下船的大主教 下船的大主教
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Hello, dear Patrons! I apologise for the absence, I hope you had enough videos about the game to satisfy your hunger. The team is at the finish line and our life looks like a sleep - work - sleep. The project is taking its final form and we're having a lot of pleasure, because we've been waiting for this for so long - since 2019! After 6 years, we get to see how the game embodies everything we dreamed of back then, planning in the evenings what the dream wargame RTS should look like and what kind of gaming experience it should bring us. So thoughts are material, friends! And now I am pleased to show you an updated, and very toothy Russian guntruck, capable of being quite deadly in skilful hands. No matter what somebody says, but the 57mm calibre allows you to penetrate a Striker, and the ZSU-23, especially in the version with MANPADS allows you to close your flanks from pesky flies in the form of Comanches or "killer eggs", as long as you use recon. I'm also happy to answer the popular question - what will happen to Patreon after the release? As I have said many times before, the release of Broken Arrow is not the end point of our project. It is a necessary and long-awaited stage, ‘unleashing’ our hands and allowing us to balance the game more accurately, based on mass statistics, not only personal experience, as well as expanding the available set of countries, maps, regions, armies, camouflages, single and multiplayer scenarios, modes, campaigns, skirmishes, and most interestingly, gameplay mechanics and features such as replay mode, mission saves, clan trees and cyber sports events, as well as a long list of optional mechanics depending on the success and preferences of our game's audience. And Patreon remains the most convenient tool for working with the interested and active part of the audience. I think we will have a lot to share and consult with you after the release. And I am glad to say that our project would not be possible without your support and interest, especially in the first 2 years, which are so called ‘valley of death’. Have a productive week everyone and see you all on Friday!
Hello, dear Patrons 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… 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. We are also working on another tool to display the elevation curves on the map to help you verify the reliefs if you have a doubt. 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 tomorrow, new units are coming!
Hello, dear Patrons! 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. 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 T-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 sides 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 on monday!
Hello, dear Patrons! We start today a series of weekly developer diaries, in which we will talk about all the innovations contained in the new build. The full text is available on the Steam page ( http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fstore.steampowered.com%2Fnews%2Fapp%2F1604270%2Fview%2F6824733589142807659+&urlrefer=264e80522c6e18f9b45384a8462a9c7f) , and we will focus on the most important: - In this beta there will be 3 specializations per country, which means that for the first time it will be possible to choose a specialization when creating an army. Two of them will be new. - Things have changed since the last beta was released. Specializations have been reorganized, and we've taken your feedback into account. So some units have been added, some replaced, some transformed, and of course many prices and characteristics have been tweaked. - Units automatically use their defense smoke when there is a threat to their life. This only works if the missile is in flight long enough, so it won't protect you from ambushes or fast flying planes, so you need to stay cautious. This feature can be disabled and re-enabled by right-clicking on the smoke button. - Artillery now moves into target range if you order it to fire beyond its maximum range. You can press T (the Fire mission shortcut) several times to switch between projectile types, allowing artillery to strike more quickly. - The effectiveness of surface-to-air missiles has been improved with the addition of a new mechanic called “near miss”, which allows a missile that would normally miss to explode near an enemy aircraft and cause partial damage. - Some anti-aircraft missiles have also been given a new type of guidance called “Thermal guidence”. By default, these missiles are guided by the launcher, but they have the option to go homing and activate their own homing head in the final stretch to become autonomous if communication with the launcher is lost or if the launcher has lost its target. - The drones also performed poorly in the last beta, so there are two major changes with them: The smallest drones now fly at low altitudes, making them impossible to hit with long-range surface-to-air missiles. The largest drones, such as the Orion or the American *will be revealed in the next diary*, which fly at high altitudes, have had their optics doubled, allowing them to operate from a much greater distance and, if used carefully, can force the enemy to send a fighter jet in your direction to shoot them down. One of the most common criticisms was that infantry felt weak and light anti-tank missiles were ineffective against vehicles. We solved this problem in several ways: - Infantry stability was increased by 25%. - The damage of light anti-tank weapons has been increased slightly, from 10% to 25% depending on the case. - Anti-tank missiles now cause a critical effect on vehicles every time. - When a building collapses, instead of instantly killing everyone inside, there is a chance that the unit will survive. - The Sprint ability has been added to all infantry units. The result: - Infantry have become less micro-costly, as they are 25% slower to be killed by vehicle fire. - They do more damage to light vehicles, so they are not as easy to defeat. - They still don't do much damage to a tank's frontal armor, but they can immobilize it much faster than before. And an immobilized tank surrounded by enemy infantry is pretty much a dead tank. - Large numbers of infantry can no longer be instantly destroyed by the collapse of a building. Infantry combat also seemed very slow, so we made some changes: - The damage of infantry rifles and machine guns has been increased. - Suppressed weapons do more damage, but their range and penetration have been reduced, so they are most effective at short ranges compared to regular rifles. - Sniper rifles ignore the cover of buildings. - Shotgun rifles (Marksmen) ignore 50% building cover. - Shotgun range has been reduced, but damage has been significantly increased. Thank you for your interest, look forward to the sequel and have a good weekend!
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