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this helps.
i completely agree with your post. only issue i have with the game is that speed is ridiculous
Engagement distance, is not calibrated to actual distance (its about 1/4 actual distance) causing all engagements to be short range engagements.
I drive a Jeep tj 2002 4.0 in real life. Let me tell you something, they don't move that fast. Even if you absolutely floored it. The vehicles in game still move jerky in their acceleration and deceleration as well, coming to complete stops in the blink of an eye which would send the thing flying ass over end in real life. You need to be careful going 40 around a corner or it will tip because it is top heavy.
You need to slow down the unit speeds in game around 20% at least for them to look reasonable and even then it is still high. I'm not talking about the actual game speed, I'm talking about their unit speeds so don't be confused.
Stop using this argument.
I really wish people saying this would go in and test it just for themselves to put the money where their mouth is and simply turn off the 10% cohesion speed bonus and test it out and see. I tried this myself and it still wasn't enough. Don't take it from me, go see for yourself.
Thanks so much for your information about that awesome mod, I just wish the developers would include a proper 1:1 timescale in the simulation along with 1:1 realistic weapon ranges and damage models as well. SD2 was an improvement in this regard, as far as I could tell, and WARNO seems like a step backward into the realm of "arcade".
I did test it myself, and posted my results here.
I was one of the loudest advocates of "the game is too fast" until it was pointed out to me that the range distance and actual distance aren't the same.
Also, for clarity in your argument: time is time. Speed is speed. Distance is distance. Please don't confuse the issue.
In WARNO, time is time, 1:1 as far as I can tell. Speed is speed. Vehicles move as fast as their armory values state, as far as I can tell. Yes, that accounts for the 10% bonus. It is DISTANCE that we have an issue. There is REAL distance which as I have tested is at or close to 1:1, and there is weapons range distance which is 1:4. THAT is the issue that is causing all this debate.
I don't care what things "look like" in a non-physics based wargame. I care whether they are replicating the stated realistic values. Vehicles "looking like" they are too fast when they cover ground realistically doesn't bother me. Them shooting 1/4 their max range does.
https://steamcommunity.com/app/1611600/discussions/0/3191367471982469318/?ctp=2
"Summary:
Ok, yea, I think you're onto it. I measured a tennis court and soccer field:
Tennis court in game= ~100m length. Real world length is 24m. In game is 4.1x too big.*
Soccer field= ~375m length. Real world length is ~105m. In game is ~3.5 times too big.*
*Too big assuming the distance measurement tool is accurate.
Harder to measure with any precision, but a small church in game appears to be about 150m tall. That's slightly taller than the Cologne cathedral (144m).
In another barely 'scientific' test, I put an M1A1 on a soccer field, took a screenshot, and measured how many M1A1s parked bumper to bumper it would take to go the length of the field.
In real life, an Abrams hull is 7.93m long. Therefore, a 105m soccer field is the length of 13.24 Abrams hulls. By my screenshot math, in game you could line up 15 Abrams hulls across the field, which is close.
So conclusion: I think you're right BroVVn. Vehicles are moving roughly the correct speed in game relative to the terrain; its the range tool (and corresponding weapon ranges) that are off. 1KM according to the range tool is probably about 260 meters. Weapons that are shooting about 2KM are probably shooting about 500 meters.
Has anyone measured the maps themselves and compared the game measurements versus the Eugen stated map size?"
I measured the maps, more follows in the link above.
If you slow down the actual vehicle speeds like I explained, then you'd see it for what it is. It's not just a 10% speed bonus on roads, it's their speed is ridiculously high no matter how you look at it. Put a tank in a field until it to move past some trees and watch them be gone in a few frames. If it really is ranges, then they need to make vehicles and trees huge compared to what they are which will then require remaking and resizing the models for all of the vehicles and infantry and everything else involved in the game.
If you lower the speed of the vehicles by around 20ish percent then the problem almost completely goes away. That's all there is to it. On top of that, you can give them realistic ranges in the files right now. Instead of having to remake the entire game and do all the unnecessary work, you can change some text and some files and make it accurate and legitimate.
The issue is visual. You may not care about that, but a good portion of the community does. It must be pretty bad considering how many people keep pointing it out and downloading the mods that specifically slow down the unit speeds. I'm sorry but I disagree.
Slower speed on road an fields would be fine.
With weapon they are using for infantry weaons at least "real life" fire rates cause u cant fire endless without overheating.
Also cohesion should not give a speed bonus. It should give a morale bonus or better spooting.
Exactly! That’s the point sine the beginning of those many, many speed-discussions.
IMHO the units should not be designed around how these vehicles theoretically perform on an engineers drafting table, but by what, through what information can be gathered and based on doctrinal interpretation, what these vehicles and weapons are actually being used like on the battlefield.
I don't feel that way. I literally tested it. The tanks aren't travelling 80 MPH. On a road at fast travel with the cohesion bonus its about 45 mph which isn't implausible for modern main battle tanks.
The argument that "they shouldn't be going their theoretical max, they should be maxed out at a slower speed" is a valid one. I wouldn't mind if Eugen toned it down. However, I think what they have done with the cohesion bonus especially is tried to make your reinforcements get to the line in a timely fashion.
Its also worth noting that if there is one thing that this community is consistent about, its that no one agrees on game speed. Some think its perfect now. Some think time needs to be slowed down. Some think time needs to be sped up. Some think the vehicles need to be slowed down. Some liked it when they were measurably WAY too fast at release. Etc etc etc.
All I'm doing is pointing out where we are objectively at. Beyond that, I think mods are the solution to the fact that no one seems to agree on what it should be. Personally, I prefer realism, and think that the ranges should be fixed and, yes, vehicles could stand to get slowed a bit more so the 10% bonus didn't take them into slightly unrealistic speeds. The bonus should be the only time a vehicle hits its factory max speed, in my personal opinion.
Twice.
If things are still too fast for you, mods are your answer.
I reckon it's the acceleration of everything that is way too quick. How fast does a tank actually go from standstill to flat out? What about a big honking truck?
Currently it seems that everything ingame reaches its top speed in about two, at most three seconds. That is some incredible engine power. Reducing vehicle acceleration to at least somewhat realistic values would slow down the front line fighting a lot while making nearly no difference in how long reinforcements take to arrive.