WARNO
(SSC + SCO) | Space's Scaling Conversion + Space's Combat Overhaul
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Space  [developer] Apr 26, 2023 @ 4:40pm
Full List of Features and Changes (ARCHIVED)
Full List of Features and Changes

Major System Changes
  • 5 Weapon Slots! I had to heavily modify the UI to get this to work, but it is in the game. Right now not many units take advantage of this, but it is a feature for the future.
  • Full integration and compatability with Space's Scaling Conversion (need to download combined version, check collections at top of page)
  • Napalm from artillery and bombs blocks line of sight, and retain the original black smoke effect
  • All unit speeds reduced to 75% of vanilla for vehicles and 85% of vanilla for infantry
  • Buildings offer slightly more stealth bonus, have 60% more health, and offer +20% more resistance to HE damage from bombs, vehicles (except autocannons and plane cannons), and artillery
  • Counterbattery delay reduced to 3 seconds from 10 seconds, but target memory reduced to 30 seconds from 60 seconds Reverted until I find a better way to counter MLRS

Complete Infantry Combat Rework
  • All new suppression system. Before routing, units will now become pinned, not able to fire back, but taking much less damage as they take cover. They can attempt to crawl away from danger. When units are pinned there is a visible red text label like what you see when routing.
  • Infantry weapon ranges and stats modified to give some more depth to inf combat, see table below
  • Squads with satchel charges now get a smoke grenade, press B and aim to fire it (150m range)
  • Satchel damage raised +50%, damage radius lowered, aim time increased, reload time increased, 50m min range (no CQC), no more firing on move
  • Shock trait radius increased from 50m vanilla radius to 250m radius
  • Special Forces squads now get 20% bonus speed, bonus stealth, and take less suppression damage.
  • Special Forces squads are issued both frag grenades and smoke grenades (frag grenades function like faster satchel charges with less damage, and can be thrown in CQC in buildings and on the move, where satchels can no longer be used)
  • Special Forces squads are now +35 points more expensive
  • Resolute now has a slightly stronger effect, with units taking less suppression than vanilla
  • Sniper squads get 2x ammo, and cost 70 pts
  • Flame weapons have more suppression, but napalm on the ground does less damage.
  • Flamethrower squads will explode violently on death
  • AGL squads (and light AGL vehicles) are now capable of indirect fire, at a severe accuracy/dispersion penalty
  • Infantry AT rockets now have 150m range on helis, just for fun
  • Transport wrecks are now survivable depending on squad size like heli crashes, but will stun and suppress heavily
  • Infantry availability changes (see Deckbuilding Changes section)
    Weapon
    Range
    Damage
    Suppress
    Aim Time
    Reload Time
    SMG
    250m
    +50%
    -
    -30%
    -30%
    Assault Rifle
    550m
    -
    -
    -
    -
    Battle Rifle
    700m
    +20%
    +20%
    +20%
    +20%
    LMG
    800m
    -
    +20%
    +30%
    +30%
    MMG (non-tripod)
    900m
    +20%
    +30%
    +50%
    +50%

Airplane Combat Rework
  • Many planes will fly higher than vanilla if you are using Spaces Scaling Conversion
  • Agility buff to all planes (turning circle size is about 70% of vanilla size, pitch angle up from 17 to 34 degrees).
  • High Altitude bombers (F111 series, Mirage IV, MIG 25 RBF, and SU24, probably more coming in future updates) will fly extremely high, out of AA range for everything except heavy radar AA.
  • LGB equipped planes will also fly extremely high, with the high altitude bombers, keeping them safely away from SPAA and MANPADS. On planes with LGBs and a main cannon, you should turn off the cannon before targeting the LGB to avoid the plane diving unnecessarily.
  • Laser Guided Bombs have lower dispersion to counteract the higher altitude and give them back precision capabilities
  • Dive bombers will fly to the target and drop their payload from very low altitudes to avoid heavy AA. You can use Warno-Armory [warno-armory.com] to see if a certain bomber is a dive bomber or not.
  • SEAD planes now have +35% vision range against Radar AA, and increased chance of identifying enemy AA pieces. You can use this to carefully scout for active AA pieces before entering their range or for other strikes.
  • Laser guided bombs are now fire and forget, independently targetable (use shift click and FirePOS), and have +25% range. They will also take considerably longer to resupply to balance these changes.
  • Rocket planes fly lower (not as low as dive bombers), and fire their rockets faster to enable them to finish their salvos before passing over the target.
  • Plane mounted rocket pods have +50% dispersion
  • S-24 rocket buffed, but has larger dispersion. Planes equipped with the S-24 cost more now, and take longer to resupply.
  • New loadout for the SU-25 RKT with 4x S-24 Rockets and 80x B8 80mm rockets
  • Especially large bomber aircraft now have 12 HP, up from 10. (F-111 series, SU-24 series, Mirage IV Series)
  • Harrier series recieved a +20% speed buff

Helicopter Changes
  • Helicopters can now fire dumb-fire rockets and gun pods while moving, so long as they are facing the enemy. This enables strafing strategies and increases survivability with the state of the AA.
  • Increased maneuverability of helicopters overall, faster acceleration and deceleration and generally improved handling (2x faster accel/decel, +20% maneuverability)
  • Limited maximum pitch angle of helicopters by 20 degrees to help keep choppers on target when moving
  • All door gunners now have increased fields of fire, and should be able to engage targets better especially on the move
  • UH-60 Black Hawk now carries 2x M134 7.62mm Miniguns as door guns instead of M-240s, and has 10% ECM
  • AH-1 Lynx Transport now carries a .50 M2 HMG for a door gun

AA Changes
  • Radar AA has +35% vision range and +50% identification strength

MLRS Changes
  • MLRS fire rates raised to the values I could find online for each system
  • Supply cost of many large caliber HE MLRS systems was increased by 2x (BM-27 Urugan, M270/MARS, TOS-1 Burratino)
  • Napalm MLRS now has slightly higher dispersion
  • Some MLRS availability changes (see Deckbuilding Changes section)

Vehicle Changes
  • Vehicle speeds reduced overall (see Major System Changes)
  • Vehicle road speeds reduced by about 20%, specific value depends on the type of vehicle
  • Vehicle acceleration and deceleration reduced by 50%
  • Tank turret rotation speed reduced 50%
  • Medium vehicle (IFVs) turret rotation speed reduced 35%
  • Tracked vehicles now have 35% slower chassis rotation speed
  • Tracked vehicles now have a 0.2 second delay on both starting and stopping movement and chassis rotation
  • Vehicle smokes now deploy 150m in front of the vehicle in the direction they are facing
  • Transports dying will no longer instantly kill the squad inside, but will deal damage will still kill small squads, as well as heavily stunning and suppressing large squads
  • Flamethrower tanks do less overall damage, but much more suppression, and slightly lowered range
  • Flamethrower tanks will now explode violently on death
  • Vehicles with AGLs (like the AGS-17 or the Mk-19) have more ammo
  • Light vehicles with AGLs (the UAZ and the Humvee) can also indirect fire at a huge accuracy/dispersion penalty

Logistics Changes
  • Supply vehicles now carry 50% more supply
  • FOBs now come 2x per card, cost 110 points, carry 10,000 supply each, and can be forward deployed to obscure their position
  • 2x Cards of 2x Fobs each (total 4x FOBS with 10,000 supply each)
  • Increased the time it takes to repair units, including planes, by about 40%. Damaging important assets is now more meaningful.
  • Increased the time to repair critical hits by the same value as standard repairs
  • All units have 50% increased autonomy range before running out of fuel
  • Fuel only costs 30% of the vanilla supply cost
  • Supply cost of satchels, grenades, and smoke grenades for infantry increased
  • Supply cost of some large MLRS cost 2x as much
  • Supply cost of S-24 rocket increased dramatically

Deckbuilding Changes
  • All divisions now have 60 activation points
  • SEAD added to all decks (those that didnt have it previously have weaker SEAD planes, and lower availability than other divisions)
  • Infantry availability increased across the board (excluding weapons teams, ATGMs, and MANPADS)
  • 2x Cards of 2x Fobs each (total 4x FOBS with 10,000 supply each)
  • MLRS availability changes (one burratino per division, one m270/mars/m270 cluster per card to be in line with urugan)
  • Cost of Special Forces units increased +35 points
  • Cost of Snipers changed to 70 pts from 35 pts
  • Cost of planes carrying the S-24 rocket increased +60 pts
Last edited by Space; Feb 13, 2024 @ 5:04pm