WARNO
EK4892 Apr 2, 2023 @ 9:18pm
Cohesion, Stun, and Routing Mechanics
I would like to propose a couple changes to these mechanics.
1. Cohesion should affect accuracy and reload, not reload and movement speed. Especially on vehicles. If a vehicle hasnt suffered any damage to its power pack, tracks, or wheels, and isnt actively stunned then it doesnt matter how many times its been shot at. It'll still be able to go the same speed. Hell when ever im in a dangerous situation i move significantly faster, and ive never been in combat.
2. Stuns should not be permanent. I feel like it would be better to up the stun timer a little bit more and then put a cool down on it. IE unit gets stunned for 5 seconds, it will then be immune to stuns for 15. It is very aggravating watching a unit you are trying to micro, especially helicopters, be permanently stunned until they die. We are dealing with well trained professional soldiers. This shouldnt be a thing.
3. Routing needs to be reworked so that it makes sense. Watching a tank route and then immediately turn its side armor is stupid. Or watching infantry run away from a town into the open field. Vehicles should route directly away from the enemies with armor facing front. Infantry should route away from the enemy and in the direction of the nearest cover.

Just a couple things that would help with the immersion of the game with out changing the overall gameplay that much!
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Showing 1-11 of 11 comments
CN Apr 3, 2023 @ 4:28am 
+1. all sound like good points. the Heli thing KILLS me
A Lamp Apr 3, 2023 @ 7:30am 
I'll like to add it would be a QLF if routed vechs and inf rout towards the direction of the nearest supply or nearest cover (whats ever closer or safer). To many times I've had it where units would run away from my supply.
BLAZE Apr 3, 2023 @ 7:33am 
Originally posted by A Lamp:
I'll like to add it would be a QLF if routed vechs and inf rout towards the direction of the nearest supply or nearest cover (whats ever closer or safer). To many times I've had it where units would run away from my supply.
that would make more sense ... or that they run to the next command unit
A Lamp Apr 3, 2023 @ 7:46am 
Originally posted by BLAZE:
Originally posted by A Lamp:
I'll like to add it would be a QLF if routed vechs and inf rout towards the direction of the nearest supply or nearest cover (whats ever closer or safer). To many times I've had it where units would run away from my supply.
that would make more sense ... or that they run to the next command unit

maybe have it if units reach the the CV's influence zone it will cancel out the rout. just an idea
woof_raff Apr 3, 2023 @ 9:22am 
The stun thing is acceptable for helicopters with their unreasonably tanky hp
EK4892 Apr 3, 2023 @ 9:59am 
Originally posted by -Rep x100:
The stun thing is acceptable for helicopters with their unreasonably tanky hp

I feel that helicopters have to have unrealistically high HP values because of how unrealistically model their agility and flight mechanics are. I would be perfectly okay with helicopters having little HP if they were significantly more agile and lethal.
$hitDemon (Banned) Apr 3, 2023 @ 10:45am 
The stun is to make helis some what counter able without making them more useless.
An if were talking realistic. No training in the world will save your heli from a vulcan or shilka if in its range an you didnt shoot first.
Mine dont get perma stunned, move them away even if spinning like a jack nut and stunned.
If not used defensively helis are kinda useless. Unless, You have a blob of death.
EK4892 Apr 3, 2023 @ 11:11am 
Originally posted by $hitDemon:
The stun is to make helis some what counter able without making them more useless.
An if were talking realistic. No training in the world will save your heli from a vulcan or shilka if in its range an you didnt shoot first.
Mine dont get perma stunned, move them away even if spinning like a jack nut and stunned.
If not used defensively helis are kinda useless. Unless, You have a blob of death.

Stunning is fine. Perma stunning and having all control of your unit being taken away is not. I'd rather gun based aa shred a helicopter if it managed to ambush it then watch my helicopter spin in circles for twenty seconds and slowly die while I'm unable to do anything 😂
$hitDemon (Banned) Apr 3, 2023 @ 11:33am 
I have not experienced this perma stun. Only time i lose control is "routed". Play 35th quite abit as well.

Maybe have not had enough pivads shooting me. Can almost always get away. Provided not followed up by osa, chap or multiple manpads. Or ya know c eagles. :|
Last edited by $hitDemon; Apr 3, 2023 @ 11:45am
EK4892 Apr 3, 2023 @ 11:48am 
Originally posted by $hitDemon:
I have not experienced this perma stun. Only time i lose control is "routed". Play 35th quite abit as well.

Consider yourself lucky my friend! It doesn't happen all the time, but it is pretty common. The helicopter will get stunned once, spin around stupidly, stun wears off, gets stunned again a second later. Same thing happens to infantry when fighting auto cannons.
BLAZE Apr 3, 2023 @ 12:17pm 
stun is good on the helos. It would absolute not make fun when you could rush with 2 Hind or apaches the complete frontline because they are like flying tanks.
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Date Posted: Apr 2, 2023 @ 9:18pm
Posts: 11