against other infantry squads and they usually carry short range anti tank weapons.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40513072/3fef2d6ec107677d913f3a4ca22cca43d463139e.jpg)
Some Russian infantry weapons (AK-74M, GP-34, PKP, SVD-M, RPG-7, RPG-26, RPO-A Shmel)


More specialized squads carry powerful long range weapons including heavy machine guns, anti tank guided missiles (ATGM) and man portable air defense missiles (MANPAD). These weapons increase both your defensive range and the level of threat you pose, which might force the enemy into dealing with them.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40513072/708ae315f37ce7616bb55ed64efa1c59d299a4b1.jpg)
Some American infantry weapons (M4A1, M203, CQBR, M110 SASS, M40A5, M107, Mk16 SCAR-L, M32, AT-4, Carl Gustaf, Javelin)


Recon infantry consists of smaller squads down to 2 men sniper teams which trade firepower for stealth. They also have better observation equipment than line infantry.
They can be used to infiltrate enemy lines to observe troop movements, find valuable enemy support units and provide target designation for artillery and airstrikes to destroy them.
An army without recon is blind and you can’t shoot what you can’t see, so never underestimate the importance of recon squads.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40513072/4820400bde5c2199aebec3c7738cb9650a21a282.jpg)
Air assault squad next to the airdroppable “Naparnik” MRAP (K-4386 Typhoon VDV)


Special forces are very versatile units that can be customized to fulfil many roles, ranging from recon teams on steroids, saboteurs able to blow up bridges, silent assassins using suppressed weapons, groups of marksmen using sniper rifles of multiple calibers, to heavy door kickers dedicated to clearing buildings in no time with full auto shotguns and multiple grenade launchers.
Because of that, when you meet enemy special forces for the first time, the nature of their equipment is always a surprise – but never a good one.

Tactical mobility

Infantry on foot is very slow, so if you don’t want your troops to arrive after the battle is over you have to provide them with transport. Each transport method has its advantages and drawbacks.

Ground vehicles are the most common solution, they can be wheeled to move faster on roads or tracked to move faster off road, especially in forests.
They can be basic battle taxis armed with a simple machine gun or grenade launcher, or heavily armed fighting vehicles equipped with autocannons and missiles.

Vehicles are the slowest option but also the most flexible. Once the infantry is unloaded they can easily stay hidden behind some cover to pick up the infantry again if needed. They can also fight alongside infantry and provide fire support during the assault, or long range anti tank support in the open.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40513072/7ddbb585421e243257bcd80ef138116f1303cd2b.jpg)
Russian VDV


Because infantry is the lightest type of unit, that means they can also be deployed rapidly and in large quantities anywhere on the map using helicopters and planes.


Dropping paratroopers allows you to seize a position super fast but offers very little mobility after the jump. A position held by paratroopers can easily be avoided. Also if things go sour there is no way back.

Russian paratroopers fare better in that regard, as they can be dropped with a large panel of combat vehicles to support them. But every vehicle takes the place of numerous men in the plane, so it’s up to you to find the right balance.

Helicopters are an interesting alternative as they are still much faster than ground vehicles and allow the infantry to redeploy if needed. However it will be hard to land helicopters in the middle of a fight, so you will have to plan ahead.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/40513072/357dc816c29a1676f9e8da6423e3d1363583e27a.jpg)
Marine Raiders deployed on a crest with helicopters

Title: Re: Broken Arrow
Post by: Asid on February 07, 2023, 12:07:18 AM
Broken Arrow - Dev Diary #4 - USMC Specialization
Wed, 21 December 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/40513072/b97e5f9e19fd029a2e5d048f42b4ab29f482c26d.jpg)

First things first, in case you have missed Slitherine Next, we showcased a scenario from the single player campaign for the first time.

You can watch the whole scenario here:

https://youtu.be/omkwvxJYu7s
 

USMC Battlegroup specialization

We have recently revealed a trailer presenting the first of the 8 specializations of the game:
 
https://youtu.be/Ya2IV4eUDZo


In Broken Arrow you cannot play with all the units at the same time. There are more than 150 per country with over 1500 different unit customizations in total.
Before each battle you must select which units will be part of your deck. And the first choice you have to make is to choose specializations.

Each country has 4 specializations and you must combine 2 to create a multiplayer battlegroup. That makes 6 possible combinations or
archetypes.
Each specialization will propose totally unique units so each archetype will feel totally different from the others.

During the solo campaign things will be less systemic and the units you can access will depend on the mission.


USMC
Amphibious warfare is the specialty of the Marine Corps but it also works like a small independent army and as a result is the most versatile battlegroup specialization of the USA.

Note that some US Navy units have also been added in this specialization so it should normally be called Fleet Marine Forces but since it’s a majority of USMC units we kept the name.


RECONNAISSANCE
Scout snipers: This pair of elite soldiers is the most stealthy unit of the USMC. The main shooter is equipped with a M40A5 or SASR sniper rifle while the spotter carries a marksman rifle and a laser designation device to guide laser guided ammunition.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/e8374a9591f78e3f3755e7ee462a2baebada19f7.png)
 
Force Recon: A group of 6 men trained to progress discreetly on foot to infiltrate enemy lines. They bring with them a few AT-4 anti tank rocket launchers to ambush light vehicles that may cross their path.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/e50938bf9310d32b0e3ebb8a90118af84a672de9.png)

Navy Seals: A fire team of 4 elite soldiers that can move rapidly in the water. They have access to a large panel of weapons and will always be a thorn in the enemy’s side.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/496cefd2a056e1a3751c1ac1bc70408690035514.png)

These recon units can be transported in Humvee GMV (Ground Mobility Vehicle) A light version of the humvee or LAV-25 an amphibious armored vehicle equipped with a 25mm chaingun.
In addition to that you can access independent vehicles:
•   IFAV (Interim Fast Attack Vehicle) a Jeep style vehicle that can be armed with a machine gun, a grenade launcher or a TOW anti tank missile.
•   JLTV-RV (Recon Vehicle) equipped with advanced sensors and a remotely controlled turret that can carry a 30mm chaingun and a Javelin missile.

Surveillance drones can also be used to observe and designate targets:
•   Fire Scout unmanned helicopter can also carry DAGR guided rockets or Hellfire missiles to fight on its own.
•   MQ-4C Triton is not armed but observes enemy positions from high altitude, out of range from most weapons.


INFANTRY
Marine Rifle Squad: This is the backbone of the specialization. This big squad of 13 men is equipped with M27 assault rifles, M38 marksman rifle and MAAWS rocket launcher.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/9602914ade2bf8a834f0cffad7c583a8e2f77b7a.png)
 
SMAW/SRAW fire team: This is a group of 4 men equipped with 2 SMAW or SRAW rocket launchers. The first is a reloadable launcher firing multipurpose unguided munitions while the second is a more cumbersome disposable launcher firing short range guided missiles.
Dragon fire team: Group of 4 men equipped with the M47 Dragon III, an medium range anti tank guided missile.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/b63ce964e8325b2cfddb35764dd66ab3b3241684.png)

Marine Raiders: A Marine Special Operations Team is composed of 14 men. They are specialized in CQC combat and can clear buildings in no time. However they lack anti tank capabilities.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/dd1632d0b44ac72795a28f33a2f5ffd711989567.png)

These units can be transported in AAVP-7A1, a large tracked amphibious armored transport equipped with a heavy machine gun and a grenade launcher in the same turret. They also have access to the ACV, a more modern wheeled armored transport equipped with a remotely operated turret that can be upgraded with a 30mm chaingun.
Finally the MTVR (Medium Tactical Vehicle Replacement) is a truck that can carry troops as well as supplies.


FIGHTING VEHICLES

•   M1A1 Abrams HC
(Heavy Common) second generation depleted uranium armor and M1A1
•   Abrams FEP
(Firepower Enhancement Package) third generation depleted uranium armor and better optics.
Both version can be equipped with additional reactive armor ARAT.
•   M60A3 Patton TTS: is the old tank of the Marines. The turret can be replaced to become a M728 Combat Engineer Vehicle with a 165mm demolition gun very efficient against buildings.
•   LAV-AT/ATM: is a TOW missile launcher based on LAV chassis. It can fire two missiles in a row including the TOW-2B top attack missile on the modernized version.
•   JLTV-TOW: a TOW missile launcher on a JLTV platform. In comparison with LAV-AT it carries less missiles, must reload after each missile and is not amphibious so this is a cheaper option.

SUPPORT

•   LAV-M: a 82mm mortar mounted on a LAV chassis. It can fire high explosive or smoke rounds with little delay.
•   LAV-AD: an anti-air module with a 25mm gatling gun and 8 stinger missiles mounted on a LAV chassis.
•   HIMARS: rocket artillery mounted on a truck. Can fire six 227mm rockets with explosive warhead or submunitions or a single ATACMS ballistic missile.
•   MADIS: A JLTV equipped with a 30mm chaingun and two stinger missiles.
•   NMESIS: Two tomahawk cruise missiles mounted on a JLTC platform.
•   LVSR: A heavy truck carrying up to 20 tons of supplies. Can be fitted with B-Kit armor and a self protection weapon.


HELICOPTERS

•   UH-1Y Venom: A light reconnaissance and transport helicopter that can be lightly armed with pintle mounted weapons and small 70mm rocket pods. Either with unguided or guided rockets.
•   AH-1W Super cobra: This helicopter has been the main attack helicopter of the USMC until recently. Its 4 pylons can be equipped with rockets, anti-tank missiles TOW or Hellfire, AIM-9 anti-air and AGM-122 anti-radiation missiles to target enemy units equipped with radars.
•   AH-1Z Viper: The newest version of the attack helicopter with better performance and 2 extra stations on the wingtip to carry the AIM-9/AGM-122 in addition to the Hellfire and rockets on the main pylons.
•   CH-53E/K Super/King Stallion: The most powerful heavy lift helicopter of the United State military. Can lift up to 16 tons of equipment which is enough to lift a LAV, a JLTV or even a HIMARS.
•   MH-60 Knighthawk: A naval version of the famous blackhawk with additional optics and armament on 2 pylons.
•   MV-22 Osprey: A tilt rotor aircraft combining the vertical takeoff and landing of a helicopter with the cruise speed of a plane. It can carry 2 full squads of Marines.


PLANES

•   AV-8B Harrier II Night Attack: it’s a VTOL (Vertical takeoff and Landing) aircraft with limited performance and autonomy usually dedicated to close air support missions because of its slow speed. It can be equipped with a wide array of bombs, rockets and missiles.
•   AV-8B Harrier II Plus: a more modern version of the Harrier with better countermeasures that can be equipped with guided bombs and AMRAAM missiles.
•   F/A-18C Hornet: Single seater version of the plane dedicated to air superiority. Can also be equipped with rocket pods for ground support.
•   F/A-18D Hornet: Dual seater version of the plane dedicated to ground support, with AGM-65 Maverrick missiles and unguided bombs. Can also act as a long range air superiority fighter with a lot of fuel and few missiles.
•   F-14D Super Tomcat: The legendary plane from Top Gun can be equipped with a wide array of anti air missiles including the long range AIM-54 Phoenix. It is also possible to use it for ground attack with Zuni rockets and a wide array of guided and unguided bombs.
•   F-35C: Carrier version of the stealth plane. Each of the two bays can carry in addition to a AMRAAM missile a bomb up to 2000lb including teh JSOW gliding bomb, or 4 SDBs (Small Diameter Bombs). It is also possible to carry one more AMRAAM per bay.
•   F-35B: VTOL version of the stealth plane. The additional turbine limits the bays to 1000lb bombs or 3 SDBs
•   F/A-18E Superhornet: Single seater version proposing a vast array of air superiority configuration with up to 14 AMRAAM missiles in its heaviest “missile truck” configuration.
•   F/A-18F Superhornet: Dual seater version oriented toward precision strike with anti tank missiles and guided bombs. It still carries some air to air missiles for self protection.
•   F/A-18G Growler: Dedicated to the destruction of enemy air defense, its loadouts consist of jammers and anti-radiation missiles.
•   KC-130J: This plane primarily used to transport and airdrop supplies and troops can be fitted with various “Harvest Hawk” upgrades like Hellfire missiles and Griffin precision guided bombs.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/5028f2ed06d2a70162af078146881bc9e944dc22.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/9d2dd20eb0bebae89496bab09bc806615edfb3e3.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/47c0747728372789e60ec850aa622ebe673529e1.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/7ac9096b72551026e2a05460612ec2c96942ec6b.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/55e69e3827895b830c0166d8d61757f3f689a664.png)

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Title: Re: Broken Arrow
Post by: Asid on February 07, 2023, 12:10:19 AM
Broken Arrow - Dev Diary #5 - Motostrelki specialization
Wed, 1 February 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/40513072/b313b3051f347e709eae48124b12844c7915c000.jpg)

First off, the big news!
Demo Available at Steam Next Fest


Broken Arrow will be part of the Steam Next Fest.


What does this mean? It means that everyone starting on February 6th at 10 am Pacific time will be able to download and play the Broken Arrow demo, consisting of one playable scenario from the single player story campaign.

We’d love to hear your honest feedback on the game, so don’t refrain from hopping in the game, giving it a try and letting us know what you think. We’ll be collecting the feedback through a special survey that you can access from within the game.

We will also be streaming the same scenario live on Twitch twitch.tv/slitherinetv on Tuesday February 7th at 8 pm GMT. Furthermore, join us at Tea Time on February 9th at 4 pm GMT for an exclusive live interview with Félix Habert, Creative Director for the game.

https://youtu.be/eXLyn9-5ZZs


Motostrelki Battlegroup specialization


Motostrelki or motorized/mechanized infantry is a specialisation focused on ground mobility and aims to achieve superiority through numbers rather than quality.

Offensively, this specialisation allows you to deploy a large quantity of cheap infantry squads equipped with older weapons and spread them rapidly over the battlefield with light wheeled armored transports (BTR). Each squad and its transport might be outclassed if they encounter stronger enemy units but some BTRs might find undefended routes of approach. This allows their infantry to pour through enemy lines and end up destroying weak and expensive support units like artillery and anti aircraft platforms and compensate for earlier losses.

Defensively, the BMPs which are tracked armored vehicles equipped with anti-tank guided missiles and autocannons will pose a threat to the enemy. However, they remain light vehicles that are no match for a tank. So it is generally a better solution to spread them in order to shoot missiles from multiple directions and hit the tanks weaker side armor.

Having more units to manage than the opponent can be an advantage but can also become a burden in some situations as it is harder to keep track of all of them so it’s hard to prevent losses.


RECONNAISSANCE

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Razvedka: This 5 men squad has better observation equipment than the regular infantry squads and trades the usual machine gun for a stealthier SVD marksman rifle. They are equipped with several RPG-26 lightweight anti-tank rocket launchers that can damage light armored vehicles.
They have access to standard BTRs and MT-LBs as transport but also BMPs which can bring a lot of punch to this reconnaissance unit.
Snaipery: This is an entire squad of soldiers equipped with precision rifles of different calibers. Rather than being spread in different squads these marksmen work together as a team to totally deny an area to enemy infantry. This fire power comes at the expense of stealth that is not on the level of other snipers.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/61259932460c77df7dac700dca2e5acc96b4429a.png)
 
Spetsnaz GRU: An elite squad of 7 men equipped with suppressed weapons, advanced observation equipment and top tier rocket launchers. They can also provide laser designation for planes and artillery.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/696ba02db0d937ea5e58d5161c09e42262bde93a.png)

In addition to these infantry units this specialization gives you access to BRDM-2 and BRDM-3 wheeled recon vehicles as well as the FORPOST UAV, a reconnaissance drone that can be equipped with 2 kornet anti tank missiles.


INFANTRY

Motostrelki: This is the backbone of this specialization. This squad of 7 men is equipped with Ak-74M rifles, 2 GP-34 underbarrel grenade launchers, a PKP machine gun and a RPG-7 anti tank rocket launcher.
Reservisty: An under-strength squad of 6 men equipped with old AK-74, PKM and RPG-7 transported in BTR-80 or MT-LB. They have a limited amount of ammunition so they won’t put up a fight for very long. It’s best to have them patrol your rear to detect infiltrated enemy units that might run into them or guard your flanks and act as a speed bump in case of an unexpected enemy attack.
AGS squad: Automatic grenade launchers and their serving crew that can provide fire support against infantry and light vehicles. They are extremely vulnerable to helicopters however.

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PZRK Igla: Soldiers equipped with Igla man portable anti-air missiles. These small missiles lack range so they are better at shooting down helicopters than planes.
PTRK Konkurs: A squad dedicated to anti-tank duty equipped with Konkurs ATGM. These units don’t have access to BMPs as transport as in the Russian doctrine the anti-tank capability comes from the vehicles themselves in BMP equipped units so they don’t have dedicated ATGM teams.
SPG-9: A squad equipped with SPG-9 recoilless rifles to provide fire support against infantry and vehicles. They lack the power to really damage tanks' frontal armor though.
Engineer Shturmoviki: A squad of heavily armored soldiers specialized in explosives that will clear buildings from enemy presence in no time.


FIGHTING VEHICLES

Transports:

•   All these troops have access to BTR-80 wheeled armored personnel carriers that can be upgraded to BTR-82A model with 30mm autocannon or BTR-82AT with a remotely controlled turret with improved optics and 2 konkurs ATGMs. It is also possible to add a cage armor to increase the protection against rocket propelled grenades but this removes the amphibious capability of the vehicle.
•   The MT-LB is a tracked transport also available to all troops. It is lightly armored, but can receive a cage armor just like the BTR at the cost of the amphibious capability. It is only armed with a single machine gun by default but can be upgraded with a turret similar to BTR-80/82A with KPVT or 30mm autocannon.
•   The BMP-2 infantry fighting vehicle is available to all troops except the anti-tank teams. It is armed with a 30mm autocannon and a konkurs ATGM by default, but can receive an additional grenade launcher or be upgrade to
BMP-2M standard with better optics and 4 modern kornet ATGM that can be guided 2 at a time on the same target. It is also possible to upgrade the armor while retaining the amphibious ability.
•   BMP-3 is the next generation of IFV that comes with a 100mm low pressure gun in addition to the 30mm autocannon for additional long range fire support. The turret can be upgraded with better optics and shtora jammer or be totally replaced by the epokha turret with a 57mm autocannon, kornet and bulat ATGMs. The armor can be upgraded with explosive reactive armor that substantially improves the resilience against explosive damage.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/1756fa688187c3ce84e014a5b7a80ad02414110a.png)

 
Fighting vehicles:

•   9P148 Konkurs: An anti-tank vehicle with 5 konkurs ATGM mounted on the roof of a BRDM-2 chassis that can be upgraded with a new turret equipped with 4 kornet ATGMs.
•   9P162 Kornet: An anti-tank vehicle based on the BMP-3 chassis equipped with 2 kornet ATGMs anf be upgraded to the 9P167 Khizantema with better optics and missiles that can be guided on 2 different targets independently.
•   T-62M: One of the oldest soviet tanks still in service available in multiple variants with additional armor, optics, with or without ATGM…
•   T-72B: The workhorse of the soviet army is available to the motorized infantry specialization with the possibility to upgrade the armor with different generations of ERA and the fire control system to guide more modern gun launched missiles or rather remove this ability to field the tank for a cheaper price.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/a320254fcf7b2243e66e9ddaa635a1170343e106.png)
 

SUPPORT

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//40513072/118ab79eea4d12f583266c5f71815660bdbc1133.png)

The Russian army in the game is globally support heavy compared to the USA and the motorized specialization is a good illustration of that:

•   2S23 Nona-SVK: A BTR platform equipped with a 120mm mortar. It’s wheeled chassis allows it to rapidly reach its destination and relocate after shooting but the loadout is rather low with only 30 rounds carried.
•   MT-LB based mortars: the basic configuration called “Deva” is a standard 82mm mortar transported in the MT-LB but it is possible to upgrade it with a Vasilek mortar shooting rapid bursts of 4 rounds or a 120mm mortar.
•   2S4 Tulpan: This is a massive 240mm mortar shooting 130kg projectiles. The rate of fire is low as a crank system is needed to reload it but the effect is devastating when the shell lands.
•   2S3 Akatsia: A classic 152mm howitzer. The low accuracy is compensated by the high availability and low price that allows you to buy multiple batteries and saturate the area. It can be upgraded to the M2 standard with better reload time and accuracy.
•   9K58 Smerch: A powerful LMRS shooting 300mm rockets with multiple possible warhead types. The rockets must be reloaded one by one with a crane after shooting which makes the process extremely long.
•   TOS-2 Tosochka: One of the newest equipment available to the motorized infantry specialization. This wheeled MLRS can shoot up to 18 220mm thermobaric rockets per salvo with deadly effect against infantry and light vehicles.
•   Ural ZSU-23-2: This is the most basic air defense system you can get: a truck with a twin 23mm autocannon bolted to the rear platform. The ZU-23-2 can be upgraded with improved optics and Igla missiles to improve its performance.
•   ZSU-23-4 Shilka: A self propelled anti aircraft artillery armed with 4 23mm autocannons resulting in a massive rate of fire. The basic variant doesn’t have any radar and is mostly used as a fire support vehicle but it can be upgraded with a radar to increase its range against helicopters and Igla missiles can also be added to threaten aircrafts as well.
•   OSA-AKM: This old surface to air missile system is the most basic anti aircraft unit of this specialization able to engage aircrafts in high altitude.
Its old radar makes it back at tracking low flying helicopters.
•   S-350E Vityaz: This truck mounted surface to air missile launcher is no laughing matter for planes:.Its 12 ready to fire missiles have massive range and deadly accuracy. The only downside is the inability to track low flying helicopters so you need to escort it with a unit dedicated to that.


HELICOPTERS

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Only the oldest helicopters are available to this specialization:

•   Mi-8MTV-2: The classic workhorse of the Russian army in its oldest version still in service. This helicopter can carry a mix of troops and supplies as well as gunpods and rockets on 4 pylons.
•   Mi-24P: The famous attack helicopter armed with a fast firing twin 30mm autocannon attached to the fuselage. 6 pylons are available to equip the classic gunpods and rocket baskets but also Kokon anti tank missiles and R-60 anti air missiles.
The Mi-24 is able to carry a full squad of infantry even if this is not its primary role.
•   Mi-24V/VP: Similar to the Mi-24P but with a chin turret instead of the fixed gun. The turret is armed either with a Yak-B 12.7mm minigun (Mi-24V) or with a twin 23mm autocannon (Mi-24VP)
•   Mi-24K: This is the recon and fire support variant of the helicopter. It loses its ability to carry troops because observation equipment takes the space in the compartment. It also loses the ability to guide Kokon missiles because the aiming system has been replaced by a laser designation system


PLANES

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•   Su-25SM: This is a rather slow ground attack plane that can carry unguided bombs of different weight and types: general purpose, retarded, cluster, incendiary, thermobaric.
Rockets of different calibers up to the massive 340mm S-25 can also be carried as well as Kh-25 anti tank missiles, the massive Kh-29 missiles or Kh-58 anti radiation missiles.
Out of 10 pylons, 2 can be equipped with electronic countermeasure pods to increase the survivability of the plane or be equipped with short range infrared anti-air missiles to hunt down helicopters or as self defense against other planes.
•   Su-24M2: This is a supersonic bomber with variable-sweep wings that delivers a lot of unguided bombs of every type and weight.
Will you prefer quantity with up to 26 OFAB-100 (100kg) bombs? Or size with up to 3 FAB-1500 (1500kg) bombs?
•   Su-24MP: This version equipped with additional electronic sensors is dedicated to suppression of enemy air defense (SEAD). It hunts radar equipped enemy units and destroys them with its Kh-31 anti-radiation missiles.
•   Mig-29SMT: This is a light fighter designed to engage enemy aircrafts with short range infrared R-60 and R-73 missiles and medium range R-77 and R-27ER missiles.

The number of missiles it can carry is low and its autonomy is short even with additional fuel tanks so it is best used for interception rather than air patrol.
It can also carry rocket pods and small bombs but air to ground is clearly not the domain where this plane shines.

Title: Re: Broken Arrow
Post by: Asid on February 07, 2023, 12:11:33 AM
Broken Arrow Live Stream
Mon 6 Feb

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/40513072/436008697e1793f99c2bdb8e93297b09ddca8fb2.jpg)

Broken Arrow's Live stream with XTRG

In the Broken Arrow demo mission, players will be tasked to infiltrate a platoon of U.S. Marines Force Recon to destroy critical coastal defenses on the Baltic shore.

Clearing the sky of enemy planes, and escorting their landing craft and hovercraft to the shore, waves of powerful M1A1 Abrams and armored vehicles can be unleashed to dominate the battlefield.
The mission will see American troops fight block for block in intense close-quarter infantry battles against airdropped enemy paratroopers. Forces can be resupplied with heavy-lift helicopters from a carrier group offshore. Prospective commanders need to take care and repel the assault of a full tank company with the combined arms help of helicopters and planes.


We will be streaming the demo scenario live on Twitch on Tuesday February 7th at 7 pm GMT +1 and on Thursday February 9th at 5:30 pm GMT +1.

twitch.tv/slitherinetv


Upcoming Event Starts Thu, 9 February 2023

Title: Re: Broken Arrow
Post by: Asid on September 19, 2023, 12:10:13 AM
New trailer for Broken Arrow & message from the devs
Mon, 18 September 2023

(https://clan.cloudflare.steamstatic.com/images/40513072/db72c4738f3056b66c18cd7d25adc55321953295.jpg)

We’re back from WASD x IGN where we were able to showcase the latest version of the game with a playable mission. We were delighted to meet some of the Broken Arrow fans, as well as to introduce the game to many new players.


(https://clan.cloudflare.steamstatic.com/images//40513072/e2908d0954b4b7adb69fc587729cfc0d3bae1977.jpg)


We have some big news today!

First off, as promised, here is a new trailer featuring Deck Customization!

https://youtu.be/qgekEoQF7yA


Let us know what you think in the comments section.

Furthermore, we just updated the screenshots on the store page, so let us know if you spot the new ones!

We also have a message directly from the devs, who want to give you an update on how development is going and what we can expect in the next couple of months.

Greetings Friends!

It's been a while since we brought you news about Broken Arrow, but rest assured radio silence is a sure sign that the team is working tirelessly, at least in our case. 😁

We are working on a beta version. The closed beta will start in the next couple of months and will feature multiplayer, unlike the demo released in February. The ability to play single player mode will also remain.

You will be able to sign up for the closed beta a little later.

We want to create a complete and polished gaming experience from the very beginning, so we are currently holding an internal testing, finalizing some details and of course creating a server infrastructure to handle many thousands of players simultaneously. Testing is designed to help us balance the game so that players feel they have a certain role and are not overwhelmed. It is planned to try out several game modes, from time-tested to truly bold and innovative.

Let us remind you that we set the task of creating matchmaking to be as fast and efficient as possible, so we are introducing one main multiplayer game mode and several secondary ones available in user lobbies.

Since the February demo we have improved the interface, made huge strides in optimization and stability, especially in 5v5 online matches with a large number of units, carried out balancing and improved ergonomics incl. airstrikes and aviation.

We initially distributed our efforts in such a way that in our game there was no bias in any direction and there was a balance between the popular single player and multiplayer. For the lion's share of players who avoid multiplayer we have prepared several ways to have fun, from full-fledged atmospheric single player campaigns to cooperative modes with high replay value.

The first two campaigns for the USA and Russia will be available on an initial release and will take place in the Baltic states. The list of campaigns will expand.
The Scenario Editor, which we use to create cutscenes and campaigns, will be available to players so they can create and share their own videos, scenarios, and campaigns.

Additional campaigns are planned as DLC and will come with new nations (and specializations for existing nations) and maps.

Regarding the release we think that we’ll get the clearest picture from the results of closed beta testing. Of course, we want to release it as soon as possible, but primarily do it in such a way that 4 years of our efforts are not in vain and the game reveals all its potential.

Thank you for your support and see you soon on the battlefields!

BROKEN ARROW (https://www.slitherine.com/game/broken-arrow)

Title: Re: Broken Arrow
Post by: Asid on November 06, 2023, 11:53:11 PM
Broken Arrow’s beta starting on November 16 - Sign-up now
Mon, 6 November 2023

(https://clan.cloudflare.steamstatic.com/images/40513072/8ef466a2fb29f9ddae5b62b2fa13424efdf068bc.jpg)

We’re well aware of the huge anticipation surrounding Broken Arrow.

Dozens of thousands of fans have been patiently waiting for the beta. It was originally meant to start a few months ago, but we decided to wait a couple of extra months. You can never be too careful.

Well, the wait is (almost) over. The beta of Broken Arrow will begin in ten days, on November 16

https://youtu.be/gNJGF1xzhAM


Can everyone get in?

For now the beta will be a closed beta, meaning that everyone can apply for the beta but we reserve ourselves the right to handpick those who will be given access.

How do I get in, then?

It’s simple, you can apply here (https://www.slitherine.com/beta/broken-arrow). You will need to register a Slitherine account (which is free) and fill the form. Due to the sudden influx of traffic, the website might temporarily be unavailable. If it happens please bear with us, it will be back online soon. If you are having technical issues with signing up for the beta, please reach out to our customer service at support@slitherine.co.uk

How do I know if I am chosen?

Slitherine’s producers will reach out to you by e-mail, the same e-mail address you used for registering your Slitherine account. The e-mail you receive will contain all the information you need to access the beta version of the game and on how to provide feedback on it. Furthermore, you might be selected even after November 16, as our team will look into adding more and more testers as the beta progresses.

Can I stream the beta?

Absolutely not. Everyone who gets in the beta is automatically under NDA. We’ll have options for making versions of the game available to all (players and reviewers alike) at a later date.


.
Title: Re: Broken Arrow
Post by: Asid on December 21, 2023, 12:29:34 AM
A new Dev Diary and one last message before the end of the year
Wed, 20 December 2023

(https://clan.cloudflare.steamstatic.com/images/40513072/5b0b4c72153df93a4b8b64dda78f63246a734209.jpg)

Before we get to the dev diary, we wanted to thank each and everyone of the many, many thousands of testers who took part in the closed beta.

It was a terrific experience for us and seeing so many people enjoy multiplayer games while sharing their opinions on the game in the private beta channels only reinforced us with the conviction that Broken Arrow is going to be a great game.

The closed beta ends today: as mentioned before, we’ll be back in January with the intention of opening a public demo. We’ll reveal the actual date in early January.

We have one last dev diary for you for 2023, so enjoy the read and enjoy the holidays.

Dev Diary #7 - A sense of detail

Today’s dev diary will be focussing on the development team’s attention to details: the game is overflowing with nice visual details at every level and it is our intention to showcase that.

Textures and models
The first thing you notice when arriving in the hangar which serves as background for the main menu is how detailed the vehicles look. Each vehicle from the good old classics to the most unknown prototypes or the newest machines barely in service have received the same attention. Blueprints and in-depth photographic research are used to be as close to reality as possible.

(https://clan.cloudflare.steamstatic.com/images//40513072/8ed50d855c70ae7fc9b2eb1049a94cd0e34c2421.png)
Customizable elements also received a lot of attention to make sure they are perfectly compatible with the rest of the vehicle.

(https://clan.cloudflare.steamstatic.com/images//40513072/41d988b1b3e495a8303a94d2cddf50e16120cc48.png)
If you move the camera around and zoom a bit more you will notice even more details like the cockpits of the planes, the weapons they carry and the pylons holding them.

(https://clan.cloudflare.steamstatic.com/images//40513072/e0a39619643d4c5e96b6d5846138aec75a2809a0.png)
Helicopters are not to be outdone, with a level of customization equivalent to the planes.

Here is a MH-60M IDAP of the special forces equipped with laser guided rockets DAGR and stinger anti-air missiles.
(https://clan.cloudflare.steamstatic.com/images//40513072/468d59dc161d54d033c1d32809fc737cee78fe3e.png)
When switching to the infantry tab you will notice that soldiers’ equipment vary from one squad to another to show their role, and each soldier is slightly different from the next with different body sizes and variations in their equipment.

(https://clan.cloudflare.steamstatic.com/images//40513072/e26285da44f02ebd942ef14b1b537db71fd1f432.png)

(https://clan.cloudflare.steamstatic.com/images//40513072/b0c0469cdbb0ae86f3f5c1d5bde04b749fc633fa.png)
The weapons carried by infantry and mounted on vehicles also received particular attention.

(https://clan.cloudflare.steamstatic.com/images//40513072/5ea312ae9d01f30869538695389b04022b374344.png)

(https://clan.cloudflare.steamstatic.com/images//40513072/1a116206efb37da646fbe3cece29cbeace0c1124.png)

Animations
Time to launch a battle where all these units will come to life.
Here are just a few of the little things you can notice when you zoom in on the battlefield.

The 2K22 Tunguska is a short range anti aircraft vehicle equipped with guns and missiles. As in reality they can move independently. The unit is also equipped with a radar that can be deployed to increase the detection and firing ranges, it also allows it to intercept cruise missiles.
(https://clan.cloudflare.steamstatic.com/images//40513072/ef1ea6b9be4998c66e39f98b9863ff44fd528f71.gif)

The 2S1 Tulpan is a heavy 240mm mortar. The shells are so heavy that it’s impossible to load them from the muzzle like other mortars, so instead the tube is lowered and the shells are loaded from the breach by a crane after each shot.
(https://clan.cloudflare.steamstatic.com/images//40513072/3bd88bdb9ba752a54462ea3f147f1869bff7d4c2.gif)

ATGM stands for Anti-Tank Guided Missiles. They are generally stored in tubes that also contain the cable used to guide them. Once the missile has reached its target the tube must be replaced.
Here, a konkurs missile fired from a BTR-90 reloaded from the hatch of the turret.
(https://clan.cloudflare.steamstatic.com/images//40513072/d1a05575939036897e967c6d8ecb7716117044fc.gif)
A Bradley carries 2 ready to launch ATGMs on the side of the turret. Once both missiles are fired they must be replaced using the rear hatch.
(https://clan.cloudflare.steamstatic.com/images//40513072/69677b09c650524caef7455f57525d718d5384c0.gif)

In some tanks, empty shell casings are simply dropped at the bottom of the compartment and discarded later. But vehicles with autoloaders generally include an ejection mechanism.
In the game you will see the casing being ejected by the autoloader just like in reality. Autoloaded tank guns are generally slower to reload than their manually loaded counterparts but have the advantage to maintain a steady rate of fire even when the crew is shocked.
(https://clan.cloudflare.steamstatic.com/images//40513072/6e8e9a689bc8974316fd3105206a6c034ac96449.gif)

The Derivatsiya is a BMP-3 chassis equipped with modern sensors and a 57mm gun shooting airburst rounds very deadly against slow flying aircrafts. It also provides efficient fire support against infantry.
The recoil of the gun is animated, the ejection hatch opens after each shot as a shell casing is ejected and bounces on the ground.
(https://clan.cloudflare.steamstatic.com/images//40513072/3ff309278e2da1617c8e0d5897e203958d435189.gif)

Speaking of recoil, the movement induced by each shot has an effect on the suspension of the unit dynamically depending on the power of the gun and the orientation of the turret. Vehicles in water also swing dynamically with the waves and the recoil of their weapons.

(https://clan.cloudflare.steamstatic.com/images//40513072/1273df98852ee7f6cdb8e4798c930c390f502718.gif)

You have the possibility to activate the afterburner on planes that can do it in reality. When you do, flames spout from the engine, a thick smoke forms behind the plane and when the sound barrier is reached you can see and hear the sonic boom effect. In addition, on planes with variable-sweep wings this is accompanied by the animation of the wings switching to supersonic mode.
(https://clan.cloudflare.steamstatic.com/images//40513072/9585cd211b0980c887888019e395f7881718d9f5.gif)

Some units like the S-300V need to be deployed before becoming operational. This cooldown is accompanied by the animation of the deployment.
(https://clan.cloudflare.steamstatic.com/images//40513072/640dc10d160e9aff4fcb995766366a2d010114b6.gif)

Iskander-M deploying its 2 ballistic missiles before shooting. This unit can also be customized to carry cruise missiles instead in which case it is named Iskander-K
(https://clan.cloudflare.steamstatic.com/images//40513072/140357b4065e77406ba9e2d7fbe1cbfdc6b6a70a.gif)

Finally the internal parts of the vehicles are modeled and their doors are animated. You can see the infantry filling the compartment when entering in a vehicle or helicopter.
(https://clan.cloudflare.steamstatic.com/images//40513072/efdede96c26ee99df843676ba8016a93818446fd.gif)

Maps
Broken Arrow's maps feature dense, detailed urban areas that rival city-building games.

(https://clan.cloudflare.steamstatic.com/images//40513072/a571d793ebd2251b251d5158240b21b4c17889da.png)

(https://clan.cloudflare.steamstatic.com/images//40513072/30965982ca4de328a365038527b28e6de9eba91a.png)

(https://clan.cloudflare.steamstatic.com/images//40513072/221e37a5c8a60004bd611e87c84f4e11d8f484d8.png)

(https://clan.cloudflare.steamstatic.com/images//40513072/aa10f942e2993e02d11d194044e43ae6f08346f7.png)

But suddenly the battle rages on and the enemy leaves you no respite. Bombs fall from the sky and hit a high riser which collapses from the impact.

(https://clan.cloudflare.steamstatic.com/images//40513072/8b6305d387a692788b6a3f43520b42221ebb8842.gif)

That's it for today, we hope you enjoyed the dev diary. Merry Christmas and happy new year, see you in 2024.


Title: Re: Broken Arrow
Post by: Asid on January 23, 2024, 12:03:09 AM
Multiplayer Open Beta available on January 31
Mon, 22 January 2024

(https://clan.akamai.steamstatic.com/images/40513072/0af4d71be4f06289d4efdb5f154497698f39f358.jpg)

Last month we ran a large closed beta for testing multiplayer. We're now ready to top that.


Last month we ran a large closed beta for testing multiplayer in Broken Arrow. For a few weeks thousands and thousands of testers were able to face each other in exciting 5 vs 5 matches.

We collected amazing feedback and we were overjoyed to see so many players get their hands on the beta build and have tons of fun.

We’re now ready to top that: on January 31 we’ll re-open the beta on Steam.

[size=150]What is it?[/size]

It will be an Open Beta, meaning that everyone will be accepted automatically and immediately. It will also mean you will be able to stream the game, make videos of it and upload them, talk about it with your friends. Simply put, there will be no NDA restrictions. The Open Beta will be available until February 16.

It will be a multiplayer beta only and it will contain no single-player content whatsoever. The game at launch will contain single-player scenarios and single-player campaigns, but the purpose of this playtest phase is to test online play.

The beta build currently contains 6 multiplayer maps playable in 5vs5 with only 4 out of the ten specializations the game will contain at launch, for the two playable factions, USA and Russia.

If you pick the USA you will play as USMC and Armored and if you pick Russia you will play as VDV and Guard tanks. Each faction will propose 3 additional specializations at launch.

[size=150]Multiplayer challenge[/size]

We have decided to challenge the community with a contest: during those 16 days players will have the chance to climb two unique leaderboards: K/D ratio and Win/Loss ratio.

At the end of the open beta we’ll know who the winners and top players among the community are. We will also reward the most active player for the duration of the beta.

Victory will be rewarded with the possibility of taking part in a special live round table with the developers: those who manage to get in the first five positions of each leaderboard will get the chance to take part in this live event with Steel Balalaika and they will be able to talk with the developers, offering them feedback and opinions and asking whatever they want about the game. We’ll make sure to update you daily on Discord on who is leading each leaderboard.

[size=150]December’s closed beta in numbers[/size]

We have prepared some infographics to showcase some of the numbers from the closed beta testing phase in December. We’re really proud of them, but do let us know if there are specific stats you would like to know and we’ll see what we can do.

(https://clan.akamai.steamstatic.com/images//40513072/e7a15fd6047fc3f7eb2daaf6604036e39c7972d7.jpg)

Title: Re: Broken Arrow
Post by: Asid on January 31, 2024, 01:18:43 AM
What is in the Multiplayer Open Beta of Broken Arrow?
Tue, 30 January 2024

(https://clan.akamai.steamstatic.com/images/40513072/3c3814b08e79666c58e8e83227175738a93ca3a3.jpg)

As you all know the Multiplayer Open Beta for Broken Arrow will begin tomorrow, on January 31.

It will contain four playable specializations (two per faction, USA and Russia) on six multiplayer maps. They will be playable on multiplayer only
in 5v5 mode.

As a reminder, the game at launch will contain a plethora of single-player content including a lot more specializations (five per faction for a total of ten) and single-player campaigns, but the scope of this Open Beta is testing the multiplayer only.

We’ve prepared a post to showcase the contents of the Multiplayer Open Beta: both the four playable specializations as well as the six available maps. We hope you enjoy it.

SPECIALIZATIONS DESCRIPTION

Armored Brigade (USA)

The armored brigade gives you access to the heaviest and most powerful ground vehicles of the US army. This fire power comes at the cost of poor mobility and the total absence of air units.

The latest M1A2 SEP v3 is unmatched in tank vs Tank engagement and can be equipped with additional reactive armor and Trophy active protection system to intercept incoming missiles.

M109 Paladin and M270 MLRS open the way for your armored pushes followed by Bradley fighting vehicles carrying small mechanized infantry groups to hold the terrain.

Cavalry scouts equipped with Javelin top attack missiles secure the flanks and prepare a nasty surprise for any enemy vehicle rushed in response to your assault.

(https://clan.akamai.steamstatic.com/images//40513072/df78ed5da35a59bbadbbd970ee2c8639bb7eacc5.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/18779895728d4183b0159903339cad8f08d52d88.jpg)

Marines Expeditionary Unit (USA)

The United States Marine Corps is a jack of all trades giving you access to a balanced amount of equipment. The Light Armored Vehicle (LAV) provide a mobile platform for multiple weapon systems: LAV-25 with a bushmaster autocannon, LAV-M with a 82mm mortar, LAV-AD with stinger anti air missiles and a GAU-12 25mm gatling gun, LAV-L transporting small quantities of logistics. The AAVP-7 have enough room to transport large 13 men strong Marine squads or multiple support squads. They also provide decent firepower with a M2 Browning and a Mk19 grenade launcher. The M1A1 FEP with its High Explosive Multi-Purpose round is more effective than other Abrams tanks to deal with infantry. HIMARS can fire up to 6 rockets with unitary or cluster warheads as well as ATACMS and PrSM ballistic missiles. Cobras, Vipers, Stallions, Ospreys and Venom helicopters provide anything you need in the helicopter department but you have a limited amount of points in the deck for helicopters so you need to make choices. Harriers, Hornets and F-35 provide good choices of loadouts for airstrikes and air superiority while KC-130J can airdrop troops from low altitude.

(https://clan.akamai.steamstatic.com/images//40513072/c683d9b720389db9e7f31ab11033037c3ea8f084.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/ab93be6d8d711fb0e564bed3ae862380ac7fdd9d.jpg)

Guard Tank Brigade (Russia)

The elite guard tank brigade is equipped with the heaviest and most modern ground vehicles but no helicopters or planes. Everything is heavy in this specialization from the T-90M Razvedchik in the recon tab to the T-15 Barbaris in the infantry tab: a troop transport based on the chassis of the T-14 Armata tank equipped with a 30mm or 57mm autocannon. Many vehicles can be equipped with active protection systems (APS) that can intercept incoming rockets and missiles. The support category provides some of the best anti-aircraft systems available like the M3 Buk and the Pantsir-S1, but also deadly artillery systems like the TOS-1 Buratino or its upgrade the TOS-1A Solntsepek that can unleash a deadly volley of 220mm thermobaric rockets.

(https://clan.akamai.steamstatic.com/images//40513072/3a3bc1176ae7aaf441a76b913ed7f64913353ebe.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/08d45b744efaf9dbc7ce342bd7d2096e08ae544b.jpg)

VDV Brigade (Russia)

The Russian airborne forces can parachute troops and vehicles to rapidly strike from any direction with light mechanized support. The small 5 men strong VDV squads are highly specialized and rely on their BMD armored transport to hold their ground against sometimes more than twice larger enemy squads. Use aircraft equipped with anti-radiation missiles to take control of the skies, drones to identify weaknesses, and Tu-160 heavy bombers to strike groupings. When enemy tanks start showing up it’s time to call helicopters like the Mi-28N or the Ka-52 and hunt down any vehicle wandering too far away from the air defense.

(https://clan.akamai.steamstatic.com/images//40513072/848e9c0d5fa95d754c3add70a3fbca95393ed052.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/c687b81ef1730b19b2999c4e62fbad918ea42a23.jpg)


MAPS DESCRIPTIONS

Baltiysk

The seaport town of Baltiysk is the gateway to Kaliningrad Bay, home to Russia's Baltic fleet. Blocking this passage would trap the Baltic fleet. This narrow strip of land surrounded by water will be the stage for a merciless battle where flanking possibilities on the ground are limited. But commanders feeling too safe could forget to secure their rear and be surprised by a helicopter assault coming from the sea.

(https://clan.akamai.steamstatic.com/images//40513072/934f8a8d434f3d7b0972e105db733d3fdcec4298.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/0f8f5620cd5d10b4be457b55b42207694ff269f1.jpg)

Chernyakhovsk

This city located in the middle of Kaliningrad’s oblast at the confluence of the Instruch and Angrapa rivers is home to an airbase and a missile brigade equipped with nuclear capable Iskander-M ballistic missiles. The battle will take place at night in the city itself as well as the industrial outskirts and the military bases. This large battlefield with many objectives will force the commanders to make good use of their recon to identify where it is safe to leave the front line empty in order to concentrate their forces for an assault.

(https://clan.akamai.steamstatic.com/images//40513072/0a945bd09ff6c7cf04324b486b2966f3bdc4f304.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/3eff8fc2a5c0329cfbc81c84c0880fa8e365d16b.jpg)

Frontiers

The E67 highway is the only ground axis between Poland and the Baltic states with bridges strong enough to support the passage of 70 tons’ tanks. Holding this axis would be absolutely vital to carry reinforcements to the Baltic states in case of invasion. Each army starts at one end of the highway and the objectives are located along the trench of the highway, leading to a terrifying head-on confrontation. But the hardest-headed commanders are not necessarily the ones who prevail. If the large areas of farmland and forest on each side of the highway are left unchecked, you can bypass the enemy and cut their reinforcements.

(https://clan.akamai.steamstatic.com/images//40513072/ae11d32b313ee962350e5768d94358402515805e.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/ad9a9b2f91888a22bbeeb84f6cafd93f08ded591.jpg)

Parnu

The coastal city of Parnu in Estonia with its airport, harbor and large beaches would become a very important entry point for supplies and equipment in case of conflict. The battle will take place in the middle of the city itself, caught between the sea and a large swamp with a river zigzagging in the middle. Taking control of the central bridge will allow you to rapidly move troops from one bank to the other to put the enemy team off balance. Otherwise you must rely on the swampy fords to do so.

(https://clan.akamai.steamstatic.com/images//40513072/2785ece2904f16b86f18b6e699379a16ef50123c.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/2447cc8406bf5116a7387a2d0bd180503dea6e05.jpg)

Ignalina Power Plant

The Ignalina Nuclear Power Plant located in Lithuania less than 2km from the border with Belarus supplies the entire country with electricity which makes this place a very valuable yet vulnerable asset. The battle will rage in the swampy area surrounding the power plant, including the nearby city of Visaginas with its classic Soviet architecture, the power plant itself and the industrial area located in between. (note: the powerplant was decommissioned in 2009 in real life but stayed active in Broken Arrow’s lore.)

(https://clan.akamai.steamstatic.com/images//40513072/e985ed0e0de703768b217dfba6f4cda44c573cca.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/2de3efbb0c4a1c43e5dec4aae542495eec9ea8cc.jpg)

Central village

The small town of Lazdijai in Lithuania is situated at the key crossroad between national road 135, the second biggest road linking Vilnius to Poland, and national road 134, the shortest axis linking Belarus and Kaliningrad. The objectives for this battle are all located at key locations inside and around the town but many little farms, groves and fields separated by dense hedgerows surround it and can be used to outflank the enemy. Commanders committing too much into the town could end up surrounded there with their supply line severed.

(https://clan.akamai.steamstatic.com/images//40513072/ee32a51f38cfd128ea8e297161eafd200862002e.jpg)

(https://clan.akamai.steamstatic.com/images//40513072/3ffbffc5627e18de8eacc21f36c9397e3fa02f14.jpg)
Title: Re: Broken Arrow
Post by: Asid on February 01, 2024, 12:09:00 AM
The Multiplayer Open Beta is available
Wed, 31 January 2024

(https://clan.akamai.steamstatic.com/images/40513072/7e877baee78f6e16ab7786a50512d75b0d8c8d50.jpg)

Get ready to play exciting online 5v5 matches. Everyone can join.


You've been waiting patiently, but the Multiplayer Open Beta is now here.

Get ready to engage in exciting 5v5 online matches, starting today and until February 16.

It is an Open Beta, meaning that everyone will be accepted automatically and immediately. It also means you are able to stream the game, make videos of it and upload them, talk about it with your friends. Simply put, there will be no NDA restrictions.

It is a multiplayer beta only and it contains no single-player content whatsoever. The game at launch will contain single-player scenarios and single-player campaigns, but the purpose of this playtest phase is to test online play.

The beta build currently contains 6 multiplayer maps playable in 5vs5 with only 4 out of the ten specializations the game will contain at launch, for the two playable factions, USA and Russia. If you want more information on what the open beta contains, please refer to this post (https://store.steampowered.com/news/app/1604270/view/3986316373159231136).

[size=12]How to download and install[/size]

The Open Beta is only available through Steam. In order to download it, head to the steam page of Broken Arrow (https://store.steampowered.com/app/1604270/Broken_Arrow/).

You will need to click on the green button which says REQUEST ACCESS. You will be given access automatically and "Broken Arrow Playtest" will appear in your Steam Library.

Then, all you need to do is to click Install and the download will start.

Please note that you might be required to close and relaunch Steam in order for the download to begin.

[size=12]Multiplayer challenge[/size]

We have decided to challenge the community with a contest: during those 16 days players will have the chance to climb two unique leaderboards: K/D ratio and Win/Loss ratio.

At the end of the open beta we’ll know who the winners and top players among the community are. We will also reward the most active player for the duration of the beta.

Victory will be rewarded with the possibility of taking part in a special live round table with the developers: those who manage to get in the first five positions of each leaderboard will get the chance to take part in this live event with Steel Balalaika and they will be able to talk with the developers, offering them feedback and opinions and asking whatever they want about the game. We’ll make sure to update you daily on Discord on who is leading each leaderboard.

[size=12]Struggling with the basics?[/size]

If you're struggling with learning how to play, don't worry. The game at launch will feature ways for new players to be gradually introduced to gameplay mechanics and they will be able to learn the ropes, but for now please refer to this short guide (https://www.matrixgames.com/amazon/BrokenArrow/BrokenArrow_Basics.pdf).

It serves as a useful guide to get started and learn the basics. Should you still have trouble please join our discord channel (https://discord.gg/official-broken-arrow-273391624892186624): Broken Arrow has a big and helpful community and plenty of experienced players willing to lend a hand and teach newcomers.

Have fun!


Title: Re: Broken Arrow
Post by: Asid on April 08, 2024, 10:56:00 PM
Live Q&A with the Developers on Discord on April 4
Fri, March 29, 2024

(https://clan.akamai.steamstatic.com/images/40513072/a79622f35db4ef9c35dc38c483824e858fd188c7.jpg)

Join us on April 4 for a special Live Q&A session with the developers on Discord

During the Open Beta we ran a Multiplayer Challenge and we awarded a special prize to the top ranked players in certain categories.

The prize was the possibility of interviewing the developers on a special Live Q&A session on Discord. We're now approaching the date, so mark it on your calendars: it will take place on April 4 at 6 pm CET
on our Discord channel.

You can join the Broken Arrow discord channel here https://discord.com/invite/pZYT46Z

Even though only the winners of the Multiplayer Challenge will be able to directly intervene and speak to the devs in the voice channel, everyone is welcome to join and comment in the chat. We'll also make sure to publish a summary of what was revealed during the Q&A session.

It will also be an occasion for us to give you an update on development and to let you know what the team has been working on.

Title: Re: Broken Arrow
Post by: Asid on April 09, 2024, 12:10:57 AM
Q&A Recap
Mon, April 8, 2024

(https://clan.akamai.steamstatic.com/images/40513072/80fdd505219fd46e0f45b8c251e3578cce37c827.jpg)

A few days ago we had a live Q&A on Discord, with the developers. Here's a recap of it.


A few days ago we had a live Q&A on Discord, with Felix, Creative Director of Steel Balalaika.

Winners of the Open Beta Multiplayer Challenge had the chance to talk and ask questions. We are posting a short recap of what was revealed.

    When is the game going to be released?

    We are still working on the game to make sure that it is a polished experience and it meets everyone's expectations. As such, the game is currently slated to release in the second half of 2024.

    Will there be another beta?

    Almost certainly. Stay tuned so that you don't miss it!

    What about support to modding tools?

    The game is built in Unity and its files are in pretty standard formats. It shouldn't be hard for anyone with the right experience to create mods for the game.

    Will there be more factions added?

    Yes. None have been confirmed yet, as we are currently focusing on the base game, but we have lots of plans and ideas for future expansions and playable factions.

    Will there be VOIP?

    No, VOIP is currently not planned.

    What will the matchmaking balancing be done with?

    Broken Arrow will use the Glicko 2 system for the ranking.

    Is there a lot of elevation in maps?

    The game is set in the Baltics which isn't a very mountainous region, but some maps have more elevation than others with some hills and short mountains. We will focus on mountains and make them shine in the gameplay when we move on to other regions in future pieces of content.

    Will you add maps with a lot of open terrain?

    Not really - open spaces makes your units very vulnerable and lead to a very static gameplay. It's part of the level design of Broken Arrow to have a high density of buildings and cover on the maps.

    What are the five specs for Russia and USA?

    Still top secret.

    Will there be a standard lobby system?

    There will be two systems: standard match compatible with automatic matchmaking and custom match where the host can customize the lobby.

    Will you be able to mix nations once more nations are added?

    At the moment it's only one nation per team in standard match and the host decides for custom matches. We might change that when a new nation is added but it's not decided yet.

    What are the team's thoughts towards scoring systems (earning points while capping)

    A ticket system presures the losing team to sacrifice their reinforcements needlessly to try to stop the bleeding, resulting in their long term defeat.
    The system presented during the beta has the advantage to give time to the losing team to recover from a bad start and turn the tide. The disadvantage of this system being that inexperienced players don't feel the incentive to be aggressive and lose because of that.
    We are working on a game mode that would keep the advantages of the current system while mitigating its downsides.

    Were there some units which you thought were either underperforming or overperforming

    Planes with smart bombs were overperforming during the beta. We have already taken action to rebalance that.

    Will you make it easier for infantry to counter vehicles?

    Yes but not by a lot. Don't expect a few soldiers to stop a column of tanks. It is important not to make infantry too good against vehicles or you end up with a very static gameplay with artillery as your only tool to push forward. Infantry vs infantry combat was also very slow, we have increased a bit the damage they inflict to each other.

    What's the intended use of drones?

    It's aerial reconnaissance. You can cover a lot of ground with a single unit which is useful to check if there are no units infiltrating your rear lines. They are easy targets for long range missiles but you can use them as bait in combination with a SEAD plane/helicopter. We have also added low flying drones which are much more survivable close to the frontline.

    What game modes will there be in the game?

    There will be a single game mode for standard matches to keep a single pool of players and make the automatic matchmaker as efficient as possible. But it will be possible to create or download user made game modes created with the scenario editor and play them in multiplayer.

    Will there be a handicap if someone leaves?

    Losing a teammate is already a handicap. We're rather looking to compensate this handicap to maintain a match as fair as possible.
    First off both teams retain the same amount of income, just split among fewer players. Secondly, increase the availability in the deck leads to problems of roundings. So it's better to proportinally increase the speed at which units come back to the deck for the remaining players.

    What kind of post-launch support will there be?

    It will be a combination of new DLCs, adding new factions, maps and campaigns, with free updates consisting of new quality of life features and improvements.

    Will there be spectator mode?

    Yes.

    Will there be a replay mode?

    Yes, but possibly after launch. It is a complex feature and we're not sure to have enough time to finish it before the release. This is the type of improvement which would be part of free updates.

    Will it be possible to airdrop infantry transports like the BMD?

    Yes. Maybe we will limit the ablity only if you also buy the infantry with it.

    How many people in development team?

    Around 15, plus people like translator, voice actors etc. which are outsourced and all the staff of Slitherine helping us.

    What was the most rewarding or fun thing you had to do while working on the game?

    Felix replied that the aspect he likes the most is that it is an incredibly varied job. You never get bored and you end up doing so many different tasks.

Title: Re: Broken Arrow
Post by: Asid on July 14, 2024, 08:42:31 PM
Sign-up for the Broken Arrow Closed Beta for the single player campaign
Fri, 12 July 2024

(https://clan.akamai.steamstatic.com/images/40513072/966898bd9ab2ea2615b337e262c985f30379ae38.jpg)

Quote from: MarcoT. post_id=1035177 time=1720793379 user_id=332349
We are opening the sign-ups for the new Broken Arrow Beta.

We are excited to announce that sign-ups for the new Broken Arrow Beta are now open.

This beta will focus exclusively on the single player story campaign, aimed at gathering comprehensive feedback on the missions.

Any kind of bug you encounter we would like to hear about it, and we would like to hear your thoughts on difficulty, balance, AI, atmosphere, story… everything.

Please note that we’re not planning to accept all applicants. Unlike our multiplayer beta, we will be selecting a limited number of testers. This means that applying does not guarantee selection.

We’re targeting the end of July for the start of the beta. You can apply here (https://www.slitherine.com/beta/broken-arrow).

Important: this will be a closed beta, which means that all testers who are accepted will be under NDA, and under no circumstances they will be allowed to divulge information about the content in the beta outside of the dedicated private channels. The same goes towards Twitch and YouTube: you’re not allowed to stream or make videos and post them. Similarly, you won’t be allowed to capture screenshots and post them. Moreover, you won’t be allowed to post your own thoughts about the beta in public. The NDA will also last indefinitely. Any NDA breach will result in a permanent ban for the offender. Don’t test us: we -will- find out.

Show us how thrilled you are!

Alongside your beta application, we would like to see how committed and eager you are to play the Beta. You can increase your chances of being selected for the beta if you’ll take part in this little contest: show us your excitement in a video, upload it on www.wetransfer.com (https://www.wetransfer.com) or any other preferred transfer platform and send us the link at brokenarrow@slitherine.com (http://brokenarrow@slitherine.com) alongside the username you used for applying to the beta.

The video can be anything you want as long as it shows your enthusiasm for Broken Arrow, so feel free to be creative and even a bit foolish.

Remember: you can be picked only if you also have applied to the beta. Unless you go through the application process we cannot select you. You will have time until July 30 to make your submission. Please note that we won’t pick testers on a “first come first served” method, so there is no need to rush in

Title: Re: Broken Arrow
Post by: Asid on July 20, 2024, 12:07:36 AM
Unit Clip #1 - MIM-104 Patriot
Fri, 19 July 2024

(https://clan.akamai.steamstatic.com/images/40513072/e7a2be7830a7894df8293acb09a3228e0bc9ac54.jpg)

Deploy the MIM-104 Patriot as an excellent surface-to-air missile system and protect your troops from aerial strikes.

Today we post the first entry in a new series of short videos on Broken Arrow, each featuring a specific unit contained in the game.

The first of these unit clips focuses on the MIM-104 Patriot. We hope you enjoy it! Let us know what you think in the comments section.

https://youtu.be/JHFn4hREHWI


Title: Re: Broken Arrow
Post by: Asid on October 01, 2024, 12:17:25 AM
Important announcement
Mon, 30 September 2024

(https://clan.akamai.steamstatic.com/images/40513072/3e3b4f38de616270ba1a7e561d96f40ede6eeecb.jpg)

We know many from the Broken Arrow community have been eagerly waiting for news on the game.

(https://clan.akamai.steamstatic.com/images//40513072/7cd3daea5782fad405294aa1947460f7c1deea1f.jpg)

See below if you can't see the image above.


Greetings,

We know many from the Broken Arrow community have been eagerly waiting for news on the game. We originally planned for a 2024 release but we regretfully had to take the decision to move the release of the game to 2025. We know this will disappoint many of you, and we're sorry that the game won't be releasing this year as intended, but we felt it was necessary.

This decision is motivated by our desire to fully meet our community’s expectations, to ensure that Broken Arrow is the best game of its kind and that it provides a flawless experience to its players.

The game has a huge potential and a very large following. In order to be certain that the multiplayer is stable and running smoothly for everyone and that the game is optimized for the largest array of hardware configurations we needed to run more extensive testing and iterate on improving the code efficiency. We don’t want to underestimate any potential issue and we’d rather wait than risk letting anyone down on day one.

The development team has been hard at work and we can’t wait to show you what is new for the game. Our next steps will be a new multiplayer Open Beta: we are going to make the game available to play for everyone on November 12. Throughout the whole month of October you can expect weekly dev diaries which will show you all the news and showcase the content available in the beta: new units, new specializations, new maps and new features.

Last but not least, we’re currently planning to have an important reveal of Broken Arrow in December, which would also be the occasion for a very special announcement everyone is waiting for…

We promise your patience will be rewarded. We think we have an amazing game on our hands and we are certain that you won’t be disappointed.

Yours,
Slitherine & Steel Balalaika

Title: Re: Broken Arrow
Post by: Asid on October 12, 2024, 12:07:48 AM
Dev Diary #8 - What's Changed
Fri, 11 October 2024

(https://clan.akamai.steamstatic.com/images/40513072/3edc9969f008d2dfd5fd5b69ab94df44942842eb.jpg)

Greetings everyone! As we have announced on November 12 we will start a new Open Beta for the Multiplayer. In order to prepare everyone for it, we’re starting today a series of weekly dev diaries which will cover all the novelties contained in the new build. Without further ado, the word goes to Félix, creative director for the game!

___________________________________________________________________

Last beta contained 4 specializations:
    • US armored brigade
    • US marines
    • Russian Tank brigade
    • Russian VDV (paratroopers)


Since a multiplayer battlegroup is a combination of 2 specializations you only had access to a single deck archetype per country.

This beta will contain 3 specializations per country, which means that for the first time you will have to choose an archetype when building your army.

There will be 2 brand new specializations that will be presented in detail in a dedicated dev blog for each of them as well as the 4 specializations you already know.

But do you really know them? Things have changed since the last beta. The specializations have been reorganized and we have taken your feedback into account. So some units have been added, some replaced, some transformed and of course a lot of prices and stats have been tweaked but we will not go that deep in the details here and let you discover that on November 12th when the new beta kicks in.


USMC

(https://clan.akamai.steamstatic.com/images//40513072/8b15ee792c23829ec39a941716b2bc4d0cce8767.jpg)

First the infantry, many of you have been complaining about the lack of Javelin missiles in the USMC armory. The affront is now repaired as the popular anti-tank weapon is now present in the USMC specialization in the form of different customizations for the CAAT (Combined anti-armor team). Alternatively to the double Dragon III missiles already available in the previous beta you can now choose to equip them with a Javelin, a TOW-2A or TOW-2B ATGM.
This 8 men strong heavy support team combines the anti-tank capability with heavy anti-infantry weapons like the M2 Browning or the Mk19 automatic grenade launcher which makes it particularly hard to bypass.

Read on... (https://steamcommunity.com/games/1604270/announcements/detail/6824733589142807660)
Title: Re: Broken Arrow
Post by: Asid on October 19, 2024, 01:04:45 AM
Dev Diary #9 - US Airborne Spec
Fri, 18 October 2024

(https://clan.fastly.steamstatic.com/images/40513072/2ca84f737d190c78acf26e4c226cb6f7c2ac2aba.jpg)

Last week we reviewed the evolution of the already revealed army specializations. It’s time to present something brand new : The AIRBORNEspecialization.


Last week we reviewed the evolution of the already revealed army specializations. It’s time to present something brand new : The AIRBORNE specialization.

(https://clan.fastly.steamstatic.com/images//40513072/0cfb79d21990f06d809189f93671fac7d57ac3fa.jpg)

This specialization is fully based on mobility at the price of resilience. You will airdrop infantry, light tanks and support from cargo planes or lift them with helicopters or simply use the fast road speed of your vehicles to always beat your opponents to the punch.
Spreading your small but heavy hitting fire support teams will force the enemy to over invest to deal with them, costing them precious time and resources.

Let’s review the units of each category in detail:

Recon
(https://clan.fastly.steamstatic.com/images//40513072/51b3e2cd1d51022582ecd29136f34c590f61e427.jpg)

Infantry
(https://clan.fastly.steamstatic.com/images//40513072/e3ebe7fb275e82f4fd1ee1dac74dea9c6f1d7fc2.jpg)

Combat vehicles & ground transports
The main ground transports of airborne infantry are the Humvees which can carry a 4 men fire team

(https://clan.fastly.steamstatic.com/images//40513072/758a92fac406b0a054164901473672024a36918c.jpg)

or in the newest M1301 ISV which can carry 2 fire teams or a full 8 men squad. Both vehicles are very fast and can be equipped with M240 Medium machine guns, M2 Heavy machine guns or Mk19 Automatic grenade launchers.

(https://clan.fastly.steamstatic.com/images//40513072/fab86b37aa3c4984cfa63c1c90a83565d5603a59.jpg)

They can be sent back to base to get a refund after dropping the infantry, sent forward to harass the enemy or kept around to act as additional fire support and reposition your fire team rapidly if needed.

Support
One of the strengths of the airborne specialization is its ability to drop or lift support vehicles alongside the infantry to defend the landing zone.

(https://clan.fastly.steamstatic.com/images//40513072/97f7f80d081cb98380ef3077f42577a774a2d774.jpg)

Helicopters
The airborne specialization represents airborne troops like the 82nd division but also  air-assault troops like the 101st airborne division deployed using helicopters. As a result this specialization offers a varied panel of helicopters.

(https://clan.fastly.steamstatic.com/images//40513072/20120602588d054c8f76661456a6d64f8bd0804d.jpg)

Planes
(https://clan.fastly.steamstatic.com/images//40513072/18dc162440631da35ec10c56cf8c89f95619810f.jpg)

Strategies
(https://clan.fastly.steamstatic.com/images//40513072/af53e2af55c80aa6a9dd3c3e98c4cccb5e342058.jpg)

You can also use your multiple humvees to create a highly mobile motorized horde rushing through undefended approaches, forcing the enemy to overspend to deal with all these light vehicles wreaking havoc in their backline.
[/list]
But in Broken arrow specializations always work in pairs.

Gaining air superiority is very important, a team which is not contesting the air space at all must prepare to live under the bombs and constant enemy airdrops.
The best moment to perform an airdrop is at the beginning of the battle, before a thick surface-to-air missile defense is established.
But your opponents know that too, so this is also a moment where you have a very high chance to meet enemy fighters as your transport plane has zero chance to reach the drop zone alive if there are enemy fighters in the sky.
So if both teams try to aggressively gain air superiority to perform airdrops, the beginning of the match can consist of a giant air fight sometimes involving a dozen aircrafts.
But even if you don’t plan to airdrop troops or use helicopters it is recommended to call in at least one fighter to check how much the opposing team has invested into aircrafts.

Losing air superiority at the beginning of the match is also not the end of the world as long as you make sure that your opponents didn’t gain it for free. They have gained the possibility to airdrop troops and use helicopters freely for a few minutes while preventing you from doing so, but their planes will have to refuel at some point and constantly keeping 10 fighters in the air is a waste of resources so you will have the opportunity to contest the airspace again after a few minutes.

That’s it for today, see you next week for another dev blog presenting the new Russian specialization.

Title: Re: Broken Arrow
Post by: Asid on October 26, 2024, 12:51:02 AM
Dev Diary #10 - Coastal Troops Army Specialization
Fri, 25 October 2024

(https://clan.fastly.steamstatic.com/images/40513072/3809ef3eedabac9a0169e0ee780e686e56724102.jpg)


Coastal Troops (Beregovyye voyska)
(https://clan.fastly.steamstatic.com/images//40513072/d1839b9ddc77387394f6955884985529bae56e9f.jpg)
The Russian Coastal Troops are not really an equivalent of the US Marines. Conducting amphibious and air assaults is also part of their operations but is not their main focus, as they are also a defensive unit responsible for defending coastal installations and repelling amphibious and air-assaults coming from the sea.
They are represented in the game as a mix between a light motorized/mechanized group lacking modern equipment and relying on old soviet armored vehicles, working alongside top of the art cruise and ballistic missile systems and equipment dedicated to arctic warfare.

Reconnaissance
Morskaya razvedka: A 5 man recon team equipped with suppressed weapons which have less impact on a unit's stealth when shooting. They also carry several RPG-27 disposable rocket launchers to defend against light vehicles.
(https://clan.fastly.steamstatic.com/images//40513072/ca51c16284baf953a2ee54544dc1a362181f6329.jpg)
PDSS: A team of 4 combat divers able to swim across waterways. They are extremely stealthy and can be airdropped, making them superb at infiltration behind enemy lines.
They can be equipped either with ADS rifles able to shoot underwater or DP-64 double grenade launchers.
(https://clan.fastly.steamstatic.com/images//40513072/988b2e1a65b0eb6d98352680d4d25d3d6b0e90f8.jpg)
Spetsnaz VMF: A 6 man special forces team equipped either in close quarter configuration with Bullpup PKP machine guns and SVU-AS marksman rifles or long range fire support with ASVK anti-materiel sniper rifles.
They can also provide laser designation and be airdropped.
(https://clan.fastly.steamstatic.com/images//40513072/4b282b27e4105f7333ea02c2ede791c26c05eef7.jpg)
BRDM-2: An old wheeled armored car with a variety of weapons options available including a mix of Kord 12.7mm and KPVT 14.5mm heavy machine guns, automatic grenade launcher and KPVB 23mm autocannon.
The optics can be upgraded with the modernized ?Bekas? module/
(https://clan.fastly.steamstatic.com/images//40513072/92ae556ffd7d8498fff4a17b4fc217a9c7bc1d55.jpg)
1V14 Mashina-S: tracked recon platform with a laser designator which can be upgraded with MRU advanced recon module to increase its detection range.
(https://clan.fastly.steamstatic.com/images//40513072/0ca55cf3f0a53f68579eb589407fcb0e3731a700.jpg)
BTR-90 is a transport exclusive to naval troops? recon teams. This is basically an upgraded BTR-80 using a BMP-2 turret with its 30mm autocannon and Konkurs ATGMs and optional AGS-17 grenade launcher.
It is also compatible with the BMD-4 turret called Bakhcha-U featuring a 100mm and 30mm gun, or the Berezhok turret with 4 Kornet launchers.
The vehicle armor can also be upgraded with a kit comprising additional metal plates, a cage armor and several reactive armor bricks to better protect the crew of the turret.
(https://clan.fastly.steamstatic.com/images//40513072/4762c943c0700db84aa27d232b0572c359848653.jpg)

Infantry & Transports
Morskaya pekhota: Also called morpehi, they?re a versatile 7 man assault squad armed AK-74 rifles, RPK-74M light machine guns, underbarrel grenade launchers and 5 punchy 105mm RPG-27 anti-tank launchers.
(https://clan.fastly.steamstatic.com/images//40513072/fc4c9d3c6350fc34059501fc903480fad82cd493.jpg)
Chernye Berety: A 14 man squad of veteran morpehi equipped either with RPG-27 or larger 125mm RPG-28s. They are a formidable unit in any situation but come at a high price and the number of available squads is low.
(https://clan.fastly.steamstatic.com/images//40513072/f76ed99d6095e783eb473d1c67604d0bcb912841.jpg)
Gornostrelki: Mountaineers consisting of 7 man team, armed with medium range weaponry including 2 SVD marksman rifles and a light Metis ATGM. They are best used as skirmishers engaging enemy infantry and light vehicles outside of the usual combat range and falling back once the enemy gets in range.
(https://clan.fastly.steamstatic.com/images//40513072/b44363d3b7182dd9728aa65281d80666292f78d4.jpg)
PTRK Konkurs: A dedicated anti-tank team manning a Konkurs ATGM launcher which can be upgraded to the Konkurs-M with additional damage and armor penetration. Its long range makes it an efficient deterrent against any armored vehicle but will still lack the teeth to seriously threaten modern tanks' frontal armor.
SPG-9 Sapog: This support squad is equipped with 2 SPG-9 recoilless rifles providing long range fire support against infantry and vehicles but low armor penetration.
(https://clan.fastly.steamstatic.com/images//40513072/c56e3bf17a4bb8960842d981b82b4a075d7c497a.jpg)
The transports available to both recon and line infantry consist of:
The old BTR-80, which can be upgraded to the BTR-80A standard replacing the old 14.5mm gun with a 30mm autocannon and the capability to add an AGS-17 grenade launcher to the side of the turret.
But increasing the firepower doesn?t solve the main downside of this vehicle, which is its underpowered engine keeping the maximum road speed to 80km/h, which is barely better than most tracked vehicles.
The armor can be upgraded with additional metal plates and cages but the extra weight reduces the speed of the vehicle even more and removes the amphibious capability.
The vehicle can transport up to 8 soldiers.
(https://clan.fastly.steamstatic.com/images//40513072/a152be5898c361d5aac26740dd41d58f43b4f753.jpg)
The BMP-3F, a navalized version of the BMP-3, which can provide some serious firepower to any infantry battle with its 100mm gun + 30mm autocannon. The ?Sodema? fire control system can be installed, providing better optics, weapon range, and access to the more powerful gun launched Arkan-M missiles.
No armor upgrades are available to keep the vehicle amphibious but it is possible to install the ?Shtora? missile jammer and extra smoke pods.
Up to 7 soldiers can be carried.
(https://clan.fastly.steamstatic.com/images//40513072/18ccecb56b45a40443492ea95b6f6653afe37ef2.jpg)
The BT-3F, is a turretless version of the BMP-3 with an enlarged troop compartment allowing up to 14 soldiers to be transported which allows it to bring 2 squads at once.
It retains the 2 forward facing PKT medium machine guns of the BMP-3 on the hull and is equipped with a remotely operated machine gun on the roof, either another PKT or a Kord heavy machine gun or AP-23 autocannon.
The vehicle's can be equipped with additional reactive explosive armor without losing its amphibious capability.
(https://clan.fastly.steamstatic.com/images//40513072/7933e5ff8b98c5c6f11a0518e77fabf891affdd4.jpg)

Combat vehicles
BMOP Toros: A lightly armored tracked vehicle, it nonetheless offers a variety of weaponry, from a 30mm autocannon and grenade launcher, additional Kornet ATGMs, 57mm S-60 anti-aircraft gun or even the Rapira 100mm anti-tank gun.
(https://clan.fastly.steamstatic.com/images//40513072/a3216f6dd32560c08e3d7fc0ea129cc674d7e856.jpg)
BRDM Konkurs/Kvartet: A BRDM-2 chassis equipped with 5 ready-to-fire ATGM tubes on the roof. The loadout consists of 10 Konkurs-M anti-tank missiles and 10 smaller Fagot missiles for use against infantry. The turret can be replaced by a modified BRDM-2 turret equipped with 4 ready to launch Kornet missiles and 4 additional missiles in reserve.
(https://clan.fastly.steamstatic.com/images//40513072/664e324ce13e714029e7d0b46706e235203d2673.jpg)
PT-76: This light amphibious tank has been in service for decades in the Naval troops. The original 76mm gun is now completely obsolete and can only be expected to deal with the lightest vehicles or as fire support against infantry.
On top of that the mobility of the vehicle is incrediblyy limited with a maximum speed of 45km/h, unless you upgrade the engine to reach 60km/h - which is still not great but better.
Of course a vehicle with such low performance is extremely cheap in the game allowing you to call-in many of them at the same time and follow the adage ?Quantity has a Quality All Its Own? (commonly misattributed to Joseph Stalin or pretty much any famous military leader)
But several interesting upgrades provide more fire power: a BTR-80A turret with 30mm autocannon and AG-17 grenade launcher can be fitted, or even a 57mm autocannon which can even pose a threat to tanks from the side.
In the end a fully upgraded PT-76 can cost more than 3 times its initial price.
(https://clan.fastly.steamstatic.com/images//40513072/50310b50b2882159235c34f2e2dc763790c537bc.jpg)
T-80BV/BVM: This tank is assigned to naval troops because its gas turbine engine works better in the extremely cold temperatures of the arctic where the naval troops are operating. The base BV version is pretty old, its armor is still good enough to resist even the most powerful autocannon rounds but will be pierced by pretty much any tank gun. The armor piercing rounds are pretty old too and will barely scratch an Abrams at maximum range. But this tank has other advantages: it is fast and has an advanced autoloader providing a good rate of fire. So it is perfect to counter numerous vehicles or to provide fire support against infantry.
The BVM version is a major upgrade of pretty much everything: optics, firepower, armor, speed. Additional lateral protection can also be added to the BVM.
(https://clan.fastly.steamstatic.com/images//40513072/bc3018e2572c24ad11b518c8c1f02070f833d139.jpg)

Support
DT-30 Vityaz: This vehicle is an all terrain mechanized workhorse able to carry an outstanding 30 tons of supplies through land, river, swamp, snow. The very large tracks limit its speed on road resulting in an almost constant speed whether it is on road or not.
The best way to use this vehicle is not to drop the supplies and send it back to the base. It is better to consider it like a mobile logistical base that you move around and deploy wherever it is needed. And you keep it constantly filled with supplies with small cargo helicopters.
(https://clan.fastly.steamstatic.com/images//40513072/f5c47d1e51a49c689876b4752aa0fa53fd28590e.jpg)
2S23 Nona-SVK: A 120mm mortar mounted on the wheeled BTR-80 platform making it mobile on roads and amphibious. It can trade speed and the amphibious capability for more armor and can be upgraded with rocket assisted and laser guided mortar rounds. The ammo reserve is low, meaning you will frequently have to resupply it.
(https://clan.fastly.steamstatic.com/images//40513072/e09342329ed9301797d9a8b06aa09ac14265774d.jpg)
2S39 Magnolia: The opposite of the Nona-SVK, this is a mortar based on the slow DT-30 chassis towing a 120mm mortar system. A large quantity of ammunition is stored and you can choose between high-explosive rounds efficient against infantry in buildings and cluster rounds spreading their damage over a larger area and effective at disabling vehicles.
(https://clan.fastly.steamstatic.com/images//40513072/508ae8fd920a1926d421408edd832d5dddcdec72.jpg)
2S1 Gvozdika / 2S34 Hosta: The Gvodzika is an old 122mm howitzer rather inaccurate and with a low rate of fire equipped with high explosive and smoke rounds as well as a few HEAT rounds for self defense. It can be upgraded to the more modern 2S34 Hosta with a faster rate of fire, more accuracy and it can access laser guided rounds.
(https://clan.fastly.steamstatic.com/images//40513072/944e259bd034b08155241ef26963201bcfce44ee.jpg)
A222 Bereg: This coastal defense system equipped with a 130mm gun usually mounted on Russian war ships. It can be used as a standard howitzer but can also engage ground targets and helicopters with special rounds equipped with proximity fuzes.
(https://clan.fastly.steamstatic.com/images//40513072/ec600c290237d9d524d9e244e42aee0f3e2115cd.jpg)
9K720 Iskander: This long range missile launcher can be equipped either with 2 large ballistic missiles or 2 to 4 cruise missiles.
Ballistic missiles fly high in the sky before falling back at high speed making them hard or impossible to intercept by short range air defense. On the contrary, cruise missiles stay as close to the ground as possible to avoid radar detection and require short range air defense to be intercepted.
(https://clan.fastly.steamstatic.com/images//40513072/6588994ed20d31a002f7070c9e08a4701904a930.jpg)
Tor-M2DT: This is a DT-30 chassis with a Tor-M2 module towed. This anti-aircraft system stores 16 vertically launched missiles, that are very efficient against helicopters and against airplanes at short range. Activating the radar increases the range of detection and engagement, and gives the ability to target projectiles like cruise missiles. The Tor module can be upgraded to a Pantsir module with 18 missiles with more range and damage.
(https://clan.fastly.steamstatic.com/images//40513072/e260f51873b582ee14a99bbda0427a02d94e622c.jpg)
ZSU-23-4 Shilka: An old anti-aircraft system equipped with four 23mm cannons, it can still prove a menace at short range against low flying aircraft, even more so when upgraded with additional Igla MANPADS.
It is also possible to use it as a fire support vehicle, with more ammo but no radar. This is how it was used during the Soviet?Afghan War since there were no air threats and the high elevation of the gun allowed it to engage enemy fighters attacking from elevated positions in the mountains.
(https://clan.fastly.steamstatic.com/images//40513072/21fadf3926641086dbf4912842267c5bdb376d0e.jpg)
S-350 Vityaz: This modern anti-aircraft defense system mounted on a truck holds 12 vertically launched missiles. The missiles are smaller and have less range than the S-300 which makes it less efficient against aircrafts but better at intercepting saturation attacks with cruise and ballistic missiles.
(https://clan.fastly.steamstatic.com/images//40513072/63e66b586fd2505237700645d90d03174bc0cc90.jpg)

Helicopters
Ka-29: The classic medium lift helicopter of the Russian navy with 16 seats and a capability of transporting 3 tons of supplies, it can also pack some serious firepower with a GShG 7.62mm minigun, 30mm autocannon, S-8 rocket pods, GSh-23L gun pods and 8 Kokon or Ataka ATGMs.
(https://clan.fastly.steamstatic.com/images//40513072/c0a2517aa8efd4e92ee359d4f0c86a0ab4f8e213.jpg)
Ka-52K Katran: A navalized Ka-52 attack helicopter with only 4 pylons instead of 6 to make it easier to store on the deck of a ship. On top of the usual Rockets and ATGM carried by the regular Ka-52 it has exclusive access to some exotic weaponry: Kh-31P anti-radiation missiles, Hermes-A fire and forget ATGMs, and even Kh-35U cruise missiles.
(https://clan.fastly.steamstatic.com/images//40513072/db42f8256de7bf92971f91e5b915f485d767bbe6.jpg)
Mi-38T: A recent evolution of the Mi-8 intended for use in the arctic. This is an unarmed medium lift helicopter, it can transport 30 men or 7 tons of supplies in one trip at a relatively fast speed.
(https://clan.fastly.steamstatic.com/images//40513072/11965a3da3a959836f3fc6a84ad2eaa634b5818d.jpg)

Aircraft
AN-72P: A light cargo aircraft capable of deploying up to 52 paratroopers or 7.5 tons of cargo. It can also be equipped with a GSh-23L cannon and S-8 rocket pods for light ground attack work.
(https://clan.fastly.steamstatic.com/images//40513072/2cf67493a20669a7ca21a36046fb7f619fb3cec4.jpg)
MiG-29K: A lightweight fighter, agile but with a low autonomy designed for interception. There is a joke saying that this plane grants you air superiority over your own airfield.
It has 6 missile stations carrying older R-27 or newer R-77 medium range air-to-air missiles or R-73 short range infrared missiles.
Alternatively, you can arm it with up to 4 Kh-35U cruise missiles for striking ground targets.
(https://clan.fastly.steamstatic.com/images//40513072/6db5f97364ab1afe31a647f776186e8acc560fef.jpg)
Su-33: This old multirole aircraft is limited to R-73 and the older semi-active R-27 missiles for anti-aircraft duty. It also lacks the avionics to use guided air-to-ground munitions so it is limited to dumb bombs and rockets but has access to a large choice of yield for them.
Make deadly dive attacks with 6 340mm S-25 rockets or bring the hail with 50x OFAB-100 100kg bombs.
(https://clan.fastly.steamstatic.com/images//40513072/763b40d0cf8a7e56506b814e6d504b527e1a2024.jpg)
Tu-142: Naval patrol variant of the Tu-95 ?Bear? strategic bomber, it carries a smaller bomb load than its sibling, but can still deliver 8 Kh-35Us cruise missiles, 32 FAB-250s, 6 FAB-1500s or a single FAB-3000.
(https://clan.fastly.steamstatic.com/images//40513072/47d94620ec096767f2bec29584dd2abe7844c304.jpg)
Tu-22M3: This large supersonic maritime strike aircraft makes an appearance delivering up to 3 very fast Kh-32s missiles, or utilizing its afterburner to deliver fast bombing runs with a multitude of bomb options, including 8 KAB-1500 laser guided bombs.
(https://clan.fastly.steamstatic.com/images//40513072/baecc0e447ee76f472c1075902632225026b2426.jpg)
Yak-38M: A slow and lightly armed VTOL aircraft, it stands little chance in a direct air to air engagement, but can still prove valuable in hunting enemy helicopters with gunpods and old R-60 missiles, or performing a light bomber role.
(https://clan.fastly.steamstatic.com/images//40513072/2a9ac2cad4d32dc24a4195ec4cb23482ae242228.jpg)

Tactics & strategies
(https://clan.fastly.steamstatic.com/images//40513072/9819dcf25c70884245a3de23ac9863afeb518c3a.jpg)
Choosing a specialization grants access to a unique roster of units but also determines the amount of points you can assign in each category.
Coastal troops specialization is very versatile, you have a bit of everything which is nice but also means that the points repartition is spread thin.
As a result this specialization will either be used to compensate for the shortcomings of the other specialization you have selected. For instance VDV offers few support points but many helicopter points. So it can be interesting to focus the support points on anti-aircraft and equip the Ka-52K with Kh-35 cruise missiles and use them as makeshift artillery pieces.
Or this versatility will be used to reinforce an existing strength: for instance, Coastal troops + VDV offers the most aircraft points, allowing you to select the Tu-160 with its nuclear missile and still have some points left to add other planes.
It is also possible to use the points of the other specialization to reinforce one of the multiple facets of the Coastal troops. For instance the Guard Tank Brigade specialization can bring the support points required to play with multiple Iskander cruise/ballistic missiles.

This is a foretaste of the numerous possibilities that the army building system of Broken Arrow offers.
The beta will grant you access to 3 specializations per side and the game will contain 5 per side at release, which makes a total of 20 very unique combinations, each of which are playable in a number of ways.
With such diversity, we aim to offer an exciting multiplayer ecosystem in constant evolution, full of experimentation and crazy combinations between players.

Thank you for your attention and see you next week with a new dev blog.

Title: Re: Broken Arrow
Post by: Asid on November 01, 2024, 01:47:56 AM
Dev Diary #11 - Upcoming Beta Maps and Tools
Thu, 31 October 2024

(https://clan.fastly.steamstatic.com/images/40513072/c8b4eeafa81239c8ef5bdf93c4595fd0fcdbb89e.jpg)

Hello everyone, we have presented the new specialization in previous dev blogs US Airborne and Coastal Troops.


Hello everyone, we have presented the new specialization in previous dev blogs US Airborne (https://store.steampowered.com/news/app/1604270/view/4513261623769801522) and Coastal Troops (https://store.steampowered.com/news/app/1604270/view/4513262258492538993).

Now it?s time to introduce the battlefields where they will face each other.

Previous multiplayer beta proposed 6 maps so we have decided to ramp up things a bit and propose 8 brand new maps this time.
We have selected a panel of very different layouts to let you experiment various gameplay situations and see what you prefer.
All these maps are large enough to host an intense 5v5 multiplayer match and still have room on the sides to let planes maneuver and to give room for infiltrations and flanking attacks.
They are also full of details and contain unique visual elements, lighting, weather?

Kaliningrad
(https://clan.fastly.steamstatic.com/images//40513072/0f85e66e8af0b0a692307fa15b2bf393bf3ccb8c.jpg)
At the heart of the Russian exclave located between Lithuania and Poland lies the city of Kaliningrad. It features the only ice-free Russian port on the Baltic Sea, making it strategically paramount.
(https://clan.fastly.steamstatic.com/images//40513072/e00422bf968abdf70d2e74eefc2c3af6935e9087.jpg)
The city is characterized by a fortified historic center divided by several waterways, at the center of which lies an island on which stands K?nigsberg Cathedral.
(https://clan.fastly.steamstatic.com/images//40513072/481b70bda99b9cbb3c5a9a2fb478b846842cf2be.jpg)
A large industrial harbor spreads from the city center to the estuary of the Pregolya river and is interfaced with a large railway classification yard surrounded by large hangars and numerous bridges. A massive stadium surrounded by multiple parkings is situated on the other side of the city and countless urban and commercial districts surround the city center.
(https://clan.fastly.steamstatic.com/images//40513072/ea5339e7b71aaf2d93671529f63ed2f0023145f7.jpg)
The battle for Kaliningrad promises to be fierce as both teams start relatively close to each other on the western part of the map but on a different side of the estuary. They must rapidly progress East in the direction of the city center where the bridges are located to secure crossing points and capture objectives located on the other bank.
Of course amphibious units will prove their usefulness here more than anywhere else as their ability to cross the waterways allows them to infiltrate recon on the flanks or to launch assaults away from the heavily defended bridges.

River
(https://clan.fastly.steamstatic.com/images//40513072/6fd22b2ce164174732e763afd749c8c543ef5bd1.jpg)
Far away from the hell of urban combat, this map proposes to fight in a much more open landscape mainly composed of fields surrounded by treelines, small villages and isolated farms. A river runs through it with several shallow water passages allowing any vehicle or infantry to cross at reduced speed.
(https://clan.fastly.steamstatic.com/images//40513072/86fa063aa828995517806e7c7667c007dcc5a09e.jpg)
These large open spaces might look like the perfect place to send formations of tanks on the attack, but beware, guided missiles can fully express their range advantage here. And high in the sky a drone might be watching you, maybe even designating you with its laser to guide artillery projectiles already flying in your direction. So run! Run from cover to cover, follow the treelines whenever you can and use smoke to conceal your movements. Otherwise, the apex predator of the open plains will swoop down on you with a roaring sound, and leave nothing behind but a carcass.
(https://clan.fastly.steamstatic.com/images//40513072/ad1dc3ea861b59b3c79415a2ba555c109824901e.jpg)

Refinery
(https://clan.fastly.steamstatic.com/images//40513072/49063800b68f2b3e5f3cdbb51b327a4c40b18f0b.jpg)
Countries fight to spread their influence in order to secure access to resources vital for their development. So what better symbol of this than to fight for the control of an oil refinery?
(https://clan.fastly.steamstatic.com/images//40513072/8871f25b51047010b39be96c53877843a0acc7f5.jpg)
This large map features a huge oil refinery located on a plateau, separated by marchlands from the nearby city also located on another plateau.
(https://clan.fastly.steamstatic.com/images//40513072/67f3464df4d915b3f5f64f0b24b7196b365496cf.jpg)
The number of objectives proposed on this map is more than twice the usual number, separated into two main groups located in the refinery and the city. This unusual layout forces the teams to make a choice of repartition of their players. Will you play a classic 2xCity / 1xMiddle / 2xRefinery best suited for defense but that will fail to achieve numerical superiority anywhere or will you play an aggressive 0 / 2 / 3 or 3 / 2 / 0 to focus only on one side and the middle?
Having multiple possible strategies means that the victory will go to the most adaptable team, able to identify the enemy configuration, communicate and react accordingly.
For instance, dismounting your infantry early is a good reflex if you are going to be  outnumbered but doing that when there is nobody in front of you and you failed to notice it means that someone else in your team is fighting 2v1.

Ruda
(https://clan.fastly.steamstatic.com/images//40513072/6cc5837231698dfd5a5eb567b511f25dfd4119f5.jpg)
Inspired by the area around the city of Kazlų Rūda in Lithuania. The city is surrounded by a large forest full of small clearing cut by agricultural expansion.
(https://clan.fastly.steamstatic.com/images//40513072/5c6cb7d2ad19f9d44a1efc1e599ffc201aa86e33.jpg)
A military training ground and an airfield are also carved in the middle of the trees.
(https://clan.fastly.steamstatic.com/images//40513072/569aa19db24d0402d4fbf35dede6c3c09d7bd4bf.jpg)
The unique layout of the trees on this map creates a different experience: instead of crossing fields to jump from one patch of cover to another, here you can follow narrow strips of forest to stay covered. This can facilitate infiltrations but it can also make troop movements slow and predictable. If an enemy is spotted progressing in a treeline you can easily guess where they are going and prepare an ambush or decide to move fast on a road instead as they won?t be able to react rapidly.

Dam
(https://clan.fastly.steamstatic.com/images//40513072/89606d90e02278f193a4d843b719ccc7f05b2705.jpg)
Kaunas, the second biggest city of Lithuania is situated near an artificial lake created by a Dam.
(https://clan.fastly.steamstatic.com/images//40513072/6c437ef25f61941777d263d2627caf55db51f804.jpg)
We have faithfully represented this area which corresponds to the southern part of the city, the Dam itself and the zigzag of the river offering an interesting layout for a multiplayer battle.
(https://clan.fastly.steamstatic.com/images//40513072/39905ab73d20980b6ba8f51b9def23988a12dadb.jpg)
The shape of the river impacts the layout of the roads and as a result each team has an advantage to push on one side of the map resulting in chaotic situations where both teams have successfully pushed their side which means they are now both located in each other?s back but on a different side of the river, meaning that they can cross the river to cut each other?s supply line resulting in a double encirclement hamburger.

Airbase
(https://clan.fastly.steamstatic.com/images//40513072/9c3fc050a04fe006ab98daedd3abbac715ef5015.jpg)
This map represents Chkalovsk naval air base situated a few kilometers North-West of Kaliningrad. It?s a single long airstrip surrounded by hangars and bunkers hidden in the middle of the woods.
(https://clan.fastly.steamstatic.com/images//40513072/2c68b6fca2e5b2ee67ca20e4a86e97c5b01ee281.jpg)
Infantry can be concealed in the Il-76 cargo planes landed near the hangars. Beware, though, as they are not resilient at all so using them as a fighting position is taking the risk to see your squads disappear in a pile of debris.
You can see the suburbs of Kaliningrad stretching out in a corner of the map while the rest of the city can be seen in the distance.
(https://clan.fastly.steamstatic.com/images//40513072/7fdb10786d39ea4f41318df735a61c9f5ac73e0d.jpg)
The objectives are split in two groups located on both sides of the airstrip, generally resulting in the action being concentrated there and nobody paying much attention to what is happening on the airstrip itself. This is the occasion to try daring maneuvers across the airstrip or in its axis, all the way to the enemy rear where the fragile and expensive artillery and air defense units are located.

Airport
(https://clan.fastly.steamstatic.com/images//40513072/3d2a07b921d29cb25d010c02261627ae7f4fadb9.jpg)
Based on the international airport of Riga and its surroundings, this map proposes a unique and spectacular scenery for an epic battle. The airport is surrounded by large highways leading to it and to the capital city of Latvia.
(https://clan.fastly.steamstatic.com/images//40513072/52293cc3af3eb454050c87293024ea372f7ff2aa.jpg)
Fun fact: the house of one of the moderators of the official Discord server (https://discord.gg/stN5n8rb9Z) is located on this map. Please avoid nuking it!
(https://clan.fastly.steamstatic.com/images//40513072/5f595c8cf07cf9584423786a4c0dbd4f1f86245f.jpg)
The objective zones are evenly spread and the frontline is large due to the fact that it is played in the diagonal of the map. Trying to create an impervious frontline in such conditions is not very efficient as there is too much ground to cover. It is more cost effective to keep just a few spotters surveilling key points or use drones to deal with infiltrators and use the rest of your resources to create a mobile group of units supporting each other which can maneuver and pick isolated enemy units one by one.

Klaipeda
(https://clan.fastly.steamstatic.com/images//40513072/89abd49917b2db3d0852fff526f48b2a47cf0033.jpg)
The coastal city of Klaipeda is the only large harbor in Lithuania, making it a vital supply hub.
(https://clan.fastly.steamstatic.com/images//40513072/1f9eadc8c3d443aff13ce4c3a186184b275c9a10.jpg)
The city spreads over a large area and features a big quantity of high rises but is not extremely dense.
(https://clan.fastly.steamstatic.com/images//40513072/586d1a07cae004127b6ccaa9238b4b8fcbe2c0d9.jpg)
The districts are split by large avenues merging on giant roundabouts and plenty of parks create open areas where long range missiles and tanks can maneuver.
(https://clan.fastly.steamstatic.com/images//40513072/917d3e98ba504e9e50a78cec2fa7f19dcd8c8a42.jpg)
This map is much deeper than wide so the frontline is rather narrow resulting in fierce urban battles. This does not mean the battle is completely static as there is a large quantity of streets that can be used to outflank the enemy. It is hard to progress unnoticed with a column of vehicles but at the same time easy to bypass an enemy defensive position by simply using the next roads and outrun the infantry.

Tools and performance
Compared to previous beta we have managed to optimize the game and you can now benefit from the best graphics with a smaller configuration.
We have introduced the support of AMD FidelityFX Super Resolution 3 (FSR 3) which is compatible with a large quantity of GPUs and increases the performance a lot with minimal visual degradation.
We have also optimized the lowest graphic settings to let people play with configurations that were previously impossible.
This beta will be the occasion for us to get statistical information about players? performance and continue the optimization wherever it is needed.

We have also improved the drawing speed of the line of sight tool by a factor 6. Press Alt to display this tool which will help you to understand where the line of sight is blocked. If you have a unit selected the detection distance will be automatically adjusted to the optics value of this unit. The tool also snaps to buildings now.
(https://clan.fastly.steamstatic.com/images//40513072/1a16adabd85e2941144df87a165575a00d62ab7d.jpg)
We are also working on another tool to display the elevation curves and a color overlay on the map to help you verify the reliefs if you have a doubt.
(https://clan.fastly.steamstatic.com/images//40513072/9cc8764cc95c3a793cb04b68e572353ec04f957c.jpg)
Finally you can now see which command your units are following by selecting them and pressing Shift key. A line will be displayed between the unit and the position of the current command with a color code depending on the type of command.

That's it for today, we hope you enjoyed it. See you next week for the final dev blog before the launch of the open beta on November 12th.


Title: Re: Broken Arrow
Post by: Asid on November 09, 2024, 12:28:03 AM
Dev Diary #12 - Novelties and changes
Fri, 8 November 2024

(https://clan.fastly.steamstatic.com/images/40513072/e5cb0e7bd6beed8167eddeb6a2eedf8fe9f5a27e.jpg)


Hello and welcome to the final dev blog before the launch of the open multiplayer beta on November 12th.

This week we would like to present to you the new game mode called ?War Goals?, the improvements of the automatic matchmaker, the custom and scenario matches and the evolution of the army builder rules.

WAR GOALS GAME MODE

During the previous beta we proposed a very simple game mode where you had to capture all the zones or hold more zones than the opposing team at the end of a 45min timer.

This game mode had several advantages:
But it also had one main downside: everything was determined at the last second of the match. So the optimal strategy was generally to play very defensively, hoard money until the end of the match and make a big assault at the end, sacrificing all your units like lemmings to capture one more point than the enemy team just before the timer ran out.

To remedy that problem, without losing the advantages, we?ve come up with a new game mode called War Goals.

(https://clan.fastly.steamstatic.com/images//40513072/7d953e2aadeff2693993acd2601f25582bcfbef9.png)

War Goals game mode is played in 3 phases of equal duration (3x15min by default).
We have good hopes that this new game mode will please everyone as it has many advantages:

MATCHMAKING IMPROVEMENTS

In the previous beta you had to create teams of 5 players using a lobby system and then the matchmaker was putting you against another team of 5.

This system still exists but has been improved in several ways:

Quick search
You can now use the quick search function to find a match rapidly without having to create/join a lobby.
This is ideal if you are alone and just want to rapidly play a balanced multiplayer match with random allies and opponents.

(https://clan.fastly.steamstatic.com/images//40513072/7ab27afe1d9c9e418e42823ee5462bc9cafa4a88.png)

Incomplete teams merging
You are no longer forced to wait for all the slots of your lobby to be filled. Just close the slots you don?t need and start the search.
The matchmaker will complete your team with another incomplete team or people using quick search.

(https://clan.fastly.steamstatic.com/images//40513072/cd82de5187d91f571ba77053688a9330303c9673.png)

Rating
Players now have a rating value which is used by the automatic matchmaker to propose balanced matches.
The rating works as follow:
(https://clan.fastly.steamstatic.com/images//40513072/3121f7174abcd7b42e00d745a63c4cc36965c80a.png)

Invitations
It is now possible to invite your friends to your lobby. You can do so from your friend list in your profile or by using Steam overlay.
This is a simple method to play together without having to find your friend?s lobby name in the list.

(https://clan.fastly.steamstatic.com/images//40513072/f5a93a821e25fe0990c536ac7bb8af623d76740f.png)

CUSTOM MATCHES
It is now possible to create custom matches without an automatic matchmaker. It means that both teams will gather in a single lobby and the player creating the lobby called ?the host? takes all the decisions.

(https://clan.fastly.steamstatic.com/images//40513072/0340125b75937c7eb543c6f1d82c1161a45ed7ee.png)

This will allow you to train with friends, organize tournaments and test unusual game rules.
Custom lobbies can be played by any number of players from 1v1 to 5v5 including unbalanced numbers like 1v5.
The host decides which map will be played, which faction each team will play including the possibility to let people choose a mix of USA and Russia within the same team.
For the moment the game rules are the same as a standard match but later we will add more options to change the economy, the duration of the match etc?

Custom matches don?t affect your rating as they don?t use the automatic matchmaker and the rules of the match can be modified by the host.
This also means that we cannot guarantee the fairness of custom matches as the host is responsible for that.

MULTIPLAYER/COOP SCENARIOS
A scenario is the layer containing anything that is not the map itself. So a multiplayer game mode is a scenario, a campaign mission with cutscenes and dialogues is a scenario, 3 units placed on the map to make a test is a scenario.
The game will contain an integrated scenario editor, accessible from the main menu, which will allow you to create all that.
Any scenario created with the editor can be configured to be multiplayer PvP or PvE, uploaded on Steam workshop and played in versus or coop mode.
You don?t have access to the editor yet but to test this functionality we will add some cooperative scenarios to the beta.

(https://clan.fastly.steamstatic.com/images//40513072/23582a93c26449e29cf4afca76c89e5ffbbfc339.png)

One of them is a kind of tower defense where you gain money by killing enemy waves.
The other resembles Battlefield?s assault mode where you need to capture sectors in a zone to progress to the next zone.

EXPERIENCE, MEDALS AND PROFILE CUSTOMIZATION
When you play a standard or custom match you will be granted experience points at the end of the match.

The amount of XP you gain depends on the type of match (x2 for standard), the level of victory or defeat (+/-10% for minor, +/-25% for major, +/-50% for total), and your individual performance during the match.
Destroying enemy units, capturing zones, resupplying your allies and keeping your units alive all increase your score.
Additionally you can gain special medals if you achieve certain conditions like having the best kill/death ratio or winning against a team with a higher rating than your team.
To access your profile and see which medals you have earned click your portrait on the top right corner of the screen.

(https://clan.fastly.steamstatic.com/images//40513072/c7860f74931b19e4fcc8886030d511654b2abba4.png)

You will find statistics about yourself, the possibility to customize your avatar, your friend list to invite people to your lobby and the leaderboard to see how you fare compared to other players.

(https://clan.fastly.steamstatic.com/images//40513072/6a9f1b7115e1e05ac7464a6898b2ff6b4d2deb8c.png)

Gaining experience allows you to increase your rank globally or per specialization which unlocks customization options for your profile.

(https://clan.fastly.steamstatic.com/images//40513072/3b82228574590b0cf6fa6db7b4d964347e4368cf.png)

ARMY BUILDER RULES IMPROVEMENTS
As mentioned in a previous dev blog, infantry will now be able to ride any vehicle or helicopter present in your battlegroup, provided there are enough seats.
But vehicles are still associated with infantry during battlegroup creation, so you won?t be able to use the Marines new ACV-30 for instance if you don?t add some USMC infantry to your battlegroup first.

(https://clan.fastly.steamstatic.com/images//40513072/72cb09ae3cf021e98b670300d4501fa77186c459.png)

The second improvement is that we have added a 10% tolerance margin to the number of points you can assign to each category.
Which means that if you have a limit of 1000pts for planes as an example you will be able to fill the category up to 1100pts.
If you are above the base value but within the 10% tolerance margin the number of points in this category will be displayed in orange.
If you go beyond the 10% margin the value will be displayed in red and the battlegroup will be invalid.
The total limit of 10,000 points for the whole deck remains, meaning that any extra points you put in one category will be missing from another.

This makes battlegroup creation more flexible as you can transfer points from one category to another. And it also removes the frustration of being stuck because one of your units is 5pts too expensive to fit in a category.

SEE YOU ON THE BATTLEFIELD COMMANDERS!
This was our final dev blog before the start of the open beta on November 12th. We hope to see a maximum of players taking part in it, so don?t forget to tell your friends to join you on the battlefield and team up against thousands of other players from around the world.

Cheers,
Steel Balalaika
Slitherine


Title: Re: Broken Arrow
Post by: Asid on November 13, 2024, 12:25:13 AM
The Multiplayer Open Beta is now available
Tue, 12 November 2024

(https://clan.fastly.steamstatic.com/images/40513072/efe1d4abb3754d1b53341b761e905f367bab4594.jpg)

Get ready to engage in exciting 5vs5 games.

https://youtu.be/9ox9ZRdKG1M


Get ready to engage in exciting 5vs5 games with new specializations available, new maps and new functionalities, including custom lobbies, PvE coop scenarios, matchmaking and more.

Important information:
How to download and install

The Open Beta is only available through Steam.
In order to download it, head to the steam page of Broken Arrow (https://store.steampowered.com/app/1604270/Broken_Arrow/).

You will need to click on the green button which says REQUEST ACCESS.
You will be given access automatically and "Broken Arrow Playtest" will appear in your Steam Library. Then, all you need to do is to click Install and the download will start.
Please note that you might be required to close and relaunch Steam in order for the download to begin.


Title: Re: Broken Arrow
Post by: Asid on November 15, 2024, 12:35:02 AM
Live event on December 10th
Thu, 14 November 2024

(https://clan.fastly.steamstatic.com/images/40513072/49a9c61d6b01a068ab5b28c27145892b67fdc788.png)

We are gearing up for a major live show on December 10th at 6 PM CET.


Join us at Slitherine Next on December 10th at 6 pm CET on our Twitch channel at https://www.twitch.tv/slitherinetv or on YouTube.

https://youtu.be/bNMPY51noiw


We'll be live with F?lix Habert, Creative Director of Steel Balalaika, and we'll be revealing a special video interview, never-shown-before footage from the single player campaign and, last but not least, a much anticipated reveal for all Broken Arrow fans.

Broken Arrow will be one of the highlights of the show, but it will also be an occasion for Slitherine to release new DLCs for Warhammer 40,000: Battlesector, Warhammer 40,000: Gladius and Terminator: Dark Fate - Defiance, plus news related to some of our other franchises including Starship Troopers: Terran Command.
In addition, we'll be unveiling something entirely new, so this will be a must-watch for all fans of strategy games.

Mark your calendars for December 10th at 6 PM CET
? you won?t want to miss it.

Title: Re: Broken Arrow
Post by: Asid on December 11, 2024, 12:27:39 AM
Reveals at Slitherine Next
Tue, 10 December 2024

(https://clan.fastly.steamstatic.com/images/40513072/be97c391efb8f29b188faf2ac657f5d7235fb791.jpg)

We just had our Slitherine Next stream: release date, dev update and more!

Yesterday was an eventful day for Slitherine.

We had our yearly Slitherine Next show, where we had several announcements, reveals and launches. Broken Arrow couldn?t be missing, now, could it?

First off we had the first public reveal of a mission from the single player story campaign. Watch it here: 20 minutes of exciting gameplay commented by F?lix Habert, Creative Director at Steel Balalaika, and Neil McKenna, Senior Producer at Slitherine.

https://youtu.be/ICi4qMm2F54


Then we released a new video interview where members of the team talked about what is next for Broken Arrow.

https://youtu.be/Hq-rru2yyPs


But we all know what you were all waiting for. We?re finally ready to announce when Broken Arrow will be released.

Mark it on your calendars: Broken Arrow will be out in June 2025.

In the next few months leading to the release of the game the team will focus on finishing the single player campaign, improving optimization, implementing a robust anti-cheat system and much more.

It?s been a long ride, but we?re finally getting there. Follow us in the next few months as we approach the release and we?ll keep you entertained with many releases and showcases. Until then, happy holidays!


Title: Re: Broken Arrow
Post by: Asid on February 18, 2025, 01:28:54 AM
New content & Live stream on February 26
Mon, 17 February 2025

(https://clan.fastly.steamstatic.com/images/40513072/be129b78db3dd0fc22f923049f6ae874aa71decc.jpg)

"We're going live with Broken Arrow and new scenarios next week on Twitch.
You might have noticed that articles and videos will be popping up this week, featuring some never-seen-before content of Broken Arrow.

We have decided to give media an exclusive first look at the game, but fear not: we're going to deep dive on it ourselves on next week!

Join us on our Twitch channel (https://www.twitch.tv/slitherinetv) on February 26 at 4 pm GMT for an exclusive first look at new single player story campaign content. Edmon, Community Manager, will be playing, and F?lix Habert, Creative Director at Steel Balalaika, will be taking part in the stream to reply to all your questions."



Title: Re: Broken Arrow
Post by: Asid on March 01, 2025, 11:08:39 PM
Stryker Cavalry Regiment army specialization
Fri, February 28, 2025

(https://clan.fastly.steamstatic.com/images/40513072/a8630e774aaa88250fd662ece58369c7c34c42b4.jpg)

Today we'll do a deep dive in one of the specializations for the United States: the Stryker Cavalry regiment.

https://youtu.be/7nxp5yT7n1s


The Stryker is a family of eight-wheeled armored fighting vehicles requested by the United States army after the end of the cold war to be able to deploy a more transportable force that would strike a balance between heavy armor and infantry.

The Stryker which is based on the Canadian LAV III was originally supposed to be an interim solution but as is often the case, temporary solutions tend to become permanent and many variants continue to be developed even now. So much so that we were able to base an entire army specialization on this vehicle platform.

(https://clan.fastly.steamstatic.com/images//40513072/4b895285838c34fc48bc2b6632dfbf57e7de222e.png)

In Broken Arrow, the Stryker Cavalry Regiment army specialization embodies the balance between armored and infantry units. The speed of the strykers is inferior to the light transports of the airborne specialization, but they bring way more firepower with them. Meaning that the infantry they carry is not the main fighting force but rather a support for the vehicles.

All the Strykers armor can be upgraded with an explosive reactive armor kit on top of which an active protection system can be added.
Fully upgraded Strykers thus become very hard to destroy but each additional level of protection comes at the cost of a lower maximum speed as this vehicle was not originally not designed with such heavy upgrades in mind.

Stryker RV

(https://clan.fastly.steamstatic.com/images//40513072/db26ce31ec97d7ba548d8f6e7ab9700085040450.png)


Read on... (https://store.steampowered.com/news/app/1604270/view/537721107195626717)

Title: Re: Broken Arrow
Post by: Asid on April 05, 2025, 12:05:23 AM
Special Operations Forces army specialization
Fri, 4 April 2025

(https://clan.fastly.steamstatic.com/images/40513072/fd06d1be08857ba59bec0c7ab7c3e5480fa345dd.jpg)

Time for the reveal of the last US spec deck in Broken Arrow.

(https://clan.fastly.steamstatic.com/images//40513072/4579de84035e83568f2420c2ddffdacdb9a3c30b.jpg)

https://youtu.be/Qi_ZSGsnrSg


The Special Operations Forces distinguish themselves from the regular military units by their training to accomplish raids on high value targets, often located behind enemy lines, rather than frontally attacking the enemy forces.

The success of these operations relies on 3 main factors: speed, stealth and a high level of support proportionally to the number of soldiers involved.
And in Broken Arrow, this army specialization is the embodiment of these principles:
Hard hitting infantry coming from the various Special forces groups and the 75th Ranger regiment, equipped with the latest weapons, airdropped or transported by fast vehicles and helicopters from the 160th SOAR (special operations aviation regiment), and supported by stealth drones and planes.

(https://clan.fastly.steamstatic.com/images//40513072/bf7f4fa3715f5940594caf3e75af362b929102a1.jpg)

Read on... (https://steamcommunity.com/games/1604270/announcements/detail/537724273565893285)
Title: Re: Broken Arrow
Post by: Asid on April 28, 2025, 12:07:08 AM
The last Russian spec decks
Wed, 23 April 2025

Today we'll explain our reasoning behind the last Russian specialization decks.

This is not a secret any more, the last 2 specialisations available to the Russian army that you didn't play yet are "Motorised infantry" and "Mechanised infantry".
You may have seen them in action during the latest press-event organised recently.

Some of you were surprised to see that the Russian specialisations present in the first beta were different during the second. Some units were added, others removed.
This is because the distribution of the units in specialisations has been regularly reshuffled during development, and the number of specialisations has increased with the number of units we added to the game over time.
Initially we thought about a system where the player would have a common trunk of units and specialisations would only unlock a few specific units.
Then we tried 3 independent specialisations with unique units based on the US brigades combat teams logic: Infantry/Stryker/Armored.
This number was later increased to 4, as more units were added to the game, with the rule that you pick 2 specs in order to make the players less specialised in case they don't play with an arranged team.
And finally we increased that number to 5 to re-balance the number of units between specialisations and offer a unique identity both visually and in terms of gameplay to each of them.
Some concepts have totally disappeared like US support, some have been transformed to give them better identities like Air-mobile which was originally a mix of Airborne and Stryker. Some have been created like US special forces.
Similar modifications happened on the Russian side, the Naval infantry specialisation was created, the idea of a support specialisation was abandoned and we made a major reshuffling of units between all the specialisations.
So much so that the Motostrelki specialisation that we presented 2 years ago doesn't exist any more.

As a result the last 2 specialisations available to the Russian army that you didn't play yet are "Motorised infantry" and "Mechanised infantry".
In reality the Russian army call both formations ?Motostrelki? but some are based on the wheeled BTR armored vehicles while others are based on the tracked BMP platform.
So we have kept this logic in the game and pushed it to the rest of the units of these specialisations to create a stronger gameplay identity.

(https://clan.fastly.steamstatic.com/images//40513072/49b40ca09ddcf844a546006e3701f209466dacf3.jpg)

The Motorised Infantry specialization is composed exclusively of wheeled vehicles including the K-17/K-17 Bumerang previously assigned to the Guard Tank Regiment specialization, supported by long range S-300PM surface-to-air missiles and multiple truck based MLRS like the 9K51 Grad, previously assigned to VDV.
The specialisation doesn?t have access to any tanks but can count on a large panel of infantry squads, including some elite units like the Spetsnaz GRU or the SSO, Diversanty groups (infiltrators) equipped with RPG-30 rocket launchers immune to active protection systems.
In the air this specialization inherited the planes and helicopters previously assigned to Motostrelki with the addition of the legacy Mi-28 that was transferred from VDV spec.

It is a very solid specialization focused on fast infantry deployment, infiltration and deep artillery strikes.
It is also the Russian specialisation offering the best supply capabilities with numerous trucks of various sizes.

(https://clan.fastly.steamstatic.com/images//40513072/8328e00eee4debd33a0d544d5d0c283e597bb965.jpg)

The Mechanized Infantry specialization for its part is entirely composed of tracked vehicles.
It includes novelties like the UR-77 Meteorit, an engineering vehicle able to throw two heavy explosive charges at short range. Devastating against infantry entrenched in buildings.
This specialisation allows you to send wave after wave of infantry and BMPs supported by massive artillery barrages of mortars and howitzers of every caliber including the 2S4 Tulpan 240mm mortar and 2S7M Malka 203mm Howitzer.
T-72 tanks are also available in large numbers and for a cheap price achieving to turn this specialisation into a mechanized steamroller.

Title: Re: Broken Arrow
Post by: Asid on April 29, 2025, 12:07:06 AM
RELEASE DATE ANNOUNCED
Mon, April 28, 2025

(https://clan.fastly.steamstatic.com/images/40513072/ac993e3d947c4f77f567d77bd53da0808f816cac.jpg)

Jun 19, 2025 ?49.99


You?ve been with us when we announced it, when we started streaming it. You?ve taken part in many playtests and multiplayer challenges.

You?ve been discussing it everywhere and we?ve been overwhelmed with all your passion and hype.

You?ve given us great feedback and suggestions and you?ve been with us for the whole trip, helping us make Broken Arrow the most wishlisted strategy game on Steam.

You have been waiting for it for years and now we?re almost there. Broken Arrow will be released on June 19 on Steam at $49.99.

VANGUARD EDITION PRE-ORDERS

But that is not all.
We are opening pre-orders for a special edition of Broken Arrow today.

Broken Arrow Vanguard Edition is now available on pre-order at $59.99.

It is a special edition which contains a number of exclusive goodies.

  - Advanced access to Broken Arrow: play the game ahead of everyone and jump in on the action on June 16, 3 days before launch;
  - Digital soundtrack: 41 intense and energetic bangers composed by the talented Evgeny Shchukin;
  - Digital wallpapers: customize your background with 9 beautiful wallpapers, portraying the specialization decks available in the game;
  - Exclusive skins: apply unique skins to specific vehicles, one per specialization;

(https://clan.fastly.steamstatic.com/images//40513072/815df890a0790fc2ee1e1d539c36f5eafe05a307.jpg)


KALININGRAD LIVE STREAM

We are brimming with anticipation, just as you are. As you wait for June, we thought of inviting you to a special live stream.

Later this week, on Wednesday April 30 at 3 pm GMT, we will be streaming a never-shown-before mission on our Twitch channel: (https://www.twitch.tv/slitherinetv/schedule?segmentID=1a383219-b3ff-499a-ac32-11c1e8f529a1) it?s Kaliningrad time!
Are you ready?



Title: Re: Broken Arrow
Post by: Asid on June 06, 2025, 12:01:47 AM
Deep dive on Vanguard Edition content
Thu, 5 June 2025

(https://clan.fastly.steamstatic.com/images/40513072/3fe946c63da228f1dee2b599450b583c0fdc319c.jpg)

Today we?ll focus on two parts of the content coming with the Vanguard Edition: the exclusive skins and the soundtrack.

First we?ll post a blurb by Yuriy, Visual director for the game, who will expand on the process behind the creation of the beautiful models in the game. We?ll also post all the cosmetic skins coming with the Vanguard Edition.

Then we?ll leave the microphone to Evgeny Shchukin, the composer behind the amazing and thrilling OST. Disclaimer: the soundtrack won?t be an exclusive to the Vanguard Edition, we?re looking into making it available separately after launch.


The Models in Broken Arrow
Creating models for Broken Arrow is a complex, but quite interesting process, in which there is a constant balancing between three variables: Optimisation, Visual beauty of the model, Asset production time.
We always proceed from the principle that the main character of our game - a unit, be it a tank, SPHr, or infantry squad - should look as authentic as possible. For this 3D team has developed its own pipeline, sometimes with quite specific tools that are used in production. There is no point in describing our pipeline in detail, but few points are worth mentioning.

Realism is your best friend:
Despite the large scale of the wargame and technical limitations (texture size, polycount, etc.) associated with it, we're trying to validate models authenticity, so players won't have much doubts regarding how historically accurate models are. So, at some point we've introduced a rule saying that the validation of the unit should be based on real life reference, such as photo or video record. This approach drastically mitigates any risks.

(https://clan.fastly.steamstatic.com/images//40513072/ab9c13e864e7c0a4b3d17af73c4007bb525782c2.png)

Here, for example, is an intermediate stage of checking the model of American armoured personnel carrier ACV, where the hull dimensions are already similar to the real ones and it remains only to fit the elements of the model to their rightful places.

You've got to know the subject and be aware of your actions - a 3D Artist is pretty much a jack of all trades)

Any vehicle is a large and complex mechanism, consisting of thousands of parts that make each machine unique, endowing each unit with its own charisma. A unit should not just look beautiful, but should convey the ?soul? of a real combat vehicle, be interesting to study from all sides. Metal texture, layers of paint, inscriptions, detailing - all this is very important to display, even despite the technical limitations.

(https://clan.fastly.steamstatic.com/images//40513072/b96056fd6764e58c7c1a7102bcf3aedf0e0d1e85.png)

(https://clan.fastly.steamstatic.com/images//40513072/25558471e6f3684e3b9d7a45b7a6f1218ca4b9e6.png)

The whole world is a reference
A set of references and visual oversight is of great importance to the artist. Each of our artists has his own personal folder with various photo and video references. Such folders may occupy dozens of GBs on a hard drive. Chipping, welding, priming, paint texture - it all helps to ?revive? the look of the equipment in the game. Not washing the car can also be useful - photographed textures of dirt and smudges can be easily found in our models.

(https://clan.fastly.steamstatic.com/images//40513072/8d1c51d6175fea7d7c930069378eca52ebfdd471.png)

Read on... (https://steamcommunity.com/games/1604270/announcements/detail/537729972859568997)

Title: Re: Broken Arrow
Post by: Asid on June 15, 2025, 03:44:28 PM
FAQs - Everything you need to know about Broken Arrow
Fri, June 13, 2025

(https://clan.fastly.steamstatic.com/images/40513072/699b1bc52498881e14ac79c65a60888a4d6d53bc.jpg)

We've just posted a collection of FAQs about the game.

There have been many questions about many different aspects on the game on Steam, Discord, Reddit and elsewhere.

We have decided to collect all these questions and answer them, in a centralized position.

We hope this can help with giving you all the information you need.

You can find them here. (https://steamcommunity.com/app/1604270/discussions/0/819205817252191192/?snr=1_2108_9__2107)

Please feel free to reply and ask additional questions or clarifications should there be any further confusion.

Title: Re: Broken Arrow
Post by: Asid on June 17, 2025, 11:50:33 PM
Advanced access starts now
Mon, June 16, 2025

(https://clan.fastly.steamstatic.com/images/40513072/267f3eb7b21c2d2384dea9b7d266bc940f47db14.jpg)

We're starting today with the much anticipated launch of the Advanced Access for owners of the Vanguard Edition.

Peacetime is drawing to a close. Tension is rising, planes are scrambling in the air and elite military units begin their offensives in the dark, while millions around the world are buzzing with anticipation, holding their breath. Broken Arrow is almost here.

Vanguard Edition supporters, get ready! You?re the first assault wave, the vanguard commanders who will spearhead the first military operations of the war.

We?re starting today with the much anticipated launch of the Advanced Access for owners of the Vanguard Edition.

There?s not much else to say: get in there, enjoy the game, have fun and let us know what you think. Broken Arrow is a game built for and around its community, with the idea that you will help us shape the future of the game. Your feedback will be essential in ensuring that the game keeps growing and improving.

This is of course just the beginning of a new chapter in strategy gaming. We have a special trailer that we plan on showing you on the day of launch, on June 19 at 4 PM GMT, so we?ve started a premiere on YouTube for it.

https://youtu.be/5wme6rH6JgA


Are you ready?
Title: Re: Broken Arrow
Post by: Asid on June 19, 2025, 12:14:20 AM
Advanced Access - Hotfix 1
Mon, June 16, 2025

We are posting the first hotfix for the game

It contains a number of fixes that were causing some of the missions to crash.

Furthermore, we are aware of some connectivity issues on the territory of Russia: please read this thread for more information about it. https://steamcommunity.com/app/1604270/discussions/0/819206023683325711/?snr=1_2108_9__2107

Changelog:

    - Fixed an issue with the mission The Big Wave, preventing players from playing the mission,

    - Fixed an issue with the mission Operation Cold Harbor, preventing players from playing the mission,

    - Fixed an issue with the PvE mission Baltiysk Invasion, which made players disconnect after a short amount of time

Title: Re: Broken Arrow
Post by: Asid on June 19, 2025, 12:14:27 AM
Our immediate plans
Tue, June 17, 2025

(https://clan.fastly.steamstatic.com/images/40513072/fcee2fffe8adf25d1a8bd4040a650cb348ef8393.jpg)

We launched the Advanced Access yesterday and we are overwhelmed with joy at seeing so many of you enjoying the game and having fun.

While this obviously makes us very happy, we are also aware that there are many areas where your valued feedback has highlighted room for improvement.

And some issues which we want to urgently address.


Skirmish mode
First off, the current version of the skirmish mode doesn?t match people?s expectations.

Today we?re releasing a fix enabling 1v1 and 2vs2 vs AI.

It was a precise design choice to initially disable 1vsAI and 2vsAI because the currently available maps are not designed for less than 3 players per team. The AI will also be improved as currently it will be a bit passive on certain maps.

The developers will keep working on the Skirmish mode until it becomes a complete mode and a thoroughly fun experience, having a wider selection of balanced maps available and also allowing for bots as teammates.
Broken Arrow is a game we intend to support for many years, and improving the Skirmish mode will just be the first step.


Big Wave mission
We?re aware of an issue preventing players from completing the Big Wave mission. We apologize, but we are deploying a fix for that now.


Blackout mission
Another issue preventing some players from completing Blackout mission has also been fixed.


Connectivity Issues in Russia
We?re aware that there have been many reports of connectivity issues from players in Russia.

Although we?re working towards an improvement which should ideally help with the situation, and you can expect it very soon, this matter is beyond our control and doesn?t depend on us.

It is related to disruptions on the local internet infrastructure and it?s been experienced on many different online games from other companies.

We hope that the problem will be solved promptly and we commit to improving it until then.


Chinese Localization
We are preparing many amendments to the current Chinese localization, which will improve its quality level.


What?s next?
The developers are working around the clock, and will keep doing so until the current issues are resolved. Also, we listed the most common issues, it?s not the entire list of problems that the devs currently have on their list.

When that list has been sorted out, it will be time for what is coming next. But we don?t want to spoil anything at this stage, since first we?ll focus on fixing the current problems. Rest assured, Broken Arrow is here to stay and we will never stop improving it and working on it.

In the meantime, please keep providing us with feedback! All kinds of feedback is valuable. If you?d, leaving a review on Steam is also very helpful.

Title: Re: Broken Arrow
Post by: Asid on June 19, 2025, 12:14:35 AM
Patch 1.0.7 - We have a new patch ahead of the official launch
Wed, June 18, 2025

(https://clan.fastly.steamstatic.com/images/40513072/a42da8e18fba5a82623fed0dda0f47e257b738e1.jpg)

This update introduces a new option to select the network environment for the CIS region.

Connectivity issues in Russia
We know that players from Russia have reported a lot of connectivity issues. To mitigate connectivity issues, we have rapidly deployed a dedicated server infrastructure located entirely within Russia. This solution is designed to address the problems caused by regional restrictions for players from Russia.

Now in the game settings you can select your preferred network environment region. Go to Settings -> Gameplay -> Region, and select CIS. After clicking ?Apply? you will be notified that the changes have taken effect and your client will close - this is normal behavior. Start the game client again and the changes will take effect.

(https://clan.fastly.steamstatic.com/images//40513072/60c08509c51760394dad493217ab7174137a5ce7.png)

Please note: progress made in the CIS region (including experience, rankings, statistics, medals and other achievements - both campaign and multiplayer -) is tracked separately and is not synchronized with the global region data. The matchmaking system, lobby listings, and invitations are all restricted to the selected region.

We consider the current solution to be temporary and, like you, hope that the connectivity issues will be resolved in the near future. In view of this, we must inform you that if the situation returns to normal and the CIS region option is switched off, we will do our best to find a solution. However, we cannot guarantee the transfer (synchronization) of accumulated progress to the global environment.

Attention for those who do NOT live in Russia.
If you do not live in the CIS region or Russia, or do not have difficulties with connection, we strongly recommend you do not change the region of the servers. It is highly likely that you will encounter problems due to the fact that regional connectivity limitations can work both ways.


Chinese Localization
Thanks to the help and support of some members of our amazing Chinese community, we were able to make several improvements to the Chinese localization.

We apologize once again and we hope that it will be much better now.


Full list of changes and fixes:

    - Added region selection option in game settings.

    - Fixed an issue where the game could freeze during Skirmish mode when AI used nuclear weapons.

    - Fixed an issue when official PvE scenarios couldn't be launched in co-op.

    - Fixed a bug where lobby settings could have been changed by non-host players.

    - Fixed rounding issues in certain achievement progress calculations.

    - Fixed a bug where unit skins in decks would reset after restarting the game.

    - Fixed incorrect weapon display on F-35s.

    - Fixed incorrect voiceover for the MT-SM.

    - Fixed incorrect unlock conditions for Russian Guard Tanks skins.

    - Fixed an issue where units would move toward a target instead of attacking it when out of ammo.

    - Fixed cutscene in the Russian mission ?Search and Rescue.?

    - Fixed display issues in the ?News? section.

    - Fixed duplicate vignettes of aircraft in some cases.

    - Various localization fixes.

    - Improved reload animations for certain artillery and MLRS units.

    - Fixed model issues with M1A2 SEP v2 and BTR-80.

    - Fixed loading/unloading animations for the AMPV vehicle.

    - The upcoming server-side update will also address the issue where rating points were  awarded after the match was canceled.


What's next?
We will continue to work on fixing bugs in campaign scenarios in the near future. We are also currently working on fixing the detected cases of memory leaks and application crashes.

Also, we would like to inform you that tomorrow, from 08:00 GMT on June 19, 2025 the servers will be down for about 1 hour for server software update. The server software update will not require an update to the game client, this update is aimed at improving the game experience and fixing identified bugs.

Most importantly, tomorrow marks the official day of release for Broken Arrow!

Many of you are already in game having fun, but there will be more coming soon. If you want to know when Broken Arrow is releasing, have a look at this map.

(https://clan.fastly.steamstatic.com/images//40513072/1f780f4e44504c1175e34690350a16b243a8ec35.jpg)

Title: Re: Broken Arrow
Post by: Asid on June 20, 2025, 12:31:05 AM
Broken Arrow is out now!
Thu, 19 June 2025

(https://clan.fastly.steamstatic.com/images/40513072/ee97fdd57d3583703d7b1fb6ade133b36f65cd35.jpg)

It?s been a long ride, and you?ve been with us for all of it.

Since Steel Balalaika first announced the game on their Patreon back in 2020, and since Slitherine announced its partnership with Steel Balalaika in 2021.

Through many betas and playtests you have been with us, while the community kept growing, and everyone kept asking the same question over and over: ?When is Broken Arrow releasing??.

Well, without further ado, we can proudly say that Broken Arrow is releasing now.

https://youtu.be/5wme6rH6JgA


Many brave commanders, first into the fray in exchanging blows with one another, have been engaged into battle since Monday. Now it?s time to escalate and turn what has been a skirmish into an all out war and let everyone else join the fight.

We can?t stress enough how important it is for you to let us know what you think about the game, to leave a review on Steam and give us your honest opinion on discord, steam or elsewhere.

Broken Arrow is a game built for and around its community, and most importantly it?s a game built to stay.

https://youtu.be/D4VdJ0aoqX8


We have long term plans for the future of the game, with many new factions and theaters of war being added, as well as shorter term considerations and plans. Expect to hear from us on our immediate plans soon enough.

Until then, what are you waiting for? The war won?t win itself!

Title: Re: Broken Arrow
Post by: Asid on July 02, 2025, 01:30:15 AM
What is coming with Update 1.08?
Mon, 30 June 2025

(https://clan.fastly.steamstatic.com/images/40513072/15c30393223191b5836e7de4a2e3f07d95ba5608.jpg)


Broken Arrow launched last week and it?s been a tremendous success.

Hundreds of thousands of copies sold and the number of players in the game has never gone under 10.000 once since launch.

While no game is perfect, the response from the community has been incredible, and we?re just getting started.

We have been closely monitoring feedback and we know there are some points that stand out more than others:

  - Lack of a save game feature mid-mission in single player;

  - Problem with people leaving mid-game in multiplayer;

  - The anti-cheat system needs to be fine tuned and improved;

  - Some more issues with connectivity and stability;

In the first week the team has been hard at work to fix the most immediate problems, and they started addressing Skirmish mode, localizations and multiplayer stability.


What is coming with Update 1.08?

We sat down with the developers to discuss what is coming next for Broken Arrow. The next patch is going to be 1.08 and it?s going to be a big one. Compared to the immediate hotfixes on launch week this update will be larger and will need more thorough testing, so we?re currently targeting the week of 7th July for its release.

Let?s have a look at what it is going to contain:

  - First off, improvements to stability, both offline and online;

  - Fix to the most significant problems related to memory consumption;

  - Reconnect fixes and improvements;

  - Update to the anti-cheat system;

  - The possibility to choose between a small or large layout for the maps has been added for custom matches and skirmish for players looking for smaller matches than 5v5. The game will automatically select the layout corresponding to the number of players+AI but you can also force one layout or the other;

  - The tower defense mode that was present during the beta is back and has been improved;


What is coming after that?

We will continue our work on fixing major issues, and overall improvements of the game client as well as server-side software.

We?re going to address the issue of the lack of a penalty for players who leave during a multiplayer match: we?re going to introduce a time-out system that will penalize leavers with progressively longer time-outs. Furthermore, we?re planning on introducing a Surrender option.

We?re not going to stop our fight with cheaters and we will continue working on improvements for our anti-cheat.

As for Save Games, we know it?s a highly requested feature. However, implementing it is more complex than it may appear. Currently we?re investigating our options to make your single player experience more convenient.

While it?s no secret that we?re planning on expanding the game with new factions and new DLCs, this post doesn?t focus on that. We have plans, but we?re not going to give any spoilers just yet.

I?m still having technical problems! Help!

As the devs are working on the update, we?ve prepared a list of solutions to some of the issues that players are currently facing. You can find it here. https://steamcommunity.com/app/1604270/discussions/0/599656878323011939/?snr=2___

Title: Re: Broken Arrow
Post by: Asid on July 11, 2025, 12:02:17 AM
On the matter of cheating and bans
Thu, 10 July 2025

(https://clan.fastly.steamstatic.com/images/40513072/1ead3c602dbab904dba6683a9971be9d3d6df53e.jpg)

Since launch the development team has been working hard on the anti-cheat system, in order to ensure that the multiplayer environment is safe, fair and fun to everyone.

We have been monitoring reports and more than 2000 players have been banned on suspicion of cheating since launch.

Unfortunately, after internal analysis of the logs and a review of the banning procedure, we've observed some cases where false positives may have occurred in the process, and while we have made every effort to ensure fairness, we cannot fully guarantee that some players haven't been banned unfairly. It is also the reason why we have been quiet in the past few days, we were undergoing a rigid and serious analysis of our internal processes.

For this reason we have decided we are going to review all cases of bans which might be the result of false positives or result of human error from our staff.

There have also been cases of players banned from multiplayer for having cheated in single player. Our system cannot differentiate between single player and multiplayer at the moment, so while we wouldn?t object to use of cheats in single player in normal circumstances, we cannot allow them right now, as it wouldn?t be a simple change.

We don?t take this decision lightly, but it is the only right thing to do in this case. Rest assured that there is only a very small % of players affected, but our aim is 0 false positives - there can?t be any doubts.

We apologize to those who have been banned unfairly.

Rest assured that we remain determined to stamp out cheating in all its forms.


Update 1.08 includes improvements to the anti-cheat system, and the team has been expanded with new members dedicated to thoroughly reviewing all cheating reports, ensuring fairness in the ban process. With this added expertise, we?re confident the staff will be even more efficient in detecting and addressing cheaters.


Update 1.08 released tomorrow

Tomorrow on July 11 we are going to release update 1.08. We are aiming at releasing it at around 9 am GMT, so hopefully we?ll be punctual. As usual, we will accompany the update with a post and a detailed changelog.

Please note that we will take the servers down in order to deploy the update. Estimated downtime: 15 - 25 minutes.


Community Call

Broken Arrow has players from all over the  world. We come from many different countries and cultures, and we all have different sensibilities. All of us need to be more understanding and tolerant towards everyone. It is a game and we are here to have fun.

Stop accusing different nationalities of cheating, or having assumptions that different nationalities are more prone to cheating than others. That is simply not the case.  Simply put, the proportion of cheaters is globally the same in every country, but some countries have more players than others.

We must be clear on one point: we do not accept or tolerate any form of racist language or behavior. We are one big family and we want people to enjoy Broken Arrow and to feel at home in the Broken Arrow community, no matter where they are from or who they are.

This is our call to the community: cheating makes things harder for everyone.

Cheaters are only making things harder for the developers, as they need to put more time into that rather than focussing on new additions.

Cheaters are only making things harder for the staff, as they are putting a lot of time into ensuring that cheaters get banned.

Most importantly, it makes the game not fun for people who play multiplayer.

If you love Broken Arrow, consider this and please help us by contributing to creating a healthy environment for everyone.

Title: Re: Broken Arrow
Post by: Asid on July 14, 2025, 12:00:53 AM
Update 1.08 - Changelog
Fri, July 11, 2025

(https://clan.fastly.steamstatic.com/images/40513072/189234fe20a71e800603d910ed9965246f1bbcd5.jpg)

This update focuses mainly on stability improvements, anti-cheat improvements and fixes to the most major known issues and errors. We are also happy to bring new PvE scenarios.

New features and content:

    - Ability to change map size in Skirmish and Custom lobbies: the map is determined automatically, but you can override that according to your preference;
    - New PvE scenarios for 1-3 players on Kaliningrad and Ruda maps;


Balance changes:

We are closely monitoring the evolution of the best performing strategies and their counters. The situation is still evolving so we don?t want to add lots of major changes simultaneously, so we have decided to start with this change first:
    - Reduced sprint cooldown from 60 to 30 seconds for every infantry/recon infantry unit.
    - This modification will deeply impact the balance by giving infantry the ability to use one sprint charge to attack a position and sprint away when artillery starts raining. It also allows to disengage more easily when overwhelmed by vehicles;


Stability and network:

    - We have fixed most cases of memory leaks, which were followed with crash-to-desktop situations;
    - Reconnect functionality received multiple important fixes, both on server and client side; we will continue our work on this subject in the future;
    - We have applied tweaks and improvements to our Matchmaker in order to provide better game experience for everyone;
    - Numerous fixes and improvements;


Anti-cheat improvements:

This update improves the anti-cheat system, which will now be more efficient in detection.
The team has also been expanded with new members dedicated to thoroughly reviewing all cheating reports, ensuring fairness in the ban process. With this added expertise, we?re confident the staff will be even more efficient in detecting and addressing cheaters.


Plans for the near future:

First of all, let us reassure you that we plan to further improve our game by fixing known issues and solving problems that were highlighted by our community as well as bringing new content and making the overall game experience better for everyone.

Currently we want to highlight these fixes, features and improvements, but note that this list is not exhaustive:

    - Fixes and improvements for Co-op scenarios synchronization;
    - ?Surrender? feature for multiplayer games and progressive penalties for leavers;
    - New UI screen for scenarios;
    - QoL improvements for single-player scenarios experience;


Full list of changes:

Added:
Added option to change map size in Skirmish and Custom lobbies. The size is changed automatically based on the number of players by default but can be forced in the additional settings of the lobby;

Added game servers in Thailand, Indonesia, Malaysia (We?re monitoring the amount of players from all over the world and dynamically adding new servers accordingly. Full list of currently available game servers geolocations in GLOBAL region: US West, US East, Hongkong, UK, France, Germany, Japan, Thailand, Indonesia, Malaysia);
Added portraits for Baltic states vehicles;
Added swimming animation for ground troops (where applicable);
Added PVE 1-3 Kaliningrad scenario (tower defense style);
Added PVE 1-3 Ruda scenario (tower defense style);

General fixes & improvements:
Fixed multiple CTDs (crash-to-desktop) due to memory leak issues;
Fixed memory leak issue on our server infrastructure. This should increase overall multiplayer stability.
Fixed multiple cases of ?Reconnect to battle? button not appearing;
Fixed multiple cases of ?Player.log? file consuming excess amount of space;
Fixed an issue with Campaign menu being stuck;
Fixed an issue when players may have empty map without playable zone/capture zones/spawn points after loading to the game (in both: single player and multiplayer);
Fixed an issue when players may have 99/99 units in a deck after loading to the game;
Fixed an issue when player may get disconnected from game server with corresponding error message;
Reduced max FPS cap from 300 to 144;
Fixed an issue with dropdown options being unclickable in some cases;
Fixed an issue in the reporting system which prevented showing the correct player?s profile upon clicking (this was a UI issue only).
Adjusted matchmaking system in order to minimize games with big difference in elo rating between teams;
Adjusted matchmaking mechanism to be more accurate while looking for a more suitable (ping-wise) game server. Please be advised: turning on VPN, ?connection boosters? and other proxy-like solutions may in fact lead to worse multiplayer experience.
Fixed an issue with transferred units movement interpolation;

Fixed an issue where some input devices (joysticks, gamepads, racing wheels, vJoys, some particular mouse and keyboards) may interfere with options selection on UI.
Fixed an issue with displaying incorrect date:time format in various in-game messages;

Fixed ?Flares! Flares!? achievement not counting;
Fixed an issue when player wasn?t able to override anti-overkill with his AA by clicking RMB on a desired target;
Fixed an issue when Steam workshop scenarios were incorrectly initialized in some cases;
Fixed CIS region servers popup screen overlap;
Fixed incorrect ?ready up? UI sound;
Rebinded default camera rotation button from LCTRL to MMB;
Fixed mission unlock conditions hints on Campaign screen being misleading;
Fixed M712 Copperhead VFX looking like a cluster round;
Adjusted 127mm gun VFX (Arleigh Burke);
Adjusted mortars and howitzers impact VFX life time;
Fixed MC-130H having no model under certain circumstances;
Fixed Tochka-U?s missile texture being pink;
Adjusted parachute animations;
Fixed CAAT Tow marines' pose with M240;
Fixed an issue with S300V/S350/S300PM deployment animation being stuck resulting in missiles being fired directly into the ground;
"Bay of winds" zones capture time adjusted from 30 to 15 seconds to match other maps;
Various fixes for weapons icons;
Various localization fixes.

Campaign fixes & improvements:

?Blackout? mission:
Fixed mission being stuck in some cases.

?Show time? mission:
Fixed time-related medal could not be earned;
Fixed the case of players being stuck if they fail the bombing runs too many times.

?Peacekeeper? mission:
Fixed mission?s intro cutscene not scaling correctly for 4K resolutions.

?Self Service? mission:
The timer for the final stage has been increased to 20 minutes (it was 5 minutes by default);
When bringing supplies to Cap. Batalin, he will now give you 2 helicopters right away instead of adding them to the reinforcements.

?Papers please? mission:
Fixed cases of invisible units appearing in the mission;
Improved balance of pre-placed equipment at the storage base;
Various improvements to the behavior of allies and enemies;
Enemy attack pattern on the HQ has been slightly improved;
Fixed an issue of mission stuck due to losing HQ zone;
All units received appropriate camouflage (winter).

?Operation Cold Harbor? mission:
Various improvements for each difficulty level. Player now has slightly more resources and units;
The behavior of attack waves from Narva has been improved;
Fixed a bug when pilots could have been detected prior to secondary mission pops up.
Minor improvements to Batalin's movements;.
All units received appropriate camouflage (winter).

?Forbidden waters? mission:
Various improvements for each difficulty level. Player now has slightly more resources and units;
Improved AI behavior.


?Broken arrow? mission:
Various fixes for voice overs;
Fixed a bug when the Green Light Team was able to capture the last objective (Bennett Plan).


Balance:
Reduced sprint cooldown from 60 to 30 seconds for every infantry/recon infantry unit.
Fixed mistake in base price of CAAT TOW 110 =>100 this could result in deck value being inconsistent;
Spetsnaz GRU Verba option: added a second Verba launcher to balance the interest of this option with the two others;
Ingenery-Shturmoviki price 60 => 70;
Fixed optics value for Skrezhet with Zu-23M + Igla to detect helicopter further away;
Fixed TOS-1 rear HEAT armor value being inferior to kinetic armor;
Fixed A-222 Bereg howitzer having lower reload times in mixed loadout.
Title: Re: Broken Arrow
Post by: Asid on July 31, 2025, 12:12:04 AM
What we're working on
Wed, 30 July 2025

(https://clan.akamai.steamstatic.com/images/40513072/61e8a03eba6bc6b03ef7ff6db37632bcf84bfddc.jpg)

What?s coming next?

We love our passionate community and want to assure you that we are closely monitoring the feedback you?ve been sending, and we?re committed to making meaningful improvements. Your voice matters, and we?re not ignoring it. Our development team has been working tirelessly to address the most common and pressing issues that have been raised.

As part of our ongoing commitment to transparency and open communication, we?ll be adopting a faster-paced communication approach. We aim to keep you better informed on the progress of development and share updates regularly so you can follow along every step of the way.


Our goal remains clear: to continue improving Broken Arrow, refining its features, and engaging with the community. We encourage you to keep sharing your feedback as it helps guide our decisions and priorities.


What we?re working on right now

Anti-Cheat System
We recognize that fighting cheating is a top priority, and we?re treating it with the urgency it deserves. Our team is actively focused on improving this area and ensuring a fair experience for everyone:

  - After the imminent release of patch 1.09, we will only ban people using cheats outside of the solo campaign. This allows us to reduce the number of appeals and focus on multiplayer cheating.

  - We have already expanded the team with an additional person dedicated to the management of cheating reports and appeals in case of false positives.

  - More than 5000 accounts have been banned from playing in multiplayer since the launch of the game because they were caught cheating.

  - We are developing better tools to analyse players' statistics and spot anomalies.

  - Regularly update the cheat database to counter the latest cheating methods that are being invented to circumvent our protections.

We?ll provide further details as we continue to progress in this area.

Advanced Telemetry
We are improving our tools to collect and analyse data about players' behavior to help us make decisions about multiplayer balance, track cheaters, detect anomalies, etc.

Leaver?s penalty & surrender option
Both of these features have been highly requested, and they are being worked on. We will introduce:

  - A surrender option to give teams more control over their matches
(https://clan.akamai.steamstatic.com/images//40513072/6c84b72dc40af2fbf4f6e0252e57a0519b9c6083.png)

  - A penalty for players who leave mid-game without using the surrender option
(https://clan.akamai.steamstatic.com/images//40513072/7ec1ab5e37d5055c090390f1d51f72dddaa99383.png)

Improved customer support ticketing solutions to improve the speed of our feedback to your support requests. This has priority as we don?t want to let our players down, so while it?s not directly impacting the game, it will definitely impact your experience of interacting with us.

If you have any questions regarding the game, you can now contact us through a dedicated support channel at

basupport@slitherine.com

Balance
We greatly appreciate all your feedback on faction balance. Balancing is not a one-time fix - it?s an ongoing process that requires careful tuning, patience, and deep analysis of gameplay data.

Our goal is to create a fair and rewarding environment where each faction has equal chances to win. We will continue working on balance adjustments based on stats, internal testing, and your input.

Expect new balance changes aimed at improving balance and strategic depth in the upcoming patch.

Server Stability
We?re actively working to improve multiplayer stability and connection reliability. Ongoing work includes optimizing the reconnect system so players no longer need to restart the game after a brief connection loss.

We want your multiplayer experience to be as smooth and hassle-free as possible.


What?s Coming with Update 1.09?

Our next patch 1.0.9 will contain the following elements:

  - A balance patch

  -   - A reduction of the active protection systems efficiency.

  -   - A reduction of damage for the incendiary munitions.

  -   - Various changes to make the Russian Coastal Troops specialization more attractive.

  -   - Various changes to rebalance the interest of some over and under performing units.

  -   - Fixed: Several autocannons didn?t have enough angle to shoot targets located right next to them.

  -   - Fixed: vehicles stopped turning their chassis toward the enemy when using some of their weapons, even if the weapon didn't need the help of the chassis to reach its target.

  - New presentation of the lobby creation pop up window to better show the different types of lobby that can be created.
(https://clan.akamai.steamstatic.com/images//40513072/d3a360ff8fe594eddd5a60c4d4986e9c08962242.png)

  - Option to restart campaign missions and scenarios in the escape menu.
(https://clan.akamai.steamstatic.com/images//40513072/105ce62029393a68c82a4af3b5f7e5abb83b5bb2.png)

  - Plus various fixes, we will provide the full list when the patch releases.

Thank you for your continued support and feedback. We?re dedicated to delivering a game that you can enjoy, and we?re excited to take the next steps together with the community.


What is missing
We know that there are many other areas of improvement, community requests, suggestions, and more. We are listening and we keep working to improve your experience. We are looking forward to keeping you updated on our current and future work, so if you don?t see the changes you?re looking for in this list, rest assured, we have more to come, and we?ll let you know as soon as we have news.
Title: Re: Broken Arrow
Post by: Asid on August 09, 2025, 12:07:52 AM
Weekly Spotlight - 1.0.9 update coming next week
Fri, 8 August 2025

(https://clan.akamai.steamstatic.com/images/40513072/a42da8e18fba5a82623fed0dda0f47e257b738e1.jpg)

Greetings, Commanders!
From now on we?re going to be more frequent in our communication, and we aim at having weekly communications so that the community feels more involved.


So, the first item is that early next week we?re going to be releasing update 1.0.9.

As stated last week, it is mainly a balance update, but we also have a few surprises in store for you.

Community Highlights

From now on we?re also going to be posting some bits of news from the community, on interesting activities or events that emerge from the Broken Arrow playerbase.

This week we want to give a shoutout to the organizers of the Broken Arrow League https://discord.com/invite/7c47CCFtbw . It is a player-run league and they frequently organize tournaments. Be on the lookout as they?re very active and they have something cooking all the time. Great work, guys!


We?ve also reorganized our official discord a bit with the implementation of a dedicated channel for player-run tournament announcements (now separated from tournament discussion, so it will be less spammy and tournament announcements will have more visibility) and a dedicated section for clan / team recruitment.

See you next week for the release of 1.0.9!

Title: Re: Broken Arrow
Post by: Asid on August 16, 2025, 12:15:23 AM
Update 1.0.9 Changelog
Wed, August 13, 2025

(https://clan.akamai.steamstatic.com/images/40513072/f749444750067d9c7b675a868ffd1cee524d1725.jpg)

Update 1.0.9

We are releasing a new update, 1.0.9. As mentioned last week, it is primarily a balance patch. You can find all changes below in the changelog and were decided after analyzing feedback and metrics.


On top of this, new PvE scenarios and main menu tab have been added, as well as an improved lobby creation menu.

Finally, in terms of highlights, it contains improvements to the localization in Chinese. A big thank you to the players who reported these issues!


What are we working on?

Work on the following areas will continue, as per last week?s post:

  - Server stability

  - Anti-cheat system

  - Balance

  - Surrender option

  - Punishment for leavers

Our commitment to improving the game will never wane and we welcome all the feedback that you can give us.


Update 1.0.9 Full Changelog:


Added:

  - Added "Restart mission" option in Esc menu (where applicable);

  - Added new lobby creation menu better highlighting the different types of lobby;

  - Added new PvE (1-3p) Scenarios: Narva, River & Ignalina;

  - Added new design for scenarios tab (available in main menu);

  - Added an opportunity to select any player and check his losses/kills history in the History tab (on post-match screen).

  - Added new weapons icons for player profile customization that can be unlocked beyond level 73.

  - Added different map ambients (night, day, morning). In standard game mode this setting is random, while in custom lobby player can change it manually in additional options menu;

  - Profile background textures reorganised. Three textures are unlocked every time you reach the maximum of a rank (so every 5 XP levels)

General fixes & improvements:

  - Disconnected player won't get any income until his reconnection;

  - Additional tuning for matchmaking: game should wait a bit more for a better (elo-wise) opponents;

  - Fixed some customization frames unlock conditions;

  - Anti-cheat won't mark you as a cheater in campaign mode anymore (Be aware: you must restart the game if you want to play in other modes after using a cheat in the campaign);

  - Fixed some edge cases preventing "Reconnect" button from appearing;

  - Fixed an issue when units? quantity in shop UI was out of sync after reconnect;

  - Skirmish AI now can properly capture supply dumps;

  - Fixed an issue in skirmish mode where only the host could see the radar status of AI?s units.

  - Cancelled multiplayer matches no longer affects win/loss ratio;

  - Supply labels are now always displayed under units labels;

  - Various improvements to the report player?s window;

  - Fixed an issue with missiles being stuck in the air;

  - Fixed MLRS and arty tracers and VFXs not showing in some cases;

  - Adjusted napalm and incendiary areas position sync, especially when they hit buildings and other obstacles.

  - Fixed B-1B wing trails staying on the same position when the wings are folded;

  - Fixed some autocannons angles which didn't have enough depression and couldn't shoot at small targets at very short range;

  - Fixed vehicles not turning their chassis toward the threat when using some of their weapons, even if the weapon didn't need the help of the chassis to reach its target;

  - Mission editor node "On Unit Refunded" got a new pin for amount of refunded supply;

  - Fixed Highways of Death map not working for multiplayer custom matches;


Campaign fixes & improvements:

  - "Big Wave? mission:

  - Fixed gold medal being impossible to achieve.

  - "Airbase Heist" mission:

  - Fixed gold medal being impossible to achieve.

  - "Heavy Rain" mission:

  - Fixed Bronze medal being impossible to achieve.

  - "Road to Fiddler's Green" mission:

  - Fixed Silver medal being impossible to achieve.

  -  "Self Service" mission: The amount of supplies refunded is counted instead of the player's money to win the mission.

Balance:

General:

  - Active protection systems cooldown increased from 5 to 6 seconds (Re-loadable RPGs can shoot again before the end of the cooldown if the unit is not stressed);

  - Incendiary munitions penetration value reduced from 20 to 15 resulting in slightly less damage against infantry but much less damage against armored vehicles with 20+ top armor;

  - Fast cargo planes (C-17, Il-76, AN-72) agility increased;

  - Helicopter launched anti-radiation missiles are fired in quicker succession;

  - Low altitude bombs' arming distance increased. Changing the position of the strike too close to the target will result in the plane having to turn around to make a new approach;

  - Laser range for vehicles increased from 2400m to 3000m.



Maps:

  - Kaliningrad multiplayer layout modified to add a second spawn location for ground units.

Coastal troops:

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

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

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

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

  - BRDM Kvartet missile reserve increased from 8 to 12 missiles;

  - A222 Bereg direct fire range increased from 1300m to 1400m against ground targets, accuracy against helicopters slightly increased.

Motorized infantry:

  - Su-24M2 now has a unique label icon to differentiate it from the Su-24MP;
  - GRAD with smoke rocket price reduced from 150 to 100;

  - GRAD with incendiary rocket price increased from 225 to 250;

  - GRAD incendiary's missile damage reduced from 10 to 8;

  - GRAD incendiary's missile DoT duration reduced from 10 to 8;

  - GRAD dispersion doesn't reduces as much when shooting at short distance;

  - Spetznaz GRU with AT loadout priced increased from 130 to 145;

  - Su-25T can now guide 2 Vikhr missiles per target at up to 2 targets (so up to 4 missiles);

  - Mig-29SMT: R-60 missiles price reduced from 35 to 30;

Guard Tanks:

  - Barbaris 30mm and 57mm variants price increased from 225-290 to 250-300;

  - Khrizantema upgrade price increased from 20 to 25;

  - Ingenery Shturmoviki CQC price increased from 70 to 75;

  - Koalitsiya-SV price increased from 220 to 225, extended range upgrade price increased from 30 to 35.

  - TOS-1/1A price increased from 200-225 to 250-300;

Special operation forces:

  - AC-130 availability reduced from 2 to 1;

  - Killer Egg Stinger upgrade price increased from 15 to 20 (per pylon);
  - Delta force CQC price 100>110; Delta force standoff price 120>110;

  - RQ-170 price increased from 170 to 200;

  - Rangers MAAWS price increased from 90 to 100;

  - Pararescue price increased from 60 to 70;

  - Rangers CQC loadout receives an additional M72A10 LAW anti-infantry rocket launcher;

  - Rangers RRC close quarters loadout price increased to 80$ like the standoff loadout;

Armored brigade:

  - Iron thunder upgrade price increased from 50 to 65 (210>225);

  - Patriot PAC-2: 4 missiles upgrade price increased from 60 to 80;

  - AMPV Javelin upgrade price increased from 45 to 50;

  - AMPV reactive armor upgrade price increased from 15 to 20;

  - AMPV Iron fist APS upgrade price increased from 40 to 45;

  - ATACMS ballistic missiles resupply time reduced from 60sec to 45sec;

Stryker cavalry regiment:

  - All strykers variants: active protection upgrade doesn't reduce the speed further compared to ERA upgrade;

  - Stryker ATGM active protection upgrade price increased from 30 to 35;

  - Stryker SHORAD APS upgrade price increased from 70 to 75;

  - Stryker RV Bushmaster+Javelin upgrade price increased from 50 to 55;

  - M985 Battleship gets 2 extra bunker buster TOW missiles per launcher;

  - US Combat Engineers now have their own unique icon;


Airborne infantry:

  - Airborne squads with standard loadout now carry an extra AT4 rocket launcher;

  - Airborne NGSW: M7 rifles damage increased from 1.1 to 1.2;

  - B-1B pitch rotation speed reduced to avoid suicide in its own nuclear bomb;

Mechanized infantry:

  - BTO transport vehicle rate of fire with RPO thermobaric rockets increased;

Title: Re: Broken Arrow
Post by: Asid on August 22, 2025, 12:10:01 AM
On balance
Thu, 14 August 2025

(https://clan.akamai.steamstatic.com/images/40513072/a42da8e18fba5a82623fed0dda0f47e257b738e1.jpg)

Dear Players,

We understand your interest and concern regarding the balance between factions in the game. Ensuring fair gameplay is one of our top priorities, and we regularly monitor statistics to maintain equal conditions for all participants.



What?s more, the developers themselves are active players: each of us has spent thousands of hours in the game, and our experience in the genre goes back to the days of World in Conflict and Wargame Red Dragon. We don?t just analyze the data ? we test balance changes firsthand by playing matches, trying out adjustments in real combat situations, and experiencing them just like you do.

And now ? on to the numbers:

Player distribution and faction win rate statistics


At present, 224,860 players have played at least one multiplayer match. On this graph you can see the ratings distribution of all these players. We are using an Elo ratings system but configured slightly differently from what you are used to seeing. In a classic Elo system new players start with a value of 1500 and win or lose points until they reach a value corresponding to their level. As a result, totally new players can be matched against experienced players winning 50% of their matches instead of other new players, generally resulting in their first matches being a series of gruesome defeats.


This is prevented in our system because the starting value is 300 and players tend to win more points than they lose to help them reach the average ratings. As a result players? ratings tend to move up as they play, leaving the lowest ratings only for totally new players. Of course winning more makes you progress faster and once you reach the higher ratings this boost doesn?t exist any more so quality takes over quantity.

(https://clan.akamai.steamstatic.com/images//40513072/c330ba403781a4aaa1f6fd8707d2a7bf289fca00.png)

Across 656,149 matches played, the following faction win rates have been recorded:

 ? USA ? 48.97% wins (321,348 matches)

 ? Russia ? 51.03% wins (334,801 matches)


Current state of game balance and next steps
Analysis of the presented data shows that the game balance between factions is currently at a very good level. The win rate difference between factions is only 2.06% across more than 656 thousand matches. Such a difference falls within the acceptable margin of statistical deviation for multiplayer games and does not indicate a clear advantage for either side.

(https://clan.akamai.steamstatic.com/images//40513072/e479775020231196b7511e53f14aa696a16c0239.png)

That said, we recognize that balance is not just about numbers, but also about how the gameplay feels to the players themselves. Our work does not stop here. We continue to closely monitor match statistics, analyze changes in the meta, compare player behavior across different rating brackets, and review community feedback. Every balance adjustment is based not only on numerical data, but also on the real gameplay experience you share with us through social media and feedback channels.

We greatly value your activity and engagement, as open dialogue with players helps us gain deeper insights into what happens during matches and identify potential imbalances at an early stage. All information we receive undergoes thorough review and is used to make well-informed decisions.


Our goal is to maintain a fair and stable game environment, and we will continue working to refine the balance system so that every match is engaging and offers equal chances for both sides.


Some finals words:
We know many of you are eagerly waiting for news about future updates. That subject will be addressed next week, when we'll expand on what the team is working on next and on the content of the next update.

Title: Re: Broken Arrow
Post by: Asid on August 28, 2025, 12:04:14 AM
Update 1.0.9.1
Wed, 27 August 2025

(https://clan.akamai.steamstatic.com/images/40513072/a42da8e18fba5a82623fed0dda0f47e257b738e1.jpg)

Dear players,

We are releasing a small technical update aimed at fixing several issues and improving the overall stability of the game. We hope these adjustments make your experience smoother and more enjoyable.



Fixes include:

  - Fixed units? cooldown in the reinforcement menu not properly appearing after a reconnection in some cases;

  - Fixed an exploit which allowed to create a mixed team in standard match (we remind everyone that using exploits is against the community code of conduct and can result in a ban

https://steamcommunity.com/app/1604270/discussions/0/599654983090094426/);

  - Fixed an exploit which allowed to fire outside of the playable area in standard and custom matches;

  - Fixed additional cases where players could get income while disconnected;

  - Fixed a desynchronisation issue occurring when ordering to pick up infantry with a transport while this infantry unit is entering a building. This led to infantry entering the transport from your point of view but staying in the building from the opponent point of view;

  - Fixed the issue preventing banned players from seeing their ban duration in the main menu;

  - Fixed a bug: the option to go back to the editor was not displayed in the pause menu any more after restarting a scenario launched from the editor;

  - Fixed an issue preventing anti-aircraft units with static radars (Patriots, S300/S350) from moving when stressed;

  - Fixed an issue preventing players from typing text in the report field "other" if the chat window was open;

  - Fixed a bug in the deck creation popup which could lead to the UI being stuck.

We are sincerely thankful for your attention to the project and your continued support. It?s thanks to your engagement that we?re able to spot and resolve shortcomings, as well as develop the game in the right direction.

Title: Re: Broken Arrow
Post by: Asid on September 08, 2025, 11:00:03 PM
Dev Notes: Project Status
Mon, 8 September 2025

(https://clan.akamai.steamstatic.com/images/40513072/0484eb7df4fc1af4167d82dc684610d395751566.jpg)

We want to take some time to openly discuss the challenges the project is facing and how we are approaching them. Our goal is to give you a clearer picture of what's happening behind the scenes, both the problems we've identified and the steps we're taking to address them.

This collection of notes focuses on three critical areas for the health of multiplayer gameplay: the leavers problem, the ongoing fight against cheating, and the matchmaking system. Each of these issues has a direct impact on how you play, and each requires a slightly different strategy to resolve.


Part I: The Leavers Problem

Broken Arrow is a team-based game, and when a team is missing players, it is at a serious disadvantage. Player absence generally comes down to two categories:

1. Technical factors

Sometimes players fail to establish a connection to the server at the very start of the match, which means they are not registered by the server and cannot join. There are many possible reasons for this, and we are continuously working on identifying and fixing them. In other cases, a player may lose connection during the match and the reconnect button may not appear ? this issue will be addressed in patch 1.0.10. Until then, restarting the game can be used as a temporary workaround to force a refresh.


2. Players leaving voluntarily

Lack of tenacity

For players that leave voluntarily and abandon their team, we hope the leavers penalty will help combat the bad habits of those players. While the surrender option allows the team as a whole to decide if they would like to leave the battle, in a team game, the situation can always change, if things are tough on one side of the map, your allies may have the upper hand elsewhere. The game is designed so that early mistakes don't decide everything, and each phase offers opportunities to come back.


Avalanche effect

On top of that, one player leaving often triggers an "avalanche effect" when others follow. But a disconnect doesn't always mean someone is gone for good, it could just be a temporary issue, and they may return. There's a 5-minute window to reconnect, and in the meantime, playing 4v5 is still viable since the smaller team receives extra income as compensation.

Unbalanced teams

Totally one sided battles are not really fun to fight and there is not much to learn when the skill difference is too big.
-> We have recently tweaked the matchmaker to make the acceptable Elo difference between teams progress slower over time and we capped the maximum discrepancy. The result is an increased probability to find a more balanced match at the cost of more wait time if teams in your Elo bracket are rare.
Note: we are aware that as a result, top teams of the leaderboard were having difficulties to find matches even when waiting for a very long time so we have recently tweaked this value again.

Development plan

Vote for surrender & leavers penalty
These features will be introduced with patch 1.0.10. We are approaching penalties with caution, we don't want to punish players in cases where leaving is not their fault. But we need to address a problem that is currently hurting the quality of the game for our players.

So after patch 1.0.10 a new button "Surrender" and a new icon next to your name in the player list menu will be added.

(https://clan.akamai.steamstatic.com/images//40513072/4b99bd85e2e46de734fabce780954bb26cc0dc9c.jpg)

Clicking this button will pop up a window for you and your teammates and if the vote is accepted the match will end in a defeat for your team and you will be able to see the scores and history of kills like at the end of any match.

Players who leave their match without using the surrender function and don?t reconnect will be considered as deserters.
Deserters will be prevented from joining a new match during a period of time increasing every time they desert but reducing over time if they don't desert.
These durations can be modified easily so we will observe how players react to the penalty and tweak them over time.

Developing diagnostic tools
At launch, we lacked some auxiliary tools needed to fully measure the problems players encounter. Since then, we have been steadily working on building these tools and strengthening our technical foundation.
-> This is not something that players immediately perceive so while we're working on that people have the impression that we're doing nothing. But in the long run this will help us to react faster and better to all the issues we might face.


Part II: Fighting Cheating

A fair environment is essential for any online game. Cheating undermines trust, so we are tackling it on multiple fronts.

Shifting authority from client to server
A fundamental part of our approach is to gradually move more and more of the game's logic from the client side to the server side. This process is not simple, but it is essential: the more authority the server has, the fewer things remain on the client side that can be modified or exploited. With every step in this direction, we reduce the opportunities for cheats to exist, and over time, low-level manipulations will become practically impossible.

Such a solution is difficult to imagine in fast-paced FPS games, where instant input recognition and hit registration are critical. However, in the RTS genre, this approach is much more realistic, and we intend to fully take advantage of this opportunity.

Combining internal and external solutions
In addition to developing our own server-based protections, we are also working on integrating a third-party anti-cheat system. This combination allows us to cover a wider range of potential exploits. External tools will complement our internal solutions, strengthening the overall system and ensuring that cheating becomes increasingly difficult and risky.

Continuous monitoring and log analysis
Another pillar of our anti-cheat strategy is the systematic collection and analysis of logs from every multiplayer match. Even if a cheater is not detected and banned instantly, the information gathered during the match helps us identify suspicious activity and take action afterward. This creates a long-term safety net that reduces the chance of persistent abuse going unnoticed.

Anti-cheat as an ongoing process
It is important to acknowledge that anti-cheat is not something that can ever be considered "finished." It is a continuous, evolving process where we adapt to new challenges and methods of cheating as they emerge. Despite this, we are already seeing results: more than 8,000 cheaters have been banned to date, and each improvement makes the game environment more balanced and fair.

Fixing bugs that can look like cheats
Multiple bugs of synchronization can look like cheats either when they happen or when they are resynchronized by the server. For instance if a unit is located in two different places for two opponents they might both think that the other is cheating. When the server detects such desynchronization it corrects the position of the unit which is rapidly moved across the map.
Fixing most of these bugs in patch 1.0.10 will help to reduce the impression of some players that every match contains a cheater.


Part III: Matchmaking

Matchmaking is at the core of multiplayer. The goal is to find opponents quickly, of similar skill, and with stable connections.

The algorithm behind matchmaking

Our matchmaking system is based on the ELO algorithm.
It's a simple yet well-established method of measuring players skill. And like any other rating system its objective is to pair opponents of similar skill levels to make the match more entertaining than if the teams were matched randomly.

However, the system has certain limitations that we are working to address.


Challenges with ELO rating

The first issue is the inflation : ELO points are exchanged like a currency between players depending if they win or lose.
But since every player starts with points, each new player entering the system is the equivalent of generating more currency which results in inflation like for real money.

This effect is partly balanced out by players who leave the game for good, with their rating points gradually fading from the system.
This can generate periods of inflation or deflation depending on the number of players joining or leaving the game.

Another limitation is the absence of ELO degradation. This means that players who take a long break retain the same rating, even though their performance after a long pause may differ.

Also, the rating only tracks the history of victory and defeats of the players but not their individual performance during the matches, which means that the score of a player is actually the average of his score and the scores of the other players they tend to play with.

These two issues can lead to less accurate matchmaking results. But the problems would disappear if players simply kept playing without taking rating into consideration as the discrepancies would be corrected after several matches.

Which leads to our final and trickiest problem because it's not technical but psychological :

Players hate to see their rating reduced and treat it as if it were a mountain of gold coins that must be hoarded and slept on like a dragon.

So they try many methods to avoid losing their precious points, dodge difficult matches, refuse to play with even slightly weaker players, even sometimes stop playing at all rather than risking a defeat that would reduce their rating, which totally defeats the initial goal of the rating system which is to play interesting matches.
This is Goodhart law : the measurement tool becomes the objective and players prefer to have virtual points than to have real fun.

Beyond skill: latency and party balancing
Skill is only one part of matchmaking. To ensure a fair and smooth experience, our system also factors in additional parameters:

- Average party ELO: when players join as a group, the system considers their combined rating rather than treating each player separately.

- Average party latency: matchmaking also measures the connection quality of both parties and tries to place them on the most suitable server. This is especially important for maintaining stable gameplay across regions.

Balancing these elements ensures that players are not only evenly matched in skill but also have the best possible technical conditions for their games.

A balance between speed and fairness

Every matchmaking system is ultimately a compromise between speed and accuracy. Our priority is to keep players in the action while still maintaining fairness in matches. We are proud to share that 90% of the audience currently finds a match in less than one minute, which is an unprecedented result for the wargames genre.


Game server selection and connectivity

Our long-term solution is to implement a game server selection feature, allowing players to choose servers that provide the best possible connection (estimated development time: over 3 months). In the meantime, we are continuing to improve our server-picking algorithm so that matches are hosted on servers that minimize latency for all players involved.


Looking ahead

We will continue to refine and improve matchmaking to address the challenges mentioned above. Our goal is to make every match not only fast to find but also as fair and competitive as possible.


Post-release Retrospective

After the release, our team went into what we often call "firefighter mode" tackling the most urgent problems as quickly as possible to stabilize the game. This phase left little room for deep analysis, but it was essential to make sure that everyone could keep playing.

Once the immediate fires were under control, we shifted our focus to longer-term improvements and deeper investigations. This work may appear slower from the outside, but it is vital for stability and for building a strong foundation that the game can grow on.

At launch, our team was very small. Thanks to the support of our community, we have since expanded and brought in new expertise. Onboarding new members takes time, sometimes up to two months before their work reaches the live game, but this investment ensures that we can deliver stronger, more sustainable improvements in the long run.


Closing

We hope this extended note gives you a better understanding of how we're tackling three of the biggest challenges in Broken Arrow: leavers, cheating, and matchmaking. None of these problems have quick or final fixes, but with each step we are making steady progress.

We'll continue sharing updates like this to keep you informed, not just about our victories but also about the difficulties we're working through. We will also be sharing a roadmap that outlines our vision for the project's growth and development in the year ahead.

Knowing that so many of you care deeply about the game makes all the difference, and we can't thank you enough for being part of this journey with us.