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Server status + Tutorial hotfix

[p]Dear players,[/p][p][/p][p]We are aware of issues affecting server performance that have impacted users in certain regions over the past few days. You may have experienced unstable connections, longer matchmaking times, or interruptions during game sessions. We continue to monitor the situation closely and acknowledge that its occurrence was unexpected for both players and our team.[/p][p]
Based on our analysis, we can confirm that these issues are not related to the recent 1.0.10 update. The problem appears to be broader in scope and requires further in-depth investigation. Our team is taking all necessary steps to stabilize the network infrastructure.[/p][p][/p][p]We understand how frustrating such disruptions can be and sincerely thank you for your patience. All available resources are being deployed to resolve the issues as quickly as possible.[/p][p][/p][p]We appreciate your understanding![/p][p]
[/p][h3]Tutorial issue fix[/h3][p]
Furthermore, we are releasing a hotfix to solve an issue with the tutorial. This issue was introduced with the release of 1.0.10, and it was preventing players from proceeding further in the single player campaign. [/p][p]
[/p]

Anti-cheat is "a top priority" for devs behind faltering RTS Broken Arrow

If I've said it once, I've said it a thousand times: there's nothing worse than cheating at a videogame. I don't get it. It's no fun for you, it's no fun for your opponent. What's the point? Unless you're spawning a tank in GTA: San Andreas or motherlode-ing your way to millionairedom in The Sims, cheats have no place in games. The players of Broken Arrow agree with me, and are constantly pleading with developer Steel Balalaika to implement a better anti-cheat into the game. Thankfully, the developer has finally responded.


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Update 1.0.10 - Everyone fights!

[p][dynamiclink][/dynamiclink][/p][previewyoutube][/previewyoutube][p][/p][p]We continue to carefully listen to players’ feedback and implement changes to improve the game over time. Version 1.0.10 “Everyone Fights!” introduces two highly-requested features:[/p][p][/p][h3]Penalty for deserters [/h3][p][/p][p]One of the most disruptive behaviors in multiplayer battles continues to be players quitting matches prematurely, leaving their teammates at a significant disadvantage. That ends now. In the standard matchmaking mode, a system of progressive penalties is now in place: if a player quits a match and does not reconnect, they will receive a temporary ban from joining new games.[/p][p]Each repeated violation increases the penalty duration — from 2 minutes for the first offense up to 3 hours for systematic deserters.[/p][p]With this system, we aim to reduce the number of matches where teams are left at a disadvantage, helping to preserve balance and ensure a fairer gameplay experience for everyone.
[/p][p][/p][p]“I have a single rule: everyone fights, no one quits!”[/p][p]Gen. Bennet[/p][p][/p][h3]Surrender Option[/h3][p][/p][p]Alongside this, we are introducing the option to surrender during a match. This feature helps teams avoid drawn-out battles with no chance of victory, allowing them to move on more quickly to the next game and focus on new fights. It also gives players greater control over the flow of the match and the time they spend in it. The Surrender option is available in all game modes and lets teams end a battle without additional penalties: the match is simply recorded as a loss for one side and a win for the other.[/p][p]A surrender vote can be initiated after 5 minutes of gameplay. Voting lasts for 30 seconds, after which the results are calculated automatically. A clear  majority of votes within the team is required for the surrender to succeed. To prevent abuse, a new vote can only be started 5 minutes after the previous one.[/p][p]This new system addresses two big problems. On the one hand, it allows players to end matches where the outcome is already obvious, sparing them from spending time in hopeless battles. On the other, it provides a fair and transparent tool for concluding matches, preventing premature exits and letting teams move on to the next fight more quickly.[/p][p][/p][p] “There is no dishonor in retreating to fight another day son!”[/p][p]Col. Demidov[/p][p][/p][h3]Anti-cheat[/h3][p][/p][p]We continue to improve our tools to detect cheaters and adapt to the new cheating tools which are constantly being created/updated. Every update contains new anti-cheat measures, even if we don’t talk about them in detail to avoid giving information to the cheats’ users/creators.[/p][p]If you encounter a case that you believe to be a cheat please report it at: [/p][p][email protected][/p][p] Your report will be thoroughly reviewed by our support team and will result in a ban if we conclude that a player is indeed cheating.
We review such reports every day.[/p][p][/p][p][/p][p]“Let me deal with those filthy cheaters my way.”[/p][p]E. Morozova[/p][p][/p][p][/p][p][/p][h2]Changelog:[/h2][h3]
Added:[/h3][p][/p][p]Surrender feature. [/p][p]The surrender feature is available in every game mode.[/p][p]The team may call for surrender after spending 5 minutes in a game.[/p][p]The surrender vote has a 5 minute cooldown after one vote has been rejected.[/p][p]The surrender vote goes for 30 seconds. If you don’t vote it counts as a NO.[/p][p]The number of votes needed to pass depends on your team size:[/p][p]5 players: 4 votes;
4 players: 3 votes;
3 players: 2 votes;
2 players: 2 votes;[/p][p]1 player: instant surrender.
Surrendering doesn’t incur any additional penalties, the match will be simply counted as “Defeat” for one side and “Win” for another.[/p][p]
[/p][p]Penalty for deserters[/p][p]Penalty for deserters only applies in the standard game mode with matchmaking. [/p][p]Players will be penalized if they leave a match without using the surrender function if there are still teammates in this match.[/p][p]Penalty is progressive, each additional leave will increase the punishment.[/p][p]Penalty progression is reset if no match is abandoned during 24h.[/p][p]Whilst penalized, players can’t play any standard multiplayer matches any more.[/p][p]
Penalty timers:[/p][p]2 min for 1st leave[/p][p]5 min for 2nd leave[/p][p]15 min for 3nd leave[/p][p]30 min for 4th leave[/p][p]60 min for 5th leave[/p][p]180 min for 6th leave and above[/p][p]
Note: these values can be easily changed in our servers without requiring any client side update. If we consider these values ineffective or too harsh, we will tweak them.[/p][p]
[/p][p]Other new features:[/p]
  • [p]The laser designation order now keeps in memory which target was designated if the line of sight is broken. If the target becomes available again it will be designated again automatically.[/p]
  • [p]The laser designation order can be given on a unit out of range or behind an obstacle. This will put this target in memory and it will be designated automatically if the parameters become correct.[/p]
  • [p]Added dynamic battle music in order to highlight the last minute of each phase.[/p]
  • [p]Added a confirmation popup when deleting a battlegroup in the arsenal[/p]
  • [p]Added new improved models for BMD-4, BTR-MDM, Kornet-D1 including a new armor upgrade.[/p]
  • [p]You can now drag and drop when unloading units: The position where you pressed the button is where the troops will be unloaded and the position where you release the click is where the unloaded troops will go after being unloaded. If this position is a building they will automatically enter it.[/p]
[p][/p][p]General fixes & improvements:[/p][p][/p]
  • [p]Fixed the infamous crash to desktop upon leaving the game;[/p]
  • [p]After this update if at least one player fails to connect to the game server, the match will be cancelled automatically.[/p]
  • [p]Players who intentionally disconnect—by closing the game or unplugging their internet—before a match begins will be flagged as deserters if they fail to reconnect. If an entire team does this, all members will receive a deserter penalty.[/p]
  • [p]Reconnect grace period increased by one minute (5 > 6)[/p]
  • [p]Fixed various cases where players had game freeze due to another player disconnecting from the game[/p]
  • [p]Fixed an issue with buildings textures flashing with various colours[/p]
  • [p]Optimized textures of every infantry unit, which should reduce VRAM consumption.[/p]
  • [p]Optimized infantry shader for Potato graphic preset.[/p]
  • [p]Fixed an issue when direct unloading / loading from transport to building or building to transport resulting in infantry position desynchronization. (This was often misinterpreted as cheating because after the server had finished the resynchronizing process of such units they’d start to move back to their correct position with inadequate speed)[/p]
  • [p]Fixed an issue when restarting a scenario could result in getting the default deck[/p]
  • [p]Fixed an issue when switching ammo led to reset of the aiming process.[/p]
  • [p]Fixed an issue where players could receive more or less money than they should at the end of phases (By default : 100pts per victory point scored by the enemy during this phase)[/p]
  • [p]Fixed an issue where units refunded in a transport were not available to be spawned again.[/p]
  • [p]Fixed an issue in “Forbidden waters” mission where players couldn’t get a Gold medal due to condition “Kill 50 enemy units with SSO or Spetsnaz VMF” not working[/p]
  • [p]Fixed an issue during the drawing phase where players couldn’t see the icons already placed by players who loaded the map faster[/p]
  • [p]Fixed various bugs of LUA node in Script editor. Improved LUA compatibility with game & added thorough FAQ of LUA node in Help section of the Editor.[/p]
  • [p]Fixed an issue when Nodes’ data output pins sometimes triggering input flows before actually filling the data inputs[/p]
  • [p]The new “Compare Unit” Node now properly supports spawn related data.[/p]
  • [p]Fixed an issue where Strafing run order was inactive when a plane was out of gun ammo[/p]
  • [p]Fixed an issue in the reinforcement menu, if multiple similar units were coming back to the battlegroup after being destroyed/refunded, the timer indicator didn’t necessarily display the shortest duration as it should have.[/p]
  • [p]Fixed an issue where Sprint’s voice line was shouted by the units at the end of the sprint timer, instead of the beginning.[/p]
  • [p]Fixed an issue where camera movement was still enabled while having the pause menu open[/p]
  • [p]Fixed an issue where some AAs with static radars were able to move with their radar turned on while returning to base[/p]
  • [p]Fixed an issue with friendly units’ labels blocking attack orders. Now the order is applied through ally labels.[/p]
  • [p]Fixed an issue with the reinforcement menu having clickable areas in between unit cards leading to missclicks.[/p]
  • [p]Fixed an issue when square selecting multiple airplanes was resulting in incorrect data being displayed in the selection panel of the unit.[/p]
  • [p]Fixed an issue where orders were blocked by invisible UI elements on the right side of the screen.[/p]
  • [p]Fixed an issue where usage of Tab hotkey while having a group of units selected lead to airplane being added to the group instead of selecting it[/p]
  • [p]Fixed an issue where alert messages would be displayed even when the UI is switched off (F11 shortcut by default)[/p]
  • [p]Fixed an issue where player was able to bind the same shortcut key for mutually exclusive actions[/p]
  • [p]Fixed multiple cases of lobby’s UI being corrupted when joining it from the arsenal, the editor or initial loading screen.[/p]
  • [p]Fixed an issue when deserters could gain elo if the match ended in a draw.[/p]
  • [p]Fixed “Mentor” & “Supply raider” medals’ condition not working.[/p]
  • [p]“Logistics officer” medal now require 20t of supplies instead of 25t[/p]
  • [p]“Airborne” medal now require 20 airdropped units instead of 50 (Time to jump!)[/p]
  • [p]Fixed “Guarding angel” medal not working correctly. (Pilots refunded inside transports didn’t count).[/p]
  • [p]Fixed an issue with laser guided shells indefinitely orbiting around destroyed buildings. Sorry folks, the “laser disco ball party” is over.[/p]
  • [p]Fixed an exploit when laser guided shells could almost endlessly follow a laser if you moved it further away as they approached it[/p]
  • [p]Fixed an issue when LMUR wasn’t able to hit infantry in buildings in some cases[/p]
  • [p]Fixed “UnloadCommand” node unloading immediately when target position was used in the node[/p]
  • [p]Fixed an error that may occur when saving a local copy of scenario[/p]
  • [p]Fixed LODs on KC-130[/p]
  • [p]Fixed gun turret position on AH-1Z[/p]
  • [p]Fixed infantry animation during the airdrop [/p]
  • [p]Fixed unique 4th camo for Su-30SM[/p]
  • [p]Various missiles VFX improvements (only for High or Ultra VFX Quality setting):
    Updated lighting points on every missile, removed frequent flickering, added lighting for short range AA missiles, improved glowing effect.[/p]
  • [p]APWKS (Fletcher) missiles now have proper effect for tracing/smoke trails[/p]
  • [p]Updated night ambient on every map to improve the contrast and readability (except Snow Castle and Cold Harbour because of the snow already provided a nice contrast)[/p]
  • [p]Improved day & morning visuals ambients[/p]
  • [p]Various visual tweaks and improvements for the Hangar scene[/p]
  • [p]Various visual tweaks for airport related objects[/p]
  • [p]Several units received a new unique icon to help distinguish them: F-16CJ, Su-27SM, Su-35S, F/A-18D, AV-8B Harrier Plus, Su-25SM, Stryker ESV, UH-60M, UH-60M SOAR, UH-60 DAP, MH-47 SOAR, Ka-52 and Ka-52K[/p]
  • [p]Baltiysk Invasion PvE solo/coop scenario has been improved to allow one more cooperative player (1-2 > 1-3)[/p]
[p][/p][h3]On Balance[/h3][p][/p][p]In parallel with the technical work of the programming team our game design team is working on gameplay improvements.[/p][p][/p][p]There are 3 levels of balance:[/p]
  1. [p]The balance between factions[/p]
  2. [p]The balance between specializations within a faction[/p]
  3. [p]The balance of units within specializations[/p]
[p][/p][p]And for each level the important factors are how popular options are and how well they perform in terms of win rate.[/p][p]
The previous patch (1.0.9) was aimed at the second and third level and successfully managed to rebalance the level of interest of previously overplayed and underplayed battlegroups.[/p]
  • [p]The US Armored+SOF battlegroup, which was far ahead of all other options, has lost popularity.[/p]
  • [p]Russian Coastal troops specialization which was very rarely played even though it was pretty powerful has gained a lot of attention and the Guard Tanks + Coastal troops battlegroup which was previously one of the least used combinations is now one of the most used.[/p]
[p][/p][p]Another consequence, this one unintended, was a shift of balance in favor of the Russian faction.
This is the consequence of the previous patch reducing the cost efficiency of the most overperforming units on both sides but not touching the power of the Coastal spec as its potential was not yet discovered by most players.[/p][p]The previous balance ratio between release and 1.0.9 was 51.2% in favor of Russia and since this patch the disparity has increased to almost 54% so we need to improve that.[/p][p][/p][p][/p][p]However it is also important to observe that above 2000 Elo the faction balance is much better and very close to 50/50 but that only concerns the top 5%. The main reason for that is the difference of design between the two factions:[/p][p]Russia is designed as a mainly ground based power with masses of universal units that are pretty straightforward to use, while USA is designed as a more air based power with very powerful but more specialized units.[/p][p]All those specialists correctly used and coordinated are very powerful but if used wrongly they perform very badly.[/p][p][/p][p]This new balance patch aims at re-establishing a better balance between the two factions for the majority of the players while trying to maintain a good balance at high level..
To do so we improved the interoperability of the different US specializations by moving some units from one specialization to another and we changed the seating capability of some vehicles to facilitate the mixing of infantry units and transports between specializations.
While doing so we continue our efforts to balance the interest of the specializations within the factions and the units within the specializations by targeting over or under performing units or weapons specifically.[/p][p][/p][p]Balance Changelog:[/p]
  • [p]Kh-32 missile (Tu-22M3) now lofts in high altitude before diving on its target like in reality. Air defense units use their high altitude optics and weapon range to intercept it.[/p]
  • [p]Kh-29 missile aim time increased from 1 to 3 seconds to prevent instant blind fire against SAM sites engaging the plane carrying them.[/p]
[p]Designers’ Note: These two missiles were able to easily overwhelm any amount of air defense, making their use a low-cost/high-reward solution.[/p][p][/p]
  • [p]KAB-1500 aim time reduced from 5 to 4 seconds[/p]
[p]Designers’ Note: An aim time was added to smart bombs to prevent them from sniping tanks on the move. This change proved to be efficient without requiring a very long duration. A too long duration makes the strike hard to achieve even when planning it correctly.[/p][p][/p]
  • [p]Vehicles with reloadable short range AA missiles reload time reduced:[/p]
    • [p]Double Igla on Ural, MT-LB, BTR reload time reduced from 20-30sec to 10-12sec[/p]
    • [p]ZSU-23-4M4 Strelets quadruple Igla reload time reduced from 20-30sec to 15-18secp[/p]
    • [p]Strela-10 reload time reduced from 20-30sec to 15-18sec[/p]
    • [p]Luchnik-E 8 Igla reload time reduced from 20-30 to 20-25[/p]
    • [p]US air defence vehicles with single pod of 4 Stinger reload time reduced from 20-30sec to 15-18sec[/p]
    • [p]US air defence vehicles with double pod of 4 Stinger reload time reduced from 20-30sec to 20-25sec[/p]
[p]Designers’ Note: This will slightly increase the performance of the low range SHORAD systems and help them compete with the top tier units. Since US don’t have long range SHORAD available this will slightly improve their maximal SHORAD efficiency.[/p][p][/p]
  • [p]M830 HEAT shell penetration increased from 400 to 600 (M1A1HC/M1A2)[/p]
  • [p]M830A1 HEAT-DP shell damage increased from 9 to 10 (M1A2 SEP1/2/3, M8 Thunderbolt)[/p]
[p]Designers’ Note: The Abrams tanks experienced significant difficulties in combat against light vehicles with ATGMs, as it required three shells to destroy them, losing in open combat. This change means that any vehicle with 16HP and 200 armor or less to be destroyed in 2 hits by those shells instead of 3.[/p][p][/p]
  • [p]Time to go back to the deck increased for units refunded with empty ammunition[/p]
[p]Designers’ Note: Refunding ballistic/cruise missile launchers after shooting will now make them unavailable for twice longer than resupplying them on the field. The possibility to refund units was always thought as a way for players to change their strategy during the match, not as an alternative to resupply them on the field.[/p][p][/p]
  • [p]Patriot PAC-2 moved from Armored to USMC specialization[/p]
  • [p]Patriot PAC-3 moved from Stryker to Armored specialization[/p]
[p]Designers’ Note: Having both Patriot PAC-3 and PAC-3 MSE in the Stryker specialization made them redundant. By splitting the long range AA capability between more US specializations we make the faction easier to play without good team coordination.
The least performant PAC-3 was given to the Armored spec in order to promote building other unit combinations
[/p][p][/p]
  • [p]Viper rockets loadout changed, APKWS come in pods of 7 and Hydra in pods of 19[/p]
  • [p]Venom unguided Hydra 7 rocket pods replaced by bigger 19 rocket pods, customization price increased from 10 to 30[/p]
  • [p]Add 127mm Zuni rocket options for Super cobra[/p]
  • [p]UH-1Y Venom GAU-21 door guns for 10 pts[/p]
[p]Designers’ Note: The APKWS guided rockets are mostly seen in the small 7 tube rocket pods rather than the big 19 tube pods. Following this real life observation allows us to make the choice between APKWS and Hydra options more meaningful in the game.
We have also added a few more options where possible.
[/p][p][/p]
  • [p]AH-64E Guardian moved from Special forces to Airborne specialization[/p]
  • [p]MH-60 DAP receives the option to carry Hellfire or DAGR on the outer pylons[/p]
  • [p]AH-64E Guardian 19x Hydra pods option replaced by 8x DAGR[/p]
  • [p]AH 64D Apache and Longbow 19x APKWS rocket pods replaced by 7x rocket pods[/p]
  • [p]AH-64D Apache asymmetric loadout added with 4 Hellfire missiles and a fuel tank.[/p]
[p]Designers’ Note: The presence of the best AH-64 helicopter in the Special Forces specialization didn’t leave anything outstanding to the Airborne spec. Special forces have many good alternatives and the DAP anti-tank capability was reinforced in compensation.
Grouping 3 AH-64 in the same spec made them more redundant so we have added some unique customizations.
[/p][p][/p]
  • [p]Mh-60 DAP transport capacity increased from 6 to 8[/p]
  • [p]Blackhawk helicopters infantry capacity increase from 12 to 13[/p]
  • [p]MH-60X Silenthawk infantry capacity increase from 12 to 14[/p]
  • [p]Venom infantry capacity increased from 8 to 9, price increased from 65 to 70[/p]
  • [p]ISV infantry capacity increased from 8 to 9[/p]
  • [p]MTV truck infantry capacity increased from 16 to 18, price increased from 50 to 55[/p]
  • [p]MTVR truck infantry capacity increased from 18 to 21, price increased from 60 to 65[/p]
  • [p]HEMTT truck infantry capacity increased from 24 to 27, price increased from 70 to 75[/p]
  • [p]Airborne squad size increased from 8 to 9 men, price increased from 70 to 75[/p]
  • [p]Weapons squad size increased from 8 to 9 men[/p]
[p]Designers’ Note: These new values reinforce the interoperability of specializations. For instance the blackhawk can carry a squad of Marines, the ISV and the Venom can carry a squad of Rangers or Troopers etc.
This should make US decks easier to build and to play.
[/p][p][/p]
  • [p]Rangers standoff configuration rifle changed from M4A1mod2 to M4A1 URG-I (damage 1.5>1.8)[/p]
[p]Designers’ Note: This unit suffers from a redundancy with Airborne squads and other special forces units. In combination with more transport compatibility this change should make them more appealing.[/p][p][/p]
  • [p]Sturm-S reload time increased from 5 to 6 seconds[/p]
  • [p]Kornet-T and Khrizantema reload time increased from 5 to 8 seconds[/p]
[p]Designers’ Note: These missile launchers can reload while guiding their missiles since they are not wire guided. This ability combined with a fast reload speed meant that the next missile was sometimes ready to fire before the impact of the previous. Increasing the reload time creates an opening that can be exploited to engage them with guns.[/p][p][/p]
  • [p]Ataka missiles fired on the move from vehicles aim time increased by 1 second (Terminator, Barbaris-57, BRM-3K)[/p]
[p]Designers’ Note: Missiles' aim time is low to compensate for the need to stop and the flight time that is higher than a shell. In their case there is no need to stop so the reduced aim time is less justified. They must still maintain a direct line of sight so the aim time remains inferior to a Javelin.[/p][p][/p]
  • [p]BMP-3M’s option additional smoke removed[/p]
  • [p]BMP-3F jammer upgrade price 15>10, additional smoke removed[/p]
[p]Designers’ Note: The presence of a double smoke on top of the jammer and the 400mm HEAT armor makes the BMP-3M too resilient for its price. Instead of increasing the price we have removed the double smoke.[/p][p][/p]
  • [p]BT-3F armor upgrade price 15>20[/p]
  • [p]Morskaya pehota price increased from 70 to 75[/p]
[p]Designers’ Note: These two units form the backbone of the Coastal troops ground dominance. The BT-3F can carry any combination of 2x 7men squads and the 400mm armor upgrade guarantees the survival to 2 tank shots.[/p][p]The Morskaya Pehota is an excellent all rounder able to deal with most infantry and armored targets. A slight price nerf was required to put it in line with the other infantry options.[/p][p][/p]
  • [p]New models for BMD-4, BTR-MDM, Kornet-D1[/p]
  • [p]BMD-4 uparmored version now have increased HEAT protection, HP 15->16, upgrade price increased 5>10[/p]
  • [p]Kornet-D1 frontal armor increased 60>80, new armor customization for 15pts[/p]
  • [p]BTR-MDM new armor customization for 10pts[/p]
[p]Designers’ Note: These models were rather old and didn’t propose much in terms of customization. The reveal of a new armor kit during this year’s Moscow victory day parade was the occasion to upgrade these models and include the new armor.
It is a welcome addition to help the small VDV squads and their light vehicles to better hold their ground. Note that the additional armor removes the airdropable ability.
[/p][p][/p]
  • [p]M551 Sheridan received an additional smoke charge[/p]
  • [p]Sprut received an additional smoke charge[/p]
[p]Designers’ Note: These two vehicles with low resilience are rather underperforming. The Sprut will suffer from the Abrams HEAT shell buff so a second smoke will help them survive longer.[/p][p][/p]
  • [p]Flyer GMV resilience increased from 8 to 10 hit points, M230 upgrade price reduced from 15 to 10[/p]
[p]Designers’ Note: This should make it an interesting alternative to the faster RSOV.[/p][p][/p]
  • [p]BMP-2 without Konkurs for 50pts [/p]
[p]Designers’ Note: BMP-2 are regularly observed without ATGM in reality.
In game, in comparison with BMP-1AM the BMP-2 offers a better 2A42 autocannon with a higher rate of fire but a lower troop carrying capacity.
[/p][p][/p]
  • [p]Stryker SPH cluster rounds customization added.[/p]
  • [p]Stryker SPH accuracy increase 180/240 > 150/200[/p]
[p]Designers’ Note: The low damage and blast radius of  the 105mm round makes it pretty bad. More accuracy can compensate for that.[/p][p][/p]
  • [p]M985 Battleship truck armor increased to match uparmored HEMTT[/p]
[p]Designers’ Note: Not a very popular unit, a bit more armor will not do any harm and it removes a discrepancy.
You should try it with triple grenade launchers as a fire support vehicle.
[/p][p][/p]
  • [p]Fixed vehicles missing the laser range increase announced in patch 1.0.9[/p]
[p]Designers’ Note: Some vehicles' laser abilities were missed last time. The idea behind the longer designation range is that vehicles cannot sneak as much as infantry so they require to be able to laze from a safe distance of  anti-tank missiles. Same logic for helicopters.[/p][p][/p]
  • [p]Hawkeye MWS smoke rounds customization option added[/p]
[p]Designers’ Note: When combined with Special forces the Airborne specialization only has the Brutus as an option to lay smoke. Adding this option to the Hawkeye frees the Brutus for other tasks.[/p][p][/p]
  • [p]LAV-M HE/Smoke loadout changed from 66/33 to 50/50[/p]
  • [p]LAV-M Dragonfire get 3 more HE shells and 3 less Smoke rounds[/p]
  • [p]Deva mortar (82mm on MT-LB) HE/Smoke loadout changed from 56/27 to 42/42[/p]
[p]Designers’ Note: Small caliber mortars are not very popular because of their low damage but are perfect to lay smoke barrages. So we have reinforced this aspect.[/p][p][/p]
  • [p]Stryker specialization: 250 points transferred from support category to infantry category[/p]
[p]Designers’ Note: This will help the Airborne+Stryker combination without impacting much the other combinations.[/p][p][/p]
  • [p]Increase all 7.62 miniguns range to 700m and damage to 0.9, area of effect removed[/p]
[p]Designers’ Note: They were configured to do not so much damage compared to machine guns but with an area of effect. This was unclear for the players and the UI was displaying the damage as “Cluster”. As a rule of thumb consider that a minigun has the power of 2 machineguns[/p][p][/p]
  • [p]TOS-1 resupply time increased from 5 to 7 seconds per rocket (150 > 210 sec total)[/p]
  • [p]TOS-1A resupply time increased from 6 to 10 seconds per rocket (144 > 240sec total)[/p]
[p]Designers’ Note: We want the players to be more thoughtful about when they use the TOS. This is a powerful unit that can clean up an entire district from enemy infantry but this should not happen every 3 minutes.[/p][p][/p]
  • [p]F-15 EX option to carry AGM-88 HARM missiles on the outer pylons added.[/p]
  • [p]F-15 EX centerline and fuselage weaponry merged into a single customization category.[/p]
[p]Designers’ Note: This change should not impact much the combination of Airborne with Stryker or USMC which already possess good SEAD platforms (Prowler ; F-16CJ)[/p][p]But this will help create more autonomous AB+SOF and AB+Armored battlegroups.
The weapon merging is done to better manage the overall price of the plane.
[/p][p][/p]
  • [p]R-27ER and AIM-7 Sparrow can now be guided 2 on the same target and are fired in quicker succession.[/p]
[p]Designers’ Note: The rate of fire of planes’s missiles depends on the quantity of identical missiles carried. To ripple fire a pair of R-27ER/AIM-7 you need to select a loadout with at least 4 of these missiles otherwise the first missile has reached the target by the time the second is fired.[/p][p][/p]
  • [p]Su-33 ECM upgrade price reduced from 50 to 40.[/p]
[p]Designers’ Note: This option was overpriced for 10% ECM bonus on a rather cheap plane.[/p][p][/p]
  • [p]Su-27SM option to carry 4 R-27ER under the fuselage added.[/p]
[p]Designers’ Note: The option to carry more R-27ER could be usable with the recent change to the missile.[/p][p][/p]
  • [p]BMP-1 and BRM-1K 73mm grom gun can now fire on the move.[/p]
[p]Designers’ Note: The information that they couldn’t fire on the move was not obvious and many players sent them to their death with a simple move order expecting a vehicle with a turret to be shooting on the move. We have removed this misleading exception.[/p][p][/p]
  • [p]UR-77 price reduced from 100 to 90.[/p]
[p]Designers’ Note: The mine clearing vehicles are very situational and we don’t expect them to be used very often but this one was really underperforming compared to its American equivalents.[/p][p][/p]
  • [p]Air to ground anti tank missiles (Maverick, Kh-25, Kh-38, Vikhr) launch margin angle reduced and missiles’ seeker angle reduced.[/p]
[p]Designers’ Note: The launch margin angle is the angle at which the missile can be launched compared to the axis of the plane. The seeker angle is used to reacquire a new target if the original target is lost. As a result these missiles will be fired at targets located closer to the indicated strafe area.[/p][p][/p]
  • [p]F-35A availability reduced from 4 to 2.[/p]
[p]Designers’ Note: The bombing order is used instead of the precision strike to bypass the aim time of the precision strike. The availability has been reduced as a stopgap measure until we develop a way to prevent this technique.[/p][p][/p]
  • [p]Comanche is more easily spotted when firing hellfire missiles.[/p]
[p]Designers’ Note: This helicopter has exceptional infiltration capabilities, and using it means choosing when and where to deliver the first strike. We want to keep it that way, as this is what makes it unique. However, we also want to ensure that, once the first strike has been delivered, the helicopter is spotted so that decisions to attack are made more carefully.[/p][p][/p][p]We continue to closely monitor statistics, your feedback, and suggestions to ensure that every improvement brings the most value to players. These changes have become possible thanks to your input and active involvement in the project’s development. We sincerely thank the community for its support and contribution to the growth of the game. There are many more updates to come, and we will keep moving forward step by step, making the game better with each new milestone.[/p][p]


[/p]

Server Improvements

[p]Dear players,[/p][p]
We are always striving to make your gaming experience as comfortable and stable as possible. Recently, we identified issues with one of our hosting providers whose servers were located in the United Kingdom, France, and Germany, serving players from nearby regions. Since we understand how important a stable connection is for you, we made the decision to move our European servers to a new hosting provider.[/p][p]
Along with this change, the server geography has been slightly adjusted to ensure even more reliable coverage:[/p][p] • Western Europe – now hosted in the Netherlands,[/p][p] • Northern Europe – Finland,[/p][p] • Eastern Europe – Hungary,[/p][p] • Central Europe – Germany (unchanged).[/p][p]
This step was taken to provide you with the best possible comfort, reduce the risk of connection issues, and improve overall stability for all players on the Global game region. We know how crucial connection quality is, and we are doing everything we can to make sure every match runs smoothly and without interruptions.[/p][p]
We will continue monitoring server performance and would be glad to hear your feedback: let us know how the game feels after the server migration and whether your connection has become more stable. Your feedback helps us improve the quality of gameplay and react more quickly to any potential issues.[/p][p][/p][p]Thank you for your trust, your patience, and for staying with us. We will keep working to ensure your gaming experience gets better and better, and that every match is both stable and enjoyable.[/p][p][/p][h3]1.0.10 “Everyone Fights!” Update coming soon[/h3][p][/p][p]We’re excited to announce that Update 1.0.10 — “Everyone Fights” is coming in the near future! Why this title, you might ask?[/p][p]
Well, it contains the implementation of penalties for players who leave during online matches.[/p][p][/p][p]Players can still quit during a multiplayer match but the proper way to do it will be through a team Surrender vote, another feature contained in the “Everyone Fights!” update.[/p][p]
It’s not all: the update will contain a plethora of balance improvements, improved order functionalities, dynamic battle music as well as improved models for certain units, on top of a massive number of fixes.[/p][p]
We look forward to seeing you in the game and can’t wait for you to experience both the smoother server performance and the upcoming gameplay changes. Thank you for your trust, your patience, and for staying with us — we will keep working to ensure your gaming experience gets better and better, and that every match is both stable and enjoyable.
[/p]

Dev Notes: Project Status

[p]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.[/p][p][/p][p]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.[/p][p][/p][h3]Part I: The Leavers Problem[/h3][p]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:[/p][p][/p][p]1. Technical factors[/p][p]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.[/p][p]
2. Players leaving voluntarily[/p][p]Lack of tenacity[/p][p]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.[/p][p]
Avalanche effect[/p][p]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.[/p][p][/p][p]Unbalanced teams [/p][p]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.[/p][p][/p][p]Development plan[/p][p]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.[/p][p]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.
[/p][p][/p][p][/p][p]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.[/p][p]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.[/p][p]
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.[/p][h3]
Part II: Fighting Cheating[/h3][p]A fair environment is essential for any online game. Cheating undermines trust, so we are tackling it on multiple fronts.[/p][p][/p][p]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.[/p][p]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.[/p][p][/p][p]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.[/p][p][/p][p]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.[/p][p][/p][p]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.[/p][p][/p][p]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.[/p][p][/p][h3]Part III: Matchmaking[/h3][p]Matchmaking is at the core of multiplayer. The goal is to find opponents quickly, of similar skill, and with stable connections.[/p][p][/p][p]The algorithm behind matchmaking[/p][p]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.[/p][p]However, the system has certain limitations that we are working to address.[/p][p]
Challenges with ELO rating[/p][p]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.[/p][p]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.
[/p][p]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.[/p][p]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.[/p][p]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 : [/p][p]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.[/p][p]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.[/p][p][/p][p]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:[/p][p]Average party ELO: when players join as a group, the system considers their combined rating rather than treating each player separately.[/p][p]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.
[/p][p]Balancing these elements ensures that players are not only evenly matched in skill but also have the best possible technical conditions for their games.[/p][p][/p][p]A balance between speed and fairness[/p][p]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.[/p][p]
Game server selection and connectivity[/p][p]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.[/p][p]
Looking ahead[/p][p]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.[/p][p][/p][h3]Post-release Retrospective [/h3][p]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.[/p][p]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.[/p][p]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.[/p][p][/p][h3]Closing[/h3][p]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.[/p][p]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.[/p][p]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.[/p][p]
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