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On balance

[p]Dear Players,[/p][p][/p][p]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.[/p][p]
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.[/p][p]
And now — on to the numbers:[/p][p][/p][h3]Player distribution and faction win rate statistics[/h3][p]
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.[/p][p]
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.
[/p][p][/p][p][/p][p]Across 656,149 matches played, the following faction win rates have been recorded:[/p][p] • USA – 48.97% wins (321,348 matches)[/p][p] • Russia – 51.03% wins (334,801 matches)[/p][p]
[/p][h3]Current state of game balance and next steps[/h3][p]
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.[/p][p][/p][p][/p][p]
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.[/p][p][/p][p]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.[/p][p]
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.[/p][p][/p][p]Some finals words:[/p][p]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.[/p]

Now's the time to try Broken Arrow, Command and Conquer's most brutal successor

Balancing games is important. It's no fun if one unit is overpowered, one character deals twice as much damage as another, or something is plain broken. That goes double for RTS games like Broken Arrow, which attempt to simulate army movements and intense warzones with equal parts efficiency and accuracy. However, Broken Arrow had a bit of a broken launch (nominative determinism at its finest there), receiving mixed reviews on Steam. Developer Steel Balalaika has been playing catch-up since. The latest attempt to listen to player feedback is Broken Arrow Patch 1.0.9, which rebalances pretty much all of the game's factions.


Read the rest of the story...


RELATED LINKS:

Struggling RTS game Broken Arrow finally implements better anti-cheat

New Broken Arrow update seemingly fails to fix faltering RTS game

New RTS game Broken Arrow struggles on Steam as players speak out on cheating

Update 1.0.9 Changelog

[h3]Update 1.0.9[/h3][h3][/h3][p]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.[/p][p]On top of this, new PvE scenarios and main menu tab have been added, as well as an improved lobby creation menu.[/p][p]Finally, in terms of highlights, it contains improvements to the localization in Chinese. A big thank you to the players who reported these issues![/p][p]
[/p][h3]What are we working on?[/h3][h3][/h3][p]Work on the following areas will continue, as per last week’s post:[/p]
  • [p]Server stability[/p]
  • [p]Anti-cheat system[/p]
  • [p]Balance[/p]
  • [p]Surrender option[/p]
  • [p]Punishment for leavers[/p]
[p][/p][p]Our commitment to improving the game will never wane and we welcome all the feedback that you can give us.[/p][p]
Update 1.0.9 Full Changelog:[/p][p]
Added:[/p]
  • [p]Added "Restart mission" option in Esc menu (where applicable);[/p]
  • [p]Added new lobby creation menu better highlighting the different types of lobby;[/p]
  • [p]Added new PvE (1-3p) Scenarios: Narva, River & Ignalina;[/p]
  • [p]Added new design for scenarios tab (available in main menu);[/p]
  • [p]Added an opportunity to select any player and check his losses/kills history in the History tab (on post-match screen).[/p]
  • [p]Added new weapons icons for player profile customization that can be unlocked beyond level 73.[/p]
  • [p]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;[/p]
  • [p]Profile background textures reorganised. Three textures are unlocked every time you reach the maximum of a rank (so every 5 XP levels)[/p]
[p][/p][p]General fixes & improvements:[/p]
  • [p]Disconnected player won't get any income until his reconnection;[/p]
  • [p]Additional tuning for matchmaking: game should wait a bit more for a better (elo-wise) opponents;[/p]
  • [p]Fixed some customization frames unlock conditions;[/p]
  • [p]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);[/p]
  • [p]Fixed some edge cases preventing "Reconnect" button from appearing;[/p]
  • [p]Fixed an issue when units’ quantity in shop UI was out of sync after reconnect;[/p]
  • [p]Skirmish AI now can properly capture supply dumps;[/p]
  • [p]Fixed an issue in skirmish mode where only the host could see the radar status of AI’s units.[/p]
  • [p]Cancelled multiplayer matches no longer affects win/loss ratio;[/p]
  • [p]Supply labels are now always displayed under units labels;[/p]
  • [p]Various improvements to the report player’s window;[/p]
  • [p]Fixed an issue with missiles being stuck in the air;[/p]
  • [p]Fixed MLRS and arty tracers and VFXs not showing in some cases;[/p]
  • [p]Adjusted napalm and incendiary areas position sync, especially when they hit buildings and other obstacles.[/p]
  • [p]Fixed B-1B wing trails staying on the same position when the wings are folded;[/p]
  • [p]Fixed some autocannons angles which didn't have enough depression and couldn't shoot at small targets at very short range;[/p]
  • [p]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;[/p]
  • [p]Mission editor node "On Unit Refunded" got a new pin for amount of refunded supply;[/p]
  • [p]Fixed Highways of Death map not working for multiplayer custom matches;[/p]
[p]
Campaign fixes & improvements:[/p]
  • [p]"Big Wave” mission:[/p]
  • [p]Fixed gold medal being impossible to achieve.[/p]
  • [p]"Airbase Heist" mission:[/p]
  • [p]Fixed gold medal being impossible to achieve.[/p]
  • [p]"Heavy Rain" mission:[/p]
  • [p]Fixed Bronze medal being impossible to achieve.[/p]
  • [p]"Road to Fiddler's Green" mission:[/p]
  • [p]Fixed Silver medal being impossible to achieve.[/p]
  • [p] "Self Service" mission: The amount of supplies refunded is counted instead of the player's money to win the mission. [/p][p][/p]
[p]Balance:[/p][p][/p][p]General:[/p]
  • [p]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);[/p]
  • [p]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;[/p]
  • [p]Fast cargo planes (C-17, Il-76, AN-72) agility increased;[/p]
  • [p]Helicopter launched anti-radiation missiles are fired in quicker succession;[/p]
  • [p]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;[/p]
  • [p]Laser range for vehicles increased from 2400m to 3000m.[/p]
[p]

[/p][p]Maps:[/p]
  • [p]Kaliningrad multiplayer layout modified to add a second spawn location for ground units. [/p][p][/p]
[p]Coastal troops: [/p]
  • [p]BTR-90 number of seats increased from 6 to 7;[/p]
  • [p]BTR-90 Bakhcha-U turret upgrade price 20>15;[/p]
  • [p]Ka-52K helicopter aim time with Kh-35 cruise missiles increased by 3 seconds. Time between missiles increased by 1 second;[/p]
  • [p]Iskander ballistic missiles resupply time reduced from 60sec to 45sec;[/p]
  • [p]BRDM Kvartet missile reserve increased from 8 to 12 missiles;[/p]
  • [p]A222 Bereg direct fire range increased from 1300m to 1400m against ground targets, accuracy against helicopters slightly increased.[/p]
[p][/p][p]Motorized infantry: [/p]
  • [p]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;[/p]
  • [p]GRAD with incendiary rocket price increased from 225 to 250;[/p]
  • [p]GRAD incendiary's missile damage reduced from 10 to 8;[/p]
  • [p]GRAD incendiary's missile DoT duration reduced from 10 to 8;[/p]
  • [p]GRAD dispersion doesn't reduces as much when shooting at short distance;[/p]
  • [p]Spetznaz GRU with AT loadout priced increased from 130 to 145;[/p]
  • [p]Su-25T can now guide 2 Vikhr missiles per target at up to 2 targets (so up to 4 missiles);[/p]
  • [p]Mig-29SMT: R-60 missiles price reduced from 35 to 30;[/p][p][/p]
[p]Guard Tanks:[/p]
  • [p]Barbaris 30mm and 57mm variants price increased from 225-290 to 250-300;[/p]
  • [p]Khrizantema upgrade price increased from 20 to 25;[/p]
  • [p]Ingenery Shturmoviki CQC price increased from 70 to 75;[/p]
  • [p]Koalitsiya-SV price increased from 220 to 225, extended range upgrade price increased from 30 to 35.[/p]
  • [p]TOS-1/1A price increased from 200-225 to 250-300;[/p][p][/p]
[p]Special operation forces:[/p]
  • [p]AC-130 availability reduced from 2 to 1;[/p]
  • [p]Killer Egg Stinger upgrade price increased from 15 to 20 (per pylon);
    Delta force CQC price 100>110; Delta force standoff price 120>110;[/p]
  • [p]RQ-170 price increased from 170 to 200;[/p]
  • [p]Rangers MAAWS price increased from 90 to 100;[/p]
  • [p]Pararescue price increased from 60 to 70;[/p]
  • [p]Rangers CQC loadout receives an additional M72A10 LAW anti-infantry rocket launcher;[/p]
  • [p]Rangers RRC close quarters loadout price increased to 80$ like the standoff loadout;[/p]
[p][/p][p]Armored brigade:[/p]
  • [p]Iron thunder upgrade price increased from 50 to 65 (210>225);[/p]
  • [p]Patriot PAC-2: 4 missiles upgrade price increased from 60 to 80;[/p]
  • [p]AMPV Javelin upgrade price increased from 45 to 50;[/p]
  • [p]AMPV reactive armor upgrade price increased from 15 to 20;[/p]
  • [p]AMPV Iron fist APS upgrade price increased from 40 to 45;[/p]
  • [p]ATACMS ballistic missiles resupply time reduced from 60sec to 45sec;[/p]
[p][/p][p]Stryker cavalry regiment:[/p]
  • [p]All strykers variants: active protection upgrade doesn't reduce the speed further compared to ERA upgrade;[/p]
  • [p]Stryker ATGM active protection upgrade price increased from 30 to 35;[/p]
  • [p]Stryker SHORAD APS upgrade price increased from 70 to 75;[/p]
  • [p]Stryker RV Bushmaster+Javelin upgrade price increased from 50 to 55;[/p]
  • [p]M985 Battleship gets 2 extra bunker buster TOW missiles per launcher;[/p]
  • [p]US Combat Engineers now have their own unique icon;[/p]
[p]
Airborne infantry:[/p]
  • [p]Airborne squads with standard loadout now carry an extra AT4 rocket launcher;[/p]
  • [p]Airborne NGSW: M7 rifles damage increased from 1.1 to 1.2;[/p]
  • [p]B-1B pitch rotation speed reduced to avoid suicide in its own nuclear bomb;[/p][p][/p]
[p]Mechanized infantry:[/p]
  • [p]BTO transport vehicle rate of fire with RPO thermobaric rockets increased;[/p]

Weekly Spotlight - 1.0.9 update coming next week

[p]Greetings, Commanders![/p][p]
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.[/p][p][/p][p]So, the first item is that early next week we’re going to be releasing update 1.0.9.[/p][p]As stated last week, it is mainly a balance update, but we also have a few surprises in store for you.[/p][h3]
Community Highlights[/h3][p][/p][p]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.[/p][p][/p][p]This week we want to give a shoutout to the organizers of the Broken Arrow League. 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![/p][p]
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.[/p][p][/p][p]See you next week for the release of 1.0.9![/p][p]
[/p]

Struggling RTS game Broken Arrow finally implements better anti-cheat

Real-time strategy game Broken Arrow launched to pretty good reviews. Scoring 79 on Metacritic is nothing to be sniffed at. However, the problems started soon after. The balance was way off, some called multiplayer "unplayable," and the game was infested with cheaters. Developer Steel Balalaika wanted to give players a more challenging version of Command and Conquer, but instead launched a messy game with unbearable PvP. Thankfully, it has listened to the feedback and is making changes in its next update.


Read the rest of the story...


RELATED LINKS:

New Broken Arrow update seemingly fails to fix faltering RTS game

New RTS game Broken Arrow struggles on Steam as players speak out on cheating

Broken Arrow review - realistic RTS has big problems, but it's still good