WARNO
(SSC + SCO) | Space's Scaling Conversion + Space's Combat Overhaul
 This topic has been pinned, so it's probably important
Space  [developer] Feb 13, 2024 @ 5:06pm
SCO - Full Features List
Terrain
  • Forest LOS has been lowered to 200m
  • Terrain difficulty increased, vehicles are slower in forests.

Ground Vehicle Movement
  • All Vehicle Movement Reduced 25% Base, Tracked 35% reduction in forest
  • Vehicle road bonus reduced to 60%
  • All vehicles accelerate and decelerate 50% slower
  • Tracked vehicles rotate 35% slower
  • Tracked Vehicles have a 0.2s delay when starting or stopping any movement (including rotation)
  • Tank turrets rotate 50% slower
  • Other armed vehicle's turrets will rotate 35% slower
New Vehicle Damage Model
New HP-based damage model that applies to ALL GROUND VEHICLES AND HELICOPTERS:

Normal Light Medium Heavy Abandoned
HP 100% 80-50% 50-25% 25-10% 10-0%
Accuracy - -10% -25% -50% BAILED OUT
Movement - -20% -40% -60% BAILED OUT

  • Vehicled will become abandoned at 1HP, gaining the effects of the "Bailed Out" Critical (unable to spot, move, or be selected)
  • [TEMPORARILY DISABLED FOR BUGFIXING] You may capture and repair the enemy team's abandoned vehicles, if you can secure the area.
  • You can fix this with a supply vehicle by bringing it back above one health again.
  • To destroy abandoned vehicles (your own or enemy), use the Fire Position (T by default), with something that can damage it.

Plane Movement - General
  • Plane Agility increased 30% overall
  • Planes can now pitch up and down at greater angles
  • Planes now evac at steeper angles
  • Planes can now dive after their targets at steeper angles
Plane Movement - Altitude Overahul
  • High Altitude Bombers and LGB Planes can now fly (mostly) outside of the range of IR AA and AAA
  • Dive Bombers now fly in and evac at treetop level to avoid heavy AA
  • SEAD, Medium Altitude Bombers, Rocket Planes, and AT Planes will now Evac at low altitude instead of pulling upwards into AA
SEAD Rebalance
  • 30% Vision Range for Radar AA
  • 15% Missile Range
Plane Vision
  • SEAD, AT, and Rocket Planes Have some limited ground vision
Radar AA Changes
  • +100% Radar AA Plane Vision
  • +50% Radar AA Plane Vision
  • +50% Identification Strength
Helicopter Overhaul
  • Helicopter Stun effect replaced:
  • Instead of getting "Stunned" and spinning helplessly in enemy fire, helicopters will now Rout when their Stun is triggered.
  • This hopefully gives the chance for the helicopter to back itself up, simulating a pilot desperately trying to leave the area.
  • Still disables weapons momentarily, so gameplay wise serves the same purpose.
  • Additionally, should give the AI a better chance to successfully use choppers.
Helo Movement Overhaul
  • +50% Helo Acceleration and Deceleration
  • Faster Turn Rate
  • Greater Maneuverability
  • Flatter flight (less swinging around and throwing off the aim for small adjustments)
  • Helicopters can now fire rocket pods on the move much easier, enabling legitimate strafing runs
Rocket Pod Rebalance
  • Rocket pods have much higher dispersion
  • Rocket Pods have a more circular dispersion shape (experimental)

New Infantry Suppression System:
  • Infantry now become pinned down by enemy fire before routing, becoming unable to fire but gaining a strong defensive bonus.
  • If they continue to take fire while pinned, they will Rout
  • High Cohgesion -> Engaged -> Worried -> Stressed -> Shaken -> Pinned -> Rout
  • When an infantry unit is wiped out, it deals morale damage to other nearby units. Try to avoid letting your infantry squads die all the way.

Infantry Weapon Rebalance
AR
  • Range: 550m
  • Aim Time: -
  • Reload Time: -
  • Damage: -
  • Suppression: +20%
SMG
  • Range:
  • Aim Time: -30%
  • Reload Time:
  • Damage: +50%
  • Suppression: +20%
BR
  • Range:
  • Aim Time: +20%
  • Reload Time: +20%
  • Damage: +20%
  • Suppression: +40%
LMG
  • Range:
  • Aim Time: +30%
  • Reload Time: +30%
  • Damage: -
  • Suppression: +40%
MMG
  • Range:
  • Aim Time: +50%
  • Reload Time: +50%
  • Damage: +20%
  • Suppression: +70%
Flame Rockets
  • Range:
  • Aim Time: +30%
  • Reload Time: +30%
  • Damage: -30%
  • Suppression: +70%

Infantry Smoke Grenades
  • CMD and SF Forces get x2 smoke grenades
  • Engineers(Satchel-Carriers only) and Snipers get x1 Smoke Grenade
  • If you have your auto-orders set up, infantry will automatically use smoke to disengage longer ranged enemies, even when not controlled (like tanks do)
Infantry AT Rebalance
  • Infantry AT now takes longer to aim and reload, but does 50% more suppression damage per rocket
  • Infantry squads now carry +2 AT rockets per AT weapon slot
    Anti-Helo Ranges
  • MMGs and HMGs now get some degree of range vs Helicopters
  • Infantry AT can shoot at helicopters within 150m

MLRS Rebalance
  • All MLRS Systems brought up to their IRL firerates, and will use the entire set of ammo unless manually stopped mid-barrage
  • Reload Time and Supply Cost generally have been doubled.

Logistics Overhaul
  • All Logistics vehicles have +50% supply capacity
  • All vehicles have +50% fuel range
  • Fuel is now 70% cheaper
  • Repairing units now happens 65% slower
  • Repairing criticals happens 50% slower

Inf Availability Buff
  • Reservist +6/card
  • Line Inf +4/card
  • Security +4/card
  • Recon +3/card
  • Shock +3/card
  • Weapons Teams +2/card
  • Special Forces +2/card
  • CMD +1/card

Infantry Transport Ammunition
  • Unarmed Transports carry 100 supply that can only be used for ammunition. (It says it is healing but it will never actually heal the unit, only resupply ammo)
  • Armed Transports carry 50 supply that can only be used for ammunition. (It says it is healing but it will never actually heal the unit, only resupply ammo)
    AI Changes
  • AI can now more properly recognize when your troops are damaged or losing cohesion in a zone, and should become more aggressive as your units become damaged or suppressed.

[HIGHLY EXPERIMENTAL] AI TWEAKS
  • Changed attacking troop composition to include more infantry and have a greater chance of bringing AA
  • Changed airstrike composition to enable strike groups potentially including SEAD aircraft
  • Edited AI aircraft risk calculations to account for better plane survivability
  • Changed artillery priority targeting to better target valuable units and offer area suppression
  • Adjusted Medium and Hard income up slightly to account for increased attack budgets and command unit need

AI Income and Availability:
Lists formatted as [Very Easy, Easy, Medium, Hard, Very Hard, Hardest]
  • Starting Balance Bonus= [0%, 0%, 15%, 25%, 35%, 50%]
  • Income Bonus= [0%, 0%, 20%, 40%, 66%, 125%]
  • Availability Bonus= [0%, 0%, 33%, 50%, 75%, 100%]
Last edited by Space; Feb 18, 2024 @ 7:12pm