Broken Arrow

Broken Arrow

(COOP 1-4) Interstate-5 - WiC Style Scenario [Mission 2]
55 Comments
McChaffee  [author] 10 Oct @ 6:36am 
@zh776164731 Difficulty/deck composition?
zh776164731 9 Oct @ 8:12am 
The enemy's reinforcements are too fast and too strong. They have tanks IFVs while your friendly units only have jeeps and light vehicles. bad balancing
McChaffee  [author] 5 Oct @ 8:36pm 
@Legacy, This mission is fully objective complete so aside from reworking the AI, voice overs, additional dialogue and balancing, it's fully playable.
Legacy 5 Oct @ 11:04am 
you've been working on mission 3 but not done with the second one?
McChaffee  [author] 5 Oct @ 10:30am 
Quick update, I've been busy with IRL stuff and working on Mission 3. This mission is around 80% complete and I've been making adjustments to enemy unit types and scaling for single player. I can't give an ETA on the final release expect that it will be sometime this month along with an early posting of Mission 3.
[TBS]Sierra159 4 Oct @ 8:38pm 
Just played this with three other friends on the hardest difficulty and had a lot of fun. The original music was also amazing and quite the hype maker. Thanks for making this awesome mission - cannot wait to see how it is when it's finally complete!
Legacy 3 Oct @ 12:17pm 
is it soon done?
McChaffee  [author] 15 Sep @ 8:21am 
It's an original track for this scenario. I've posted it online on my YouTube channel.
the rookie 14 Sep @ 3:13am 
ive tried searching using the mp3 but nothing comes up you can find the song in the steam workshop in audio for the mod
the rookie 14 Sep @ 2:43am 
@ShredderJR its called against all odds
ShredderJR 11 Sep @ 8:43am 
Hey what's the song that plays on the final objective? I scoured google and couldn't find it
McChaffee  [author] 8 Sep @ 2:44pm 
@Kj361g There's a good bit of optimizing and pathing I could probably clean up along with some AI behaviors.
Kj361g 7 Sep @ 1:26pm 
minus the scaling with the air and he dialogue, would it be safe to say its 99% complete and ready to play?
That one Weeb 4 Sep @ 10:54pm 
Really enjoyed the mission, only problem i had was at the beginning when you needed to capture the forward operating positions (2nd phase area), the tank spam was kinda nuts for going solo.
McChaffee  [author] 3 Sep @ 7:36am 
I've been on vacation, the mission is basically feature complete now minus some variables for player scaling with regards to air and dialogue. I'm currently working on Mission 3.
Awesomely_Austin_Cosplay 2 Sep @ 5:05pm 
Any update?
CottonEyed_John 31 Aug @ 7:58pm 
whens the next update, really looking forward to this project
TechNoTRIX869 25 Aug @ 8:29pm 
This mission is madness playing by yourself lol . Barely scrapped through by myself but fun.
stealthbcc 19 Aug @ 10:36pm 
Much appreciated! The amount of forces we lost from those friendly airstrikes put us in a real bind!
McChaffee  [author] 18 Aug @ 5:43pm 
@stealthbcc The Allied AI is unfortunately pretty brain-dead. I'm gonna remove bombs from the A-10s to try and prevent it.
我是墨小骑哦 18 Aug @ 11:00am 
合适的BGM,贴合剧情的战斗设定,快速战斗的节奏和BGM让人热血沸腾,敌人的强度曲线有趣且合理,各种游玩细节打磨得相当到位。这是我断箭目前能找到的最好玩的合作系列任务。
Appropriate BGM, combat settings that fit the plot, the rhythm and BGM of fast battles make people's blood boil, the enemy's strength curve is interesting and reasonable, and the various gameplay details are quite polished. This is the most fun coop mission I've found so far
stealthbcc 16 Aug @ 10:59pm 
I don't know what it is but the AI just committed at least six friendly airstrikes killing friendly forces! This needs to be fixed! To clarify the AI friendly that supports the players did airstrikes on players forces.
31SpaceX 16 Aug @ 11:30am 
I Will Wait 100%
Awesomely_Austin_Cosplay 15 Aug @ 12:31pm 
Is this still at 75%? I'm so damn excited to play!
Hawkin 7 Aug @ 1:01am 
Okay, that makes me feel a lot better about it, I thought I was going insane. Cheers, I'm looking forward to the final version.

I just started dabbling in the scenario editor and it made me appreciate just how much work you must have had to put into these.
McChaffee  [author] 6 Aug @ 4:57am 
@Hawkin Aircraft spawns are currently tuned for four players. They're not set for solo play yet.
Hawkin 6 Aug @ 1:51am 
Loved the mission as is and really enjoyed mission 1 so far. Only complaint is the Russian aircraft get just a bit too crazy later on. They seem to spawn in faster than even a mountain of AA can shoot them down and it just gets a bit frustrating when you're trying to keep up with the backpedal.

Maybe that's just me?
Bear 3 Aug @ 4:00pm 
mission 1 was a movie epic shit amazing work
Aetwit 2 Aug @ 8:57pm 
Mission 1 was wild i cant wait for mission 2.
ledhead223 29 Jul @ 6:33pm 
I feel like added difficulty on the last point would be 15 minutes. Twice now we were breaking down and the clock saved us. Again amazing scripting, just full blown war all mission
Infinite_A1E 27 Jul @ 8:49pm 
This is awesome. Can't wait till it's finished!
Noire 27 Jul @ 5:55pm 
also more warno music plz!
Noire 27 Jul @ 5:55pm 
thank you!!!
McChaffee  [author] 27 Jul @ 9:45am 
Bug fixes pushed, will be wrapping up a lot of dialogue and other story stuff this week. Will implement bonus objective rewards and adjustments as well this week. Will repost this mission in its finished state as a new workshop upload and will move on to Mission 3.
Awesomely_Austin_Cosplay 26 Jul @ 7:59pm 
Any update?
Shiva 25 Jul @ 6:52pm 
I cant wait your next mission, its very fun
McChaffee  [author] 22 Jul @ 10:49am 
@AriusOne, The intended effect of capturing the side objectives in the last phase is that it will cease attacks from the far right side and force attacks down center instead making the front smaller. Currently this is not implemented, but will be in the next update.
AriusONE 22 Jul @ 8:32am 
That being said If I had a feedback or something, I would give one for the last second objective where we had to hold the flank area. Whilst adding the SMERCH gives an incentive to kill the thing since it is a danger, having to hold the city and just left it out feels a bit odd. You could add a timer and or something with a bonus points if you manage to hold it out, since what I do notice is that once we capture the town, we just either keep our committed units to do their best to hold the zerg rush, or just fold away. 2/2
AriusONE 22 Jul @ 8:29am 
Played this numerous of time with my Buddy. Played using all combination that I had in mind, though mostly Armored since I am more the anvil than the hammer that my buddy played. Bluefor nor Redfor, it is all damn good for 40%. The constant updates to tweak things out is great, and it had just the right difficulty (for 2 people at least since we're always doing 2 people run). It went from oh I just park my shit here to "HOLY FUCK DID I JUST STIR A BEE'S NEST" that and the Bomber runs just pure cinema putting incentive on move in and move out. Though so far for since I have yet to play WiC, I would be looking forward for more Scenario where we had to attack instead of the defensive ones :D. Keep up the good work man 1/2
Warriorking195 21 Jul @ 7:11pm 
I played this scenario and absolutely loved the feel of this mission. It really gave me a feeling of playing WIC but where i have total control of all the units in my battleground unlike WIC.
I cant wait for the actual mission to come out!
Also got other people hooked on it as well and they are loving it because it gives us a run of our money and really pushes the edge.
McChaffee  [author] 19 Jul @ 3:33pm 
@DKM Bismarck, This mission is only uploaded for multiplayer testing and is highly incomplete/buggy.
DKM Bismarck (KanColle) 19 Jul @ 5:39am 
I played this scenario dozen times with my friends. Other than some AI pathfinding still mesh, feel like Secondary Objectives doesn't have any incentive to take other than 'Well, if you don't take the Secondary, it will be tough fight for short time'. So i wonder, for the next update would you give us more incentive for taking Secondary like the first Mission (like adding more point generation or assign extra unit)?

Also some AI Enemy spawned too close for comfort, like they spawn close to Bravo point right after we get order to move to Charlie Point. And some enemies stop moving if we take Secondary quickly, so far that's the plus point taking Secondary Objective.
Arc 18 Jul @ 12:56pm 
Alternatively you could have one of the NPCs make a remark about this and have Sawyer assign some mortars to the player to deal with it.
Arc 18 Jul @ 12:52pm 
If missile spam is a problem, you could give the friendly AI some mortars with orders to continually lay down smoke to curtail their range advantage over units in the cap.
McChaffee  [author] 16 Jul @ 7:14am 
@ledhead223, Thank you. I've got the plans laid out for missions 3 and 4. There will be a lot more variety in the upcoming missions.
McChaffee  [author] 16 Jul @ 7:12am 
@Overlord, Thank you for the feedback. The mission is around 60% complete and the unit composition between phases is currently incomplete. Regarding the missles from the Russian vehicles, unfortunately there's a limited amount I can do as most of their vehicles come with ATGMs. I'll try to figure something out
ledhead223 15 Jul @ 7:03pm 
Keep it up dude, you should open a tip jar if you havent already. Me and like 6-7 of my friends have played these missions multiple times. your scripting blows away a lot of these other scenarios
Overlord 15 Jul @ 1:39pm 
Finished it, 1 victory, 1 defeat. Fun as hell, but holy crap is REDFOR brutal in this one. Attempted it with a couple of mechanized decks and keeping up with the flow of enemy attacks, especially towards the end is rough. Doable, and does capture the vibe of a desperate defense. Is the final secondary objective even feasible though?

A few notes from my experience as feedback since this seems to still be a WiP:

At one point I was just refunding most units, even my Sep 2s and 3s once out of ammo, APS/smoke charges, or if they got too damaged. Rotating troops for resupply without being forced to give up objectives was basically almost impossible at some points.

Floating points for helo and air support often meant giving up the mass needed to hold or take objectives, or support the AI defenses from getting folded.

The friendly AI often just lets REDFOR pick their armor apart from a distances with ATGMs.
Drift 14 Jul @ 5:08am 
just wanted to let you know these missions have been awesome so far and ive replayed both like 20 times over lmao
McChaffee  [author] 13 Jul @ 7:08am 
@阿米驴子天下第一 That's a game bug. Game devs have acknowledged it and will be fixing it in a future update.