WARNO
Phoenix May 5, 2023 @ 5:29pm
Artillery and Helicopters
Perhaps I'm doing something wrong, but it seems to me that the artillery and helicopters in this game could use some tweaking. First, artillery should be hard hitting and do much more damage than it's allowed to in WARNO. I've fired salvos at masses of troops and had them fired at me. It still barely makes a dent in the formation. It shouldn't have to be a direct hit to kill either; just being close to an exploding rocket or shell can be deadly for an entire unit or armored vehicle. And it should stun troops more than it does. It's also super expensive and you don't get the bang for your buck as it is now. It's pretty worthless, but it does make units at least move out of the way.

Second, helicopters shouldn't be stunned for so long without being able to move. Once AA hits them, they become paralyzed and can't even retreat or move, which makes them nothing but sitting ducks to be eventually destroyed by unrelenting fire. Either eliminate this feature or make it not last so long or let the helicopter return fire onto the AA. It's an unfair advantage to AA and makes helicopters completely useless except in rare circumstances when the enemy doesn't have AA, which realistically is not the norm. Plus, some AA has a too long a range so.....

These issues are the same for both NATO and Pact nations. What are your thoughts? Please be respectful in your reply.
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Showing 1-15 of 35 comments
Rabidnid May 5, 2023 @ 6:43pm 
Artillery is meant to wear down the enemy, not wipe them out. it needs to be more consistent but damage should not change much.

Helis are currently in the middle of a very long and slow balancing process, and currently kinda useless. That will change - hopefully for the better - in future patches.
to be fair arty should do more damage (not the point of op)
and helis should naturally be doing evasive manuevers when getting attacked as they would do this in real life could do this as part of the rout mechanic aswell as smart order
Pizzamovies May 5, 2023 @ 8:24pm 
Artillery can already shut down entire pushes and be spammed an entire match, there is 0 reason for it to be buffed as it currently is.
nikdonikde May 6, 2023 @ 7:24am 
The whole air should get some tweaking, since this is all small maps it's not hard to place 1-2 AA systems to just basically cover it all.

The jets are by default going to circle through half of the map through completely enemy territory almost all the time, resulting in them being lost.

Helicopters are in tough positions too. I understand that in terms of realism, helicopters kind of are sitting ducks always but for the sense of gameplay some tweaking should be implemented to not make them hit harded but to be more resilient, same with jets.

I mean how many times you buy a jet and use it one time because it's going to die if you don't micromanage it heavily? It's supporting behavior when you kind of count on them doing Kamikaze runs.
Last edited by nikdonikde; May 6, 2023 @ 7:24am
Phoenix May 6, 2023 @ 12:04pm 
Yes, I agree completely nikdonikde.
Phoenix May 6, 2023 @ 12:12pm 
Originally posted by Pizzamovies:
Artillery can already shut down entire pushes and be spammed an entire match, there is 0 reason for it to be buffed as it currently is.

Not really. All that happens is that they move out of the way with little damage and then just move back into place when the barrage is done. It might delay an advance, but rarely shuts it down entirely. It should at least shock troops, as it most certainly would in real life, instead of allowing them to move freely out of the way and then back into place.
Phoenix May 6, 2023 @ 12:16pm 
Originally posted by Rabidnid:
Artillery is meant to wear down the enemy, not wipe them out. it needs to be more consistent but damage should not change much.

Helis are currently in the middle of a very long and slow balancing process, and currently kinda useless. That will change - hopefully for the better - in future patches.

Hope you're right about helicopters. As for artillery, I'm not suggesting it should wipe them out entirely, but it should cause more severe damage and shock troops, maybe even into a route, instead of allowing them to move freely out of the way with little impact or damage. Especially since artillery is soo expensive.
FREEZED May 7, 2023 @ 2:45pm 
i think helicopter should get more suppression from missed antiair missiles , so crew start to panic when several missiles went by even those just missed.
MticiansRed May 8, 2023 @ 1:44am 
Helos must not be so wooden. I mean, in Regiments you just send helos and they will turn and rotate to enemy in order to shoot. Yeah, they lack in physics a bit, but much more useful, and even Hinds as in real life can shoot ATGM while moving. In WARNO everything except Apache is just... eh... flying towed ATGM team. In Regiments power of helos balanced with the fact that they are extremely fragile to SPAAG and SAM -- unlike in WARNO, almost always 2 AAM hits in one helo kills it.
Last edited by MticiansRed; May 8, 2023 @ 1:46am
Tekay May 8, 2023 @ 2:18am 
Buff helos and arty - are you trolling or we playing different games?

Helos, used rigth wich means more than 2 at once can kill nearly everthing, even the aa of the enemy. The malka and american counter can kill on first salvo, chaeper ones still kill and stun but not kill with 1 salvo...
MticiansRed May 8, 2023 @ 2:19am 
Originally posted by Tekay:
Buff helos and arty - are you trolling or we playing different games?

Helos, used rigth wich means more than 2 at once can kill nearly everthing, even the aa of the enemy. The malka and american counter can kill on first salvo, chaeper ones still kill and stun but not kill with 1 salvo...
Helos must be buffed in terms of damage but nerfed greatly in terms of survivability
FREEZED May 8, 2023 @ 3:31am 
Originally posted by Tekay:
Buff helos and arty - are you trolling or we playing different games?

Helos, used rigth wich means more than 2 at once can kill nearly everthing, even the aa of the enemy. The malka and american counter can kill on first salvo, chaeper ones still kill and stun but not kill with 1 salvo...
so you claim that it is not balanced when 2x 200 points units can kill 40 point unit?
Ghojo May 8, 2023 @ 5:14am 
Helos are way too strong in this game, they can take multiple AA missiles and hundreds of AA cannon rounds and not die, this isn't realistic at all.

Helos aren't supposed to be used like infantry and do close quarter combat, they are support weapons.
Last edited by Ghojo; May 8, 2023 @ 5:15am
Tekay May 8, 2023 @ 5:57am 
Originally posted by Heat Contact:
Originally posted by Tekay:
Buff helos and arty - are you trolling or we playing different games?

Helos, used rigth wich means more than 2 at once can kill nearly everthing, even the aa of the enemy. The malka and american counter can kill on first salvo, chaeper ones still kill and stun but not kill with 1 salvo...
Helos must be buffed in terms of damage but nerfed greatly in terms of survivability

What do you exactly mean? ATGM damage or samll rocket, or guns must be buffed?
Guns and small rockets are extremly effective... Atgm are good but not overpowered yet.
Tekay May 8, 2023 @ 6:00am 
Originally posted by FREEZED:
Originally posted by Tekay:
Buff helos and arty - are you trolling or we playing different games?

Helos, used rigth wich means more than 2 at once can kill nearly everthing, even the aa of the enemy. The malka and american counter can kill on first salvo, chaeper ones still kill and stun but not kill with 1 salvo...
so you claim that it is not balanced when 2x 200 points units can kill 40 point unit?

You mean to chppers or arty? sounds like arte for me, what do you want, tubearty with tank killing ability? Use cluster arty
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Date Posted: May 5, 2023 @ 5:29pm
Posts: 35