Artillery rework and LANDJUT just dropped!Decent framework to expand upon or just a step in the wrong direction? I think the rework should've included an artillery salvo option.More division and units rebalancing along the lines.New marines divisions, yet waterways stay mostly irrelevant (Valley says hi).v188908: Patch Noteshttps://store.steampowered.com/news/app/1611600/view/537757884478395093?l=english
>lets restrict deck building so we can sell more dlcdie
>>2380764>WRD troons still seething
>>2380773hows eugene's crusted french cock taste?
>>2380760I said it when they said that they's add no unicorns and prototypes (when there literally was a F-15 with Amraams in early access) that they won't be able to resist adding Leclerc in some capacity.
i think it's half and half. making mortars not absolute dogshit is good, but the setup/takedown time is just shit. if they removed the counter battery button, it could be pretty good since you'd need to micro your cb, but as it is now you just click cb and it will kill enemy arty. once one side gets arty superiority, it's so hard to come back from since you cant really micro out of cb anymore. also, napalm still fucking wrecks things and they made rockets salvos fire EVEN FASTER>>2380807erm, honhonhon, it is not leclerc, it is le prototype
The artillery rework seems to have somewhat limited artillery spam in 10v10; set up time is ok but pack up time should probably go down to 20 sec. for towed stuff (mortars are fine at 15 sec. ) and down to 15 sec. for SPGs / MLRSs aswell. That way you'd risk being countered only in niche situations, like when you're firing full salvos while the distance between shooter and CB are relatively close, if the CB player reacts almost immediately as soon as it starts shooting.Salvo lenght option is absolutely needed too, at the very least a setting for full and half size.
>>2380881>prototype>not breaking down constantly because of lingering design issuesit would be less homosexual if they just came out and brazenly extended the timeline to whatever rubs their balls right, but since they're french that's probably the point.
>>2381185Wargame's cut-off point was magically not there when French gear was concerned. French and Yugo, for whatever reason.
How is Eugene profitable with Warno's current numbers?
>>2381206lot of dlc, lower employee count since a lot of them left since they didnt get paid, probably get french subsidies since the CEO is friendly with a politician, etc
>WAR?NO!what's with the retarded vst vidya names lately
>>2381315Apparently it's some real military term. I wouldn't know I don't drive a truck or wear baseball caps.
holy crap got spammed by a billion mortars, increased damage not so funny anymore
Are the campaigns in this any good ? I enjoyed the steel division ones
>>2381210>>2381315WARNO = WARning Orderit's still very shitty name, if they wanted to stick to military acronyms they could've selected anything else. Stavka, Theatre Command, CENTCOM
>>2381481For me, it’s DEATHCON
>>2381481>CENTCOMI think you mean CENTAG
>>2380760Arty rework feels like a mixed bag>MortarsAs long as you just vaguely move mortar fire is still not really dangerous. If you've got them set up to cover a forest fight then the extra suppression can make a difference but I think for the most part it's just better to have more infantry in the fight or hawk a bomber at the inf blob than it is to have mortar 'fire support'>light artilleryThese basically do what people wish mortars would do and are kind of useful now. You just kind of shit them out in range of a town or forest and set them to autofire and they are good fire support. Probably the real 'winners' of this rework>the restNormal artillery feels much less accurate now and 155 feels like it can't really do anything without corrected shot. Now that 203s aren't the best anti-tank weapon in the game, the inadequacy of other anti-tank tools are more obvious. I suspect that good heavy tank divs are going to be at the top of the tier list for a while now.It seems like basically how you approach artillery now is spamming out cheap low-calibre sacrificial guns and setting them to autofire, then using your 203s to manually counterbattery whatever shoots at you. The automatic counterbattery mode is broken so you have to do it manually, but it's a guaranteed kill since teardown times don't permit you to dodge. It's kind of retarded and it means that 203 divs get to win the arty war for minimal effort and you can't really do anything about the 203 unless you have one yourself.MLRS are basically unusable (they were already bad in 1v1s so no change there). There's no sensible way to justify spending like 300pts on a unit that just does unavoidably the first time it fires.Also the fact that batteries enter their teardown automatically after every volley is retarded.What's more glaring is the fact that they broke dive bombers AGAIN and now a whole bunch of divs just have no way to kill a tank.
>>2381478Sadly no.Also the entire 2026 roadmap is just MP deck dlcs.
man, why cant the USMC have more amphibious transports? most of the infantry are stuck in regular fucking trucks. finally get a MARINE division just to have less amphibious options than a basic bitch pact division.
>>2380773Fool, I've been seething since ALB got replaced by its worse sequel.
SPG bros we are so back