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Altough if I remember well, Wargame EU had a more technical failures happening to vehicles, and much more different possible failures, I loved that stuff, wish it was in Warno aswell.
I don't necessarily need a more complex mechanic. Just one that makes more sense than bean counter bar tank wars.
Due to the amount of units we have in the game, which is all things considered on the lower side, especially when you compare it to SD, a large list of critical effects ranging from Bail Out to Track Damage, could very, very easily lead up to incredible frustrations where you launch an offensive perfectly by the book, only to see the first volley of ATGMs from 10 BMP-1s hit 4 of your tanks, see two of them Bail Out, and one with their main gun destroyed, which now means the two Bailed Out tanks are dead as artillery will immediately follow, alternatively a single tank will come over to finish them off.
The other is simply engine limitations, there is not much they can do to add to make Tank Combat more 'engaging'. The more they'd try to work around it, the more it circles back to the way the tanks were designed to begin with. Less about critical damage, and being blown up/disabled in one hit, and more about giving players the chance to retreat for repairs.
I'm all for greater chances of Critical Hit Effects - the ones we have in-game are promising, but trigger FAR too rarely IMO - in 300+ hours of gameplay, I recall only 3-4 times I've had such effects on tanks (one Engine Fire and two Turrets Stuck).
Increasing the probability of Critical Hits expands tactical options, for one. One tank in a player's armored platoon takes Engine Damage, halving its speed - does the player continue pushing one with the rest of their tanks? Do they slow the rest of their platoon to cover their damaged comrade? Do they halt their advance long enough to allow the damaged tank to be repaired? All options are valid and require the player to weigh the pros and cons the situation.
It also allows for much more memorable battles if the player can say "Sgt. Vladislav's T-62 took a TOW hit, igniting the fuel canisters, but the crew was able to pull back under intense enemy fire, extinguish the flames, make the necessary repairs, and return to battle with blood in their mouth and revenge on their mind!"
THe devs will not add things like paratroopers and engineering vehicles but they add this backwards tank damage system that is much worse in terms of realism than steel division 2's one. To me it's a little contradictory. I am not asking for randomness. Everybody is stuck on the random criticals problem. All I want is a reason that all these penetrations are doing virtually no damage but are still doing some damage. Soem weapons doing damage even when the stats say they should not. It's strange and unintuitive, but it does give tanks more survivability which is what the devs wanted.
Ask yourself how long real life tanks stay operational and crewed after being penetrated? Well in WARNO it's a constant that they survive any and all penetrations eventually losing all of their health bar, just like a world of warcraft tank.
Of course at close range hit from the side they may die right away, but this is not the rule and a rare thing.
If tanks sustain multiple penetrations as a constant and remain operational in real life I am happy. But I suspect they survive the glancing blows or non penetrations not the penetrations. Penetrations would either knock out some systems or crew at a minimum or at worst simply destroy the tank on a REGULAR basis. In a lot of cases I think crew simply bail when they think the smallest thing is wrong. Cabin fills with smoke and your bailing.
Apart from this tank system most other things in game are pretty congruous for the games level of wargaminess. A few small things like ranges being wrong but nothing glaringly strange like tanks not going down once penetrated successfully.
helicopters should not surviving manpads hits same goes for planes. it should be 1 hit 1 kill system.
infantry should not be face tanking tanks shots or small arms fire.
and while you have problem with tanks in reality all branches of army face same problem so if you change it only for tanks you are just making them weaker compared to other units while other units are still getting there unrealistic buffs.
really realistic combat just would not be fun for 90% of players if not more and it should be played differently
For the control zone vs front line I totally prefer SD2's frontline system and command units...sniping commands is so bad and unrealistic, more over: how much it feels stupid when you got a whole mech inf. Coy with supports in a zone but it's not captured until some kinky command come to do the job? A lot in my opinion.