Eugene Systèmes General - WARNO artillery rework Edition Anonymous
04/18/26(Sat)11:17:17
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2380760
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Showing all 120 replies.
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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
>>2380807
erm, honhonhon, it is not leclerc, it is le prototype
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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.
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>>2380881
>prototype
>not breaking down constantly because of lingering design issues
it 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.
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>>2380760
Arty rework feels like a mixed bag
>Mortars
As 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 artillery
These 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 rest
Normal 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.
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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.
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has anyone had a lot of lag recently from dedicated servers? if i host a lobby with spectating on to get a 'good' server, im constantly in the red network connection range and eventually DC in both sd2 and warno. when i host it from my own pc, both me and the enemy have better connection.
same problem in sd2 10v10, but not in warno 10v10 for some reason
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>>2381579
Groups of 2/3 155s howitzers still wreck pretty much anything within their aiming circle, they're still great.
Now that SPGs got improved packing up time, if you actually use your superior range and shift-queue a move order, you can avoid counterbattery in most normal situations.
The only situation where CB is a real danger is when the enemy has placed his 155s pretty close to the frontline supported by a command unit, and even then it happens if you are carelessly shooting a full salvo. SPGs are also somewhat sturdy, unlike towed guns, so they're not always doomed if they get hit by a few CB shells anyway.
MLRS on the other hand must be used carefully, there is a significant danger of being CBed by 203s and dedicated 155s.
It's obviously early to draw any safe conclusions but the rework, the new divisions and air units soft buffs improved the game imo.
I think the game feels more balanced in 10v10s and 4v4s than how it was before Landjut. Artillery rework still needs some work but it's an improvement over the dull pre-patch meta of 203s & MLRSs where pretty much anything else was borderline useless, especially mortars and 105s.
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>>2381579
i did some minimal testing with the arty in 101st, and idk it still feels like light arty is kinda bad. at least with mortars, they aim quickly and put rounds on target quickly compared to 105s that take forever to aim then need to fire 6 shots to even get good damage. a lot of the time, it's just 1 or 2 rounds in the 6 round salvo which will land on target and actually deal damage while others just fly by and cause suppression. i guess it'd be fine if youre firing on a blob.
155s still work really great with or without corrected shot as long as you aren't at the spawn point.
these are my results from some light testing, let me know what you think. this is all about how many men from a green beret ODA squad are killed in 1 salvo while they sit in a forest.
8-10-11 for 155 at 7km
1-2-2 for 105 at 4.8km, 7-9-8 at 3.1km
4-6-4 for slammer at 3.9km, 8-5 at 2.2km
3-3-2 for 107mm at 2.95, 5-4-4 at 2km
1-2-1 81mm at 2km
with corrected shot
9-9-9 105 at 3.15, 6-6-7 at 4.9km
11-11-13 155 at 5km, 10-11-9 at 7.5km
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>>2389674
>4 new nations, and a host of new units, models, weapons, newterrain setsandmaps, and more. And equally important: it will contain1 new Army Generalcampaign.
RISE UP ARMY GENERAL CHADS
[Spoiler]AG improvements never[/Spoiler]
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>>2390168
Tbf majority of infantry squads in SD2 don't have AT weapons along with nearly every tank in service being able to be penned by the Panzerfaust (Pzf 100 could pen 220mm of armor) due to how poor tank design was.
By Warno's timeline, you have tanks like the T-80 and Abrams being effectively immune to HEAT charges frontally and covered in ERA. You can still wipe heavy tanks with LAWs if you flank from the side usually though.
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>>2390386
NTA but he's completely right. Don't get me wrong, there is a whole bunch of unique models and interesting stuff, but it's all spread out extremely thin - literally just a couple new units in each DLC, with everything else filled out with the same shit as usual. You could maybe make a solid DLC or two out of all that's in it.
The funniest part though is the Gold Edition/Expansion Pass which costs more than some mainstream AAA+ games and somehow doesn't include all DLC anyway.
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File: Cthonians.jpg (497.6 KB)
The DLCs come with fewer divisions with fewer unique mechanics than most of the mods on workshop. Shit, there's a Warhammer mod with a similar number of divisions to the base game.
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>>2392887
Eugen also routinely fumbles anything unique or interesting that they try. Like the ADATS is a neat concept but whoops the missiles fly at ATGM speed and are physically too slow to hit planes because Eugen couldn't figure out how to split the weapons. Hope you like getting airbullied to death.
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>>2390386
>no need to be hyperbolic
I'm not. Even the best looking DLCs, like south/northag have very little original content. Look at northag, only 3 out of 10 divisons are Polish, the rest goes to nations already present in the game, and the vast majority using the same units. Same goes goes southag. And I don't even give a shit about their crappy army general campaigns with AI-generated images.
The best proof of their laziness and greed is the recently announced DLC. They picked Latin America because those countries don't manufacture their own equipment, so Eugen can copy and reskin what's already present in the game and sell it for 20 bucks.
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>>2394134
>They picked Latin America because those countries don't manufacture their own equipment, so Eugen can copy and reskin what's already present in the game and sell it for 20 bucks.
The part that pains me the most is that I don't even mind nations that are "reskins", if only they weren't further neutered by the division system - 6 new divisions and 4 new countries means the new countries are going to be one division a pop that will inevitably skip some of the stuff a country has.
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>>2394198
Does it matter? If Eugen gives us Sw*des, J*ws, Shitaly, Yugos, Chinks, Japs, Norks and Sorks or even the shittier countries like Hungary, Romania, T*rks, Swiss, Austrians, Poos and Hajis/South Americans you can bet you'll only get unique equipment at the standard rate of one new model per division and everything else will be filled with US/Soviet slop, so sandbox division building will reach parity with Red Dragon only maybe after 150th DLC.
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>>2394198
If they weren't gay about prototypes then even present countries could get decent stuff, like Poland or Czechoslovakia.
About your question, just look at Red Dragon. You have Nordic countries, Yugoslavia, Israel and in Asia there is: China, Japan, Israel and both Koreas. But here we go back to the problem of their stupid, self-imposed limitation.
And as this anon said >>2394204
Even if we finally get country that made their more of own stuff, it would be spread thin across multiple DLCs.
That's why they are able to shit out those DLCs every few months. Probably the only decent comparison these days is Broken Arrow. They recently added Baltic DLC and it's the exact opposite of Warno. Almost all units are original and new. Some appeared in the campaign, but you get the point. Only things like M2 HMG unit and Black Hawk are copied. After that they are going to add new US and RU specs, and move to the good stuff, China. That's what I initially expected from Eugen.
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>>2394209
>If they weren't gay about prototypes then even present countries could get decent stuff, like Poland or Czechoslovakia.
It's the hilarious double standard. Protoshit and near future vehicles aren't allowed UNLESS it's Leclerc.
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No mentions of nemesis 7 at all. Not enough an NDA lift.
They went all in on Tropico (and RUSE re-release) and Nem 7 will be late, poorly balanced (shit, especially compared to fucking 4th marine or anything in Landjut).
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>>2399208
>it means that different kinds of decks can be meta.
I find this argument to be hilarious because it literally translates to "Eugen did a terrible job balancing out a dozen or so nations in Wargame, which means they'll do a great job balancing a hundred divisions in WARNO".
It's also plain bullshit when you look at how Warno (or Steel Division, for that matter) actually is.
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>>2399563
WARNO QoL features, multiplayer maps and general pacing alone would put it above WRD imo.
Division system is somewhat personal preference but there's plenty from the basegame to fulfill most archetypes from WRD.
You absolutely don't need to buy DLCs to enjoy the game and be effective in multiplayer; they're mostly just flavorful variants and historical autism baits, and lets be honest, most players of a niche game like this care about that.
Divisions increase variety because sometimes you've got to work with your drawbacks and have to plan accordingly to your strenght.
Jack of all trades divisions still exist though, see US 8th and Soviet 39th that can field average or above average units in each category.
I don't get why some people can't get over the fact that WARNO is not a 1:1 copy of WRD.
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>>2399685
>WARNO QoL features, multiplayer maps and general pacing alone would put it above WRD imo.
Neat and I never said it's a bad thing. The maps and (back then) a promise of map editor alone made me buy it in early access.
>Division system is somewhat personal preference
Lol.
>there's plenty from the basegame to fulfill most archetypes from WRD.
If you mean this in an underhanded way by saying WRD only had Unspec NATO deck you could play with in MP then still no, MNAD doesn't really do the same things. If you mean it unironically then you probably never played Red Dragon or Wargame in general.
>You absolutely don't need to buy DLCs to enjoy the game and be effective in multiplayer; they're mostly just flavorful variants and historical autism baits, and lets be honest, most players of a niche game like this care about that.
If most players on a niche game like this care about historical autism they do need DLC's to enjoy the game.
>effective in multiplayer
Arguable, depends on how retarded Eugen decides to make the newest designated overpowered division in a DLC. If it's not too retarded, sure, if it's retarded it's all that "competetive" people will want to play until it's nerfed.
>Divisions increase variety because sometimes you've got to work with your drawbacks and have to plan accordingly to your strenght.
Divisions decrease variety because all you see is the same units since about 80% of Pact decks is just shared units and the remaining 20% is spread across all divisions at such low numbers you barely see them. NATO is better and always was, but somehow Eugen managed to make them suffer the same fate.
>I don't get why some people can't get over the fact that WARNO is not a 1:1 copy of WRD.
Because the division system is a downgrade and sine it's so plainly obvious it's hard to imagine it was done that way for any reason other than Eugen's greed, which puts a black stain on WARNO.
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>>2399685
>Divisions increase variety because sometimes you've got to work with your drawbacks and have to plan accordingly to your
strenght.
>Jack of all trades divisions still exist though, see US 8th and Soviet 39th that can field average or above average units in each category.
119-ya, 6-ya Guards, Polish 20th/9th Armored, Dutch 4th Division, 2nd Panzer, 3rd Armored.
Kd.A., Berliner, 17-ya Guards, Terrkom Sud, 24th Infantry, 152e.
Who wins?
There's absolutely a "meta" archetype and most of the divisions might as well not exist competetively. The difference between stuff like 119-ya and 6-ya is fuck
all, being "do I want to drive over my enemies with T-80s or T-64s today?" and THANK FUCK the meta T-72 divisions aren't Russian so you might at least see
a couple different names, the funniest part of the 20th/9th duo however is that they're pretty much exactly the fucking same division down to a T(-72) yet belong to
two different countries and still were introduced in the same DLC.
NATO again, is slighily better but even there it's basically a question of "do I want to drive over my enemies with Leopards or Abrams today?" in meta divisions.
Of course, tanks aren't actually the thing that makes a division strong alone - it's that Eugen keeps giving all the tank divisions the best rest of the deck anyway, but since the best rest of the deck is usually the same things, it really comes down to deciding what tank you want to use today. The "jack of all trades" divisions don't fucking matter when the tank divisions can do the same thing but better.
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>>2399685
>>2399896
tl;dr
Eugen fucking SUCKS at balance and you're gaslighting yourself into believing they don't simply because they switched from balancing a limited amount of deck options to balancing divisions where they can just get shit past the radar and pretend there are multiple valid choices simply by making divisions that are effectively clones of meta divisions with very slight changes, and then buff that shit on release just so the DLC sells and once it's returned to normal you actually believe they "fixed it".
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>>2399896
>>2399897
>all divisions play the same
wrong
>the game is all about 1v1 sweatlord metagame
lol, lmao even.
Anyway there's plenty of top or viable division picks for 1v1 smoldick mode, some of which are heavy armor while others are airborne, air assault or mech. infantry.
Also, some divisions are bad for 1v1 but fun in 4v4 or 10v10 .
>waaaaah eugene DLCs are too expensive and there are copypaste divisions
yeah, just don't buy them if you are not interested then, what is the problem?
I swear all the arguments about the game lacking variety are bad faith and cope from WRD fans who can't or won't buy the DLCs (which is completely fine honestly, the DLCs are indeed overpriced and unnecessary unless you want historical autism and some unit variety).
It is extremely ironic that it's the same autists from WRD who are always complaining about variety in this game, since WRD unironically had even fewer viable options than WARNO.
Base WARNO is above WRD
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>>2399966
>wrong
Divisions either play good or play like shit. There's no nuance because you need certain roles filled and no amount of "b-but I can fill some roles really well!" will ever make up for "but I can't do some things at all...", especially in a world where doing everything well is an option.
>there's plenty of top or viable division picks for 1v1 smoldick mode, some of which are heavy armor while others are airborne, air assault or mech. infantry.
"No".
I'm not saying that dog-tier divisions can't be fun, in a way I feel that's what's missing in WARNO when compared to RD - you can make a meme deck in RD that still retains strong backup options in case the weaker options don't suffice, but in WARNO if you pick a bad division you're stuck with it. It honestly makes me wonder why Eugen even bothers with deck editing anymore when with some divisions it's almost impossible to make a single meaningful choice.
And sure, yeah, you can use said bad division in mass modes and even win with it because the rest of your team might fill in the gaps you leave out, but it does shift the balance of power in your opponents favour by a lot. This is why I didn't just use a single division from each faction as an example.
>just don't buy something you don't like, what's the problem
Well, sure thing, I won't, but the whole point of coming on a Bosnian Underwater Pilates forum is to discuss (and frankly, complain about) things. It doesn't change that divisions system is bad and Eugen should feel bad.
>Base WARNO is above WRD
Honestly, sure. WARNO wins by many metrics (some of which we had to fight tooth and nail for in early access like more than three weapon slots) and while I don't agree with some of it's changes even outside of the division system, the fact I can go on Workshop right now and download maps that I haven't played a thousand times over and over again is a blessing.
Again, however, it doesn't change that divisions system is bad and Eugen should feel bad.
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>>2400026
I don't get what you are complaining about.
So is the division system bad because all the divisions are copypasted moneygrabs that play the same (no variety) or is it bad because certain divisions are more focused on certain use cases (variety bad, I want all divisions to have the same tools; in other words, you want them to be reskins)?
Which way?
BTW I like the division system but I think the DLCs should cost less than half of what they're sold for.
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>>2400204
>So basically 1/2 decks per faction and everything else either utterly outclassed and/or clown fiesta.
Cute strawman. Shame it applies to WARNO even more than it ever did to Wargame outside of 1v1 poopsockers actually playing unspec NATO vs unspec NATO 24/7.
>>2400189
>So is the division system bad because all the divisions are copypasted moneygrabs that play the same (no variety)
Yes. Any given division will usually have multiple direct clones that only have one or two unique units (which doesn't even mean unique model, it might just mean unique armament). As a whole Warno does have enough units for them to feel different, but it's spread out so paper thin it doesn't really register, except maybe if you make a conscious effort in a 10v10 with friends.
>or is it bad because certain divisions are more focused on certain use cases
It's bad because certain divisions are bad because... they are bad.
See >>2399897
Sure, in vacuum and bullshit devblogs it's easy to think that all divisions have a niche and are balanced with upsides and downsides, but in reality there's no use cases for almost all of them because some divisions just get it all. And unlike Wargame where nothing stopped you from bolstering a cheap infantry spam deck with a couple cards of good shit in case you need it. I mean, compare stuff like Erfurt or Terrkom with 6-ya or 2nd Panzer. You don't even really have the advantage in numbers. What's the use case here, being hit in the balls with a sledgehammer? Admitelly they did lift shit like Erfurt out of the hole a tiny bit because it used to be a division for genuine masochists, while now it's just bad.
>Which way?
National decks with specializations + coalitions + you can replace the year restriction with the A/B/C bullshit if you really care. Probably no faction-wide unspec unless it's neutered into the ground. Basically take RD and improve on it instead of flushing that down the drain in the name of greed.
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>>2400707
I disagree, what you are saying about ignoring 2nd rate units or inefficient decks affects WRD more severely than WARNO.
Two rational players of similar skill would have no reason to settle for lesser units in WRD because you get basically nothing out if it.
While obviously some divisions are also less competitive than others, the division system can be fine tuned more effectively.
So far they've done a decent job balancing divisions, also reworking old stuff to keep it relevant in current iteration of the game.
Aside from a few memepicks like Rugener and 152e, most division can be built to fit specific roles and quantity/quality dilemma.
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>>2400873
peepee poopoo
>>2400934
>Two rational players of similar skill would have no reason to settle for lesser units in WRD because you get basically nothing out if it
Two rational players of similar skill would have no reason to settle for lesser divisions in Warno because you get basically nothing out if it.
>the division system can be fine tuned more effectively.
In Wargame model you can balance individual units so you can play with their performance, availability and cost to make all of them an inclusion worthy of consideration and then you can also fine-tune nations, coalitions and specializations themselves.
In Warno the second you touch a unit you're touching that unit in all divisions that have it, bad or good, and with how most of them are copy-pastes it's a balancing minefield because buffing a bad division buffs the good one too. Sure you can try and change the divisions themselves but that's also harder due to self-imposed adherence to TO&E of their soft alt-history world - not that they don't break it regularly with random ass unicorns (they need to sell the DLCs somehow) but it's a much tougher sell to give a division a lot of stuff they never even come close to, and since Eugen is incompetent the only way they know how to balance is to make everything clones of each other.
>So far they've done a decent job balancing
"No".
>most division can be built to fit specific roles and quantity/quality dilemma.
Most divisions can be built in one single way, coincidentally most of these divisions are also bad. Deck building in Warno might as well not exist with how shallow it is.
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>>2400995
>no u
Except there are objectively fewer cases where it makes sense to consider different competitive options in WRD; all you need is like 2 decks for NATO and 2 decks for PACT.
There are plenty of trash units in WRD, where they are even less useful because they're eclipsed by prototypes (always available to be deployed by anyone).
Your complaint about unit stats is also completely pointless because they DO split off unit clones in WARNO so that their loadout and stats can be tailored to specific divisions.
Let's be honest here, these games (WARNO, SD, WARGAME) are played by army boomers and autists who like to see their specific nation/favourite tank do silly stuff in a multiplayer toy soldier sandbox; most of the game is "flavour" in this sense.
At the end of the day it literally doesn't matter if some divisions are a bit worse than meta stuff; any game with a competitive scene has this.
However, for all its faults, pretending that WARNO is less coherent and less balanced than the wild mess that was Red Dragon is simply ludicrous.
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>>2400026
>It honestly makes me wonder why Eugen even bothers with deck editing anymore when with some divisions it's almost impossible to make a single meaningful choice
In the first case of division system in SD44 it was the most restrictive and ,hot take, it was a good thing. Ever since they have been watering that down to try to appeal more to wargame fags that hated it but they still ended up with a halfway system nobody actually likes.
Also I think wartime divisions not all having the newest equipment just made for better unit lists than very unified theoretical full strength ones.
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>>2399896
>119-ya, 6-ya Guards, Polish 20th/9th Armored, Dutch 4th Division, 2nd Panzer, 3rd Armored vs
Kd.A., Berliner, 17-ya Guards, Terrkom Sud, 24th Infantry, 152e.
Ah yes of course my totally not disingenous list that just so happens to not include the two S-Tier reservist divs (Ostre and Divmob) and the entire rest of the traditional S-tier (except debatable 3rd armoured, since it's either meta dependant or very skill dependent), and
none of the mid or bad heavy divs (27ya, 31ya, 25ya, 1sf UK) and like a grand total of two of like 5 archetypes>
Super Heavy tank (119ya, 3rd)
Heavy Tank (4e, 6ya, 2pzgren)
T-72 spam/Medium tank div (20th zmech, 9th DDR)
Fast Reservist (152e, Terkom)
Slow Reservist (24th, KDA, Berliner, 17ya)
And no
Leo 1 divisons (16DE)
Airborne Divisons (MNAD, 35ya)
Fast Inf Divs (4th DDR, 9th US)
Slow Inf Divs (8th US, Spanish Bueno, 19th Czech) and more.
I think what this shows is just that you are bad and don't know how to attack properly so you just get raped by late game divs, the counterplay for whom is to attack early and so you just sit on those where the game plan is to build up a tank force and then roll over.
2nd Pzgren and 6-ya are well known overstacked divs, that is true, but every game is going to have outliers and metas, that's just the way of things.
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File: Steel Division Normandy.jpg (461.1 KB)
I have never played any games in this particular genre but Steel Division looked kind of interesting to me. Waiting for the sale to try it out.
What was your first "Eugen" game?
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>>2402942
i wish weapon stat variations were a thing in WARNO. everything being near replicas stat-wise is pretty boring for infantry fights compared to SDN44 and SD2, but then again the coldwar had more standardized equipment so i guess it'd be a little harder to do?
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>>2390202
its way easier to make effective anti tank weapons than to make effective protection for tanks so there will never be a conflict in human history where tanks are anything even remotely resembling being invincible. why cant people who make video games get this into their heads?
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>>2402942
It's interesting but a lot of the loadouts like this are kinda bad in gameplay terms. It mostly matters how many LMGs or SMGs a squad has. Squads that have both end up with a weapon they can't use and are worse at both than dedicated squads. It's maybe realistic but SD squads move as one and can't separate into fireteams like it would be done.
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>>2411557
i love the different mixes of weapons for units. like the example he posted is basically a perfect all-rounder squad that can effectively duel at all ranges. if you're pushing from forest into a town or into more open land, you dont need to wait to call up a new squad that is more suitable for the new terrain.
will you lose to a dedicated squad with 2+ mgs at max range or smg spam/satchel spam in a forest? probably, but you get so many that you can use it to supplement your own dedicated forest infantry or m2 brownings. warno infantry gameplay is a lot more boring than sd2. sd2 is the better game and i'm forever sad about no map editor.
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>>2402116
Red Dragon for me
Eugen games scratch that ithc of just realistic enough to feel like it's a real thing, plus intricate enough that they are interesting without seeming gamey, which is what tends to happen to traditional RTS metas. (cause of base building mostly)
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>>2402116
I actually played Act of War a bit first because I got it from some gaming magazine or someshit. I liked it but didn't spend too much time with it.
R.U.S.E was great though, I played tons of it.
I had EE but I didn't really play it much outside of campaign. Skipped on ABL and then spent hundreds of hours in Red Dragon.
I pirated Steel Divisions but didn't like either enough to actually buy them, which was a disappointment because I thought WW2 Wargame was a really good idea.
Against my better judgement bought Warno and even considering that it wasn't too expensive it's one of worst investments i've ever made.
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>>2421320
>i imagine it'll just be t34/t55s and shitty reservist infantry with bolt action rifles.
But this is exactly what I want out of a Pact div
Also venezuela is obviously getting all this shit because Broken Arrow added it for free and it now lives rentfree in Eugen's head.
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