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如需了解更多游戏相关资讯,咨询游戏问题等,欢迎加入官方QQ群1064868343。《Broken Arrow - 断箭》是一款大型现代战争实时战术游戏,融合了多兵种战争的复杂性与充满动作张力的实时战术玩法。 游戏拥有超 300 种真实军事单位与技术,具有极高沉浸式感和重玩价值。 加入波罗的海地区扣人心弦的战役,完成 19 个精心设计的任务,在美国和俄罗斯双重视角下展开行动。战役呈现全球局势升级的惊险剧情,每项任务均带来全新战术挑战与故事发展。无论是派精英部队守卫要地,还是大胆发动多兵种进攻,每场任务都以动态真实的战争场景考验着你的指挥能力。除单人战役外,可在遭遇战模式中与 AI 对战,体验 19 张基于真实地点设计的地图,自由选择战术专精与难度等级。与好友组队,按照自己的节奏在战场上推进,对抗出现的各类 AI 战斗群。目前在首发版本中,遭遇战模式下尚不支持与AI组队协作,但这一功能已列入未来更新计划。若想挑战真人对手,可投身紧张刺激最多支持5v5的多人对战。通过天梯赛推进游戏进度,积累将领经验值,并在升级过程中解锁新勋章。通过强大的场景编辑器(即开发团队制作游戏任务所用的同款工具)释放创造力。无需编程基础,利用可视化脚本系统设计包含过场动画和对话的自定义剧情。通过 Steam 创意工坊分享你的作品,或下载丰富多样的玩家创作内容。从丰富单位中精选组合,精心打造你的独特军队卡组。 超过 300 种单位与 1500 余种组合,助你构建契合战术风格的部队。为载具和战机改装不同武器、装甲组件及支援系统,以夺取战场优势。胜利始于周密筹划。《Broken Arrow - 断箭》提供六大核心兵种:侦察单位:专精侦察标记敌军阵地。步兵:配备多样化武器的多功能地面部队。战斗载具:含坦克、反坦克导弹车与火力支援车。支援单位:火炮与防空系统,提供远程作战支援。直升机:快速部署与闪电突击的利器。战机:制空拦截与对地打击的主力。通过陆海空多维投送兵力。运用空降兵与直升机抢占要地,以重坦增援防线,用炮火与战术导弹瓦解敌军反扑。派遣特种部队奇袭敌后,为战机提供激光制导。依托地形伏击包抄,智取强敌。在基于真实地点设计的广阔战场激战。从工业港口到城市中心,每处环境都会带来独特的战略机遇与挑战。 巧妙利用地形设伏、控扼要冲、实施侧翼机动。
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爱心小蛋糕
2026-02-16 01:00:27 · 发布在 「断箭」
对于那些不是军事爱好者的人
没花过无数个夜晚熬夜玩军事模拟游戏,也没了解过现实世界冲突的最新动态?分不清各种导弹的区别?这份指南就是为你准备的。 现代战斗原理 注意:这不是游戏玩法指南,而是一份概念介绍指南,旨在解答一些常见问题,比如“【APS】有什么作用?”或“导弹的【顶部攻击】模式是什么意思?”——如果你没有军事背景,这些概念很容易让人混淆。 为方便查阅,指南底部附有快速参考术语表。 我们生活在一个战场联系日益紧密的时代:在这个时代,你可以看清一切……但也可能被从未见过的东西杀死。这可不是你爷爷那时候的战壕战,甚至也不是长矛火枪时代的战争了!《破碎箭头》中所描绘的现代战争,核心在于视野与距离。部署在摩天大楼内的反坦克导弹小组,能够对周围的敌方装甲车辆发动突袭;但他们也可能轻易成为敌方装甲车辆的目标,或是遭受来自更远距离的炮火打击。一辆在开阔地带行驶的吉普车,若被两千米(1.2英里)外的坦克锁定且对方视野清晰,就会被轻易摧毁。考虑到这一点,那些复杂的缩略词和装备究竟意味着什么?其实比看起来要简单。 许多装备,从坦克、直升机到单兵武器,都有着各种各样的名称。但真正重要的是它们的性能:有些步兵携带短程反坦克火箭筒,而另一些则携带反人员武器。爱国者防空导弹发射车或S-300防空导弹发射车可以对付敌方喷气式飞机,甚至一些导弹,但它们对配备机枪的吉普车却无能为力。如果有任何单位让你感到困惑,可以在军械库中查询。这款游戏有大量需要学习的内容,但只要你保持留意,很快就能上手。 步兵运输车有哪些类型? 步兵运输车分为五种。前三种是地面运输载具,包括装备较轻的悍马和卡车、中等规格的装甲运兵车,以及重型步兵战车。随着它们通过增加装甲和武器来提升战斗力,通常步兵座位会相应减少。The other two varieties of infantry transports are helicopters and airdrop-capable planes. You can also order the infantry without any transport if you need to. Infantry "repair": A very unrealistic game mechanic which didn't make sense to me when I first started playing games in this genre, was that you can "repair" infantry units with supplies in the same way as repairing vehicles, and somehow that revives the lost members of the squad. As long as you have one squad member left alive, they can go to a supply pile and heal all of their buddies back. The 3 universal methods of breaking "guided" weapons lock: All guided weapons, regardless of type, can lose "lock-on" to its target in a few universal ways. The first way is obstruction: if a unit, mostly ground vehicles, though sometimes helicopters, is able to quickly move behind a building between it and the missile, then the guided weapon will slam into the building instead. The second way is "popping" smoke, where ground units smoke is able to jam just any guided weapon instantly as long as they stay in the smoke cloud. The third way is for helicopters and planes to pop flares, which have a chance to divert the missiles locking onto them but do not always work. However... just because the "lock" is broken doesn't mean that your units are 100% safe. If a tank pops smoke only just before the missile would hit and also stays still, the missile, losing its "lock", might simply continue on its present course and still impact. Often, a plane or helicopter deploying flares may only divert the missile to explode nearby, still doing some damage. And of course, if a guided bomb is on the larger side, the blast radius may be large enough to kill any units behind a building or inside a smoke cloud. The update "Everybody Fights!" added a "memory" to lasing units. What this means is that you can use the "lase" command to designate a target that you can't lase at that moment, and as soon as you get line of sight or in range then the unit will automatically lase it without any further input, and if the lase is broken then it will automatically restore when it can again. Glossary A-M Alphabetical list of terms you will come across in the game, only including details which are actually in the game. CTRL + F to find specific terms. ABM: Anti-ballistic missile. A weapon designed to intercept enemy ballistic missiles before they hit your target. Very few units have these weapons, and your ABM's could be overwhelmed if the enemy launches more missiles at once than you have the capacity to shoot down, meaning some could get through. Airdrop/Paradrop: All infantry and supplies, and certain vehicles, may be loaded into a special plane and dropped out of the air onto a chosen location. This requires the plane to first set up along the route chosen, and to survive for the length of the airdrop. If the plane is shot down, any units inside are lost. Units are also highly vulnerable and cannot fire back until they fall to the ground. Amphibious: Certain infantry and vehicles are "amphibious", meaning they can travel across water. The speed is slow compared to land travel and leaves the unit exposed to attack. AP: Anti-personnel. For killing infantry. However, this can also mean "Armor Piercing", for weapons used against armored vehicles. APC: Armored personnel carrier. A vehicle with light armor and weapons for transporting infantry. Better equipped than an unarmored transport, but not as much as an IFV. APS: Active Protection System. A device mounted on armored vehicles which can "intercept" anti-tank projectiles fired at the vehicle, usually AT rockets and missiles, by shooting at it. APS cannot intercept small projectiles like bullets or grenades, nor very large projectiles like artillery shells or ballistic missiles. There are a few AT rockets which have "tandem" warheads, which completely ignore the APS of its target. Artillery/Arty: Land-based weapons which fire on a "ballistic" arc at long ranges, meaning that they are fired up into the sky and fall back down on top of their target. They can be as small as a mortar or as large as a ballistic missile. Artillery weapons do not require line of sight between the artillery launcher and its target. ARM: Some planes can be equipped with "Anti Radiation Missiles" which will automatically detect and fire at enemy AA that have their radar turned on. You do not need to have the AA spotted or order it to fire, as long as there are enemy radars turned on & in range (and the plane is facing the right direction) then it will automatically fire. ARM's can be shot down by some air defenses, but can overwhelm them if fired in large amounts simultaneously. AT: Anti-tank. For killing armored vehicles. In Broken Arrow, an armored vehicle's weakest armor is always its rear. ATGM: Anti-tank guided missile. Unlike rockets, ATGM's are guided towards their target, either by the launcher unit or a seeker inside the missile. They are generally longer ranged and more powerful than rockets, but take longer to reload and often require the launcher unit to stay still. Ballistic missile: A "ballistic" missile is one that, instead of being fired directly at its target, is launched directly upwards into the sky before falling back down above its target. They can be intercepted mid-flight by ABM systems. Blast radius: The size of an explosion from its center, not how much damage overall. Units at the center of the blast radius where the weapon detonates take full damage, while on the edges of this radius, they will take the least damage. CIWS: On many naval ships, a "Close In Weapon System" shoots down incoming missiles with rapid fire cannons, but can also shred ground units or low & slow flying aircraft. Represented in game by the American LHA and Arleigh Burkes, and the Russian Ruda landing craft. Cluster: A type of warhead found in certain expensive artillery pieces, missiles, or bombs. A big container of numerous small explosives (bomblets) that have a large blast radius and are extremely effective against vehicles with low armor. Modest damage to infantry. Nearly useless against heavily-armored vehicles such as tanks. C-RAM: A specific piece of kit for the Americans, it's a CIWS but land based. It is designed for shooting down enemy missiles and is very good at this, and while it is also capable of attacking planes and helicopters it is not very good at that. In real life, a C-RAM may shoot down projectiles such as mortar and artillery shells, but in Broken Arrow they cannot. ERA: Explosive reactive armor. Special armor which can be added onto already armored vehicles which increases its defense against HE anti-tank weapons. Has no effect on KE damage. Fire and Forget: A type of missile guidance which is "locked" onto its target and does not require the launching unit to stay still, or stay in line of sight of the target. Guided: A weapon which tracks towards its target. If they lose their guidance after the missile is fired for any reason, such as the target retreating out of LoS or "popping" smokes, they can miss. High Explosive/HE: Conventional explosives, In reference to AT weapons, unlike kinetic weapons, HE have the same damage whether fired at max distance or close up. Damage against armored vehicles depends on its HE armor. For non-AT HE such as grenades or artillery shells, they are highly effective against infantry. IFV: Infantry Fighting Vehicle. A vehicle with heavy armor and weapons for transporting infantry. Better equipped than an APC, but not as much as a tank. IFV's also tend to have small passenger compartments. Kinetic: Kinetic weapons are ones which rely on the sheer force of the projectile to penetrate armored vehicles. Kinetic weapons can significantly increase their penetration amount by moving closer to their target, so that even a cheap tank could kill an expensive one if it gets the drop on it. KE armor, not HE, determines damage by a kinetic weapon. Landmines: Landmines are explosives that are set to detonate when a person or vehicle walks over them. There are no landmines at all in Broken Arrow. Laser-guided: Weapons which guide towards whatever is designated or 'lased' by a laser. This requires that a friendly unit equipped with a laser designator, possibly even the unit with the laser guided weapon, has to both manually designate, and then keep line of sight with the target until the projectile hits. You can not only designate enemy vehicles, but also infantry squads, buildings, or even a piece of ground. Not all guided weapons are laser-guided. LoS: 'Line of Sight' refers to if a unit can see another unit from its current position. If there is something in the way blocking line of sight, such as a building, trees, a hill, or anything else, the unit does not have "line of sight", meaning they cannot see them. Note that another unit, like a drone, could be spotting an enemy nearby one of your ground units, but your ground unit cannot attack it because there is an obstruction to its LoS. The vast majority of weapons in Broken Arrow require LoS, but certain types such as artillery or ballistic missiles do not. Minimum range: Some but not all artillery, ground-based anti-aircraft missiles and ATGM's, require the unit firing the weapon to be a minimum distance away from their target. Mortar: The smallest type of artillery. Mortars are usually quick to move in light vehicles, and reload quickly as well, but they have a short range compared to other types of artillery. Glossary N-Z Nuclear: Nuclear bombs are extremely powerful weapons which have a huge blast radius and extreme damage, but are very rare and expensive, and could easily damage your own team if you drop them too close to friendly troops. Note: All explosives, not just nuclear, will do just as much to friendlies as enemies, there is no "reduction" like in some games. Optics: In Broken Arrow, "optics" (sometimes called "reconnaissance" value) refers to how good a unit is at spotting other units. As there is a "fog of war" in BA, meaning that you, the player, only see enemy units that you & your allies have detected. A unit with higher optics will spot enemies at further distances, though even with high optics, units can be difficult to spot if they are hidden in a forest or garrisoned in a building. Rocket: Usually unguided weapon with an explosive. Often people will call guided weapons "missiles" and unguided explosives "rockets", though there are a small amount of rockets that have guidance. While ATGM's need line of sight the entire flight to hit their target, unguided rockets only need line of sight to fire initially. SEAD: "Suppression of Enemy Air Defenses". Players generally refer to planes equipped with ARM's as "SEAD" planes. Semi-active: A type of missile guidance, often in older/cheaper SAM or air-to-air missiles, which requires the launcher unit to maintain line of sight with their target for the entire flight of the missile. SHORAD: SHOrt Range Air Defense. In Broken Arrow, long-range systems like the Patriot and S-300 can shoot down planes and perform ABM, but cannot target low flying helicopters and some drones, or planes which get too close to the unit. SHORAD comes in as generally cheaper, short-range configuration on a mobile light armored vehicle. Some have some ability to shoot down enemy missiles, but are generally poor at it. "Smart" weapons: A vaguely defined term, but generally means artillery or bombs equipped with guidance, such as laser-guidance. Smoke/"Popping smoke": Some units are equipped with smoke bombs that can be manually activated to temporarily obscure themselves by "popping" the smoke. Some artillery have an option to fire non-lethal smoke rounds which achieve the same effect. Smoke does not make a unit invincible, as if two units are practically on top of eachother then they are close enough to fight in the smoke, and smoke does not prevent explosive blasts from artillery and such. Special Forces/SF/SoF: Special Forces are infantry units with the best training and weapons, but few are available and they are expensive. Terminal guidance: A type of missile guidance, usually on anti-aircraft missiles of all kinds, where the launching unit must maintain line of sight to its target for the first portion of the flight, and then locking on at the end. For the purposes of Broken Arrow, imagine it as a hybrid that starts out as "Semi-active" and then becomes "Fire and forget" when the missile gets close to the target. Thermobaric: A type of explosive warhead with a large blast radius, and extremely potent, against infantry, lightly armored vehicles, and buildings. Thermobarics with small warheads, such as infantry rocket launchers can perform poorly against heavily armored tanks, while larger thermobaric warheads such as plane bombs or Russian "TOS" artillery could significantly damage them. Tracks/Tracked vehicle: Many armored vehicles are "tracked", which means that instead of tires, they drive using large tracks. Wheeled vehicles move very fast on roads, while tracked vehicles generally perform better than their wheeled counterparts in forests and other rough terrain. Warhead: The amount and type of explosives carried by a certain weapon. Warheads are usually conventional explosives, but there are many others such as incendiary or nuclear warheads. Some warheads are small like the ones in infantry rocket launchers, some are as large as a 9000kg plane bomb. P.S. If there is anything missing that you think would be relevant to the guide, please leave a comment. I want to make this guide have all the information you may want without going crazy in-depth with 5000 word essays.
会长天下第二
2026-02-16 01:00:19 · 发布在 「断箭」
《破碎箭矢》新手指南
如果你刚开始踏上这款精彩军事模拟游戏的征程,不必担心:我们的新手指南将帮助你快速上手,了解基本机制并开始成功执行任务。陆军如果你是单人游玩,而非组队协作,那么选择一支均衡的军队是最佳策略。无论你选择哪个阵营,都应在军队中编入以下单位: 防空单位——用于防御敌方空中力量。 空中单位——用于发动攻击和提供支援。 不同类型的步兵——用于占领和坚守阵地。专注于单一类型的单位(例如,只使用火箭发射装置)会降低你的效率,并使你成为团队的负担。不要招募过多不同种类的单位——选择几个经过验证且高效的单位。 避免过度倾向于高费用单位——它们的高昂成本可能会限制你在战斗中的能力。 阵营每个阵营拥有五种专精,它们: 1. 为特定类别的单位提供加成。 2. 包含仅特定专精可使用的独特单位。 问题:游戏界面中未标明哪些单位是特定专精独有的,玩家需要自行尝试才能弄清楚。 单位被消灭的小队会随时间恢复,并可再次召唤。 重要提示:战斗中被消灭的单位比撤回基地的单位恢复时间更长。 战斗基础战斗由三个回合组成,胜利由两个关键因素决定: 控制要点——比对手占据更多的领土。 消灭敌方兵力——比敌方队伍造成更多的损失。 每个回合结束后会计算分数,在第三回合结束时得分更高的队伍获胜。 建议:与队友协作,有效分配角色以最大化优势!队伍界面:主要元素1 部队名称:将鼠标悬停在部队标记上或选择部队时显示。 2 隐蔽指示器:显示部队处于隐蔽状态(例如在森林中)。 3 还击指示器:当部队处于自动还击模式时激活。 4 补给和维修指示器:当部队正在补充弹药或进行维修时出现。要进行补给/维修,请将部队移动到补给箱旁。5 生命值条 受到伤害时减少。 生命值条完全耗尽时,部队被摧毁。 6 瞄准与装填条 显示瞄准或装填的进度。 旁边有指示当前动作的图标。 7 雷达 在雷达运行时激活。 可以在更远距离发现并攻击飞机,但会使部队容易受到反雷达导弹的攻击。8个关键效果 黄色图标——轻微损伤。 红色图标——严重故障。 发现敌人游戏中存在视野限制系统——敌方单位初始状态下不会显示在你的视野中。它们的探测距离取决于几个关键因素:探测因素:光学特性——基础探测距离由您单位的光学设备质量决定目标隐蔽性——敌人的隐蔽性越高,您能探测到它的距离就越近掩护物:处于掩护物(建筑物、掩体)中会使探测难度加倍茂密植被(森林)和烟雾会显著增加探测难度缩短发现距离 暴露因素: 使用无消音器的武器会急剧降低隐蔽性 您的小队被敌人发现的情况会降低您的隐蔽性 可见度分析工具: 要评估可见区域,请使用Alt键——这将激活特殊的【视线】工具。请注意,此功能目前处于优化阶段,可能无法完美运行,但现已能够帮助分析建筑物与其他物体之间的视野。重要提示:战术性地利用掩护和伪装能在战斗中带来决定性优势。部署与经济战斗初始阶段 每场战斗开始前有60秒的准备时间。在此期间,你需要: 1. 确定首批召唤部队的最佳组成 2. 制定初始部署策略 准备阶段结束后,已召唤的部队将以较短间隔陆续出现在战场上。 部队部署等待部署的部队将显示为半透明3D模型,并带有黑色图标。要取消召唤,请右键点击相应模型。资源系统(界面左上角):当前储备(黄色数字)- 可立即使用的点数,召唤支援时会减少。收入(白色数字)- 每分钟获得的点数,会逐渐累积(300/分钟 = 5点/秒)。经济机制掉头惩罚:收入与活跃单位数量成比例减少。当达到牌组最大成本的50%时,收入降至0。 单位召回:被摧毁的单位暂时退出游戏,但仍需消耗维护费用。若要提前召回,可使用【返回基地】按钮(B)。 召回补偿:取决于单位状态(受损程度、剩余弹药),最低保障为20%。建议:合理管理资源以及及时进行部队轮换,可能会成为持久战的关键因素。 结论

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