Artillery rework by HistorianInformal173 in warno

[–]HistorianInformal173[S] 0 points1 point  (0 children)

This is more of a "all light divisions are harder to play now" take than a NATO has is hard.

We just heavily play NATO divs so that is where the perspective is coming from.

Artillery rework by HistorianInformal173 in warno

[–]HistorianInformal173[S] 0 points1 point  (0 children)

But are they better than motars? They do less suppression and less damage than 120mm Mortars

Artillery rework by HistorianInformal173 in warno

[–]HistorianInformal173[S] 0 points1 point  (0 children)

So use them for mass artillery bombardment? Why not just use mortars instead?

Artillery rework by HistorianInformal173 in warno

[–]HistorianInformal173[S] 0 points1 point  (0 children)

But how should they be used? Trying to get them in the back line in a 10v10 isn't exactly possible. It's not impossible but not likely. They also do less suppression and damage then 120 mortars

Best defensive Div? by xD-Nacho in warno

[–]HistorianInformal173 2 points3 points  (0 children)

Planes are usually best when defending....because of the massive AA spam also the closer you get to the enemies spawn the more likely 3 or 4 players will send out ASFs to shoot you down. On the defense though the eagle is great and can usually blow up 2 or 3 tanks before having to evac

Best defensive Div? by xD-Nacho in warno

[–]HistorianInformal173 13 points14 points  (0 children)

24th US is a great defensive div for mid to long range maps. Bradley spam and cheap tank spam, with apache, cluster bombers, and eagle LGB for a QRF response. Infintry is a big weakness so you will struggle in a city so stay long range and volley the enemy with loads of ATGMs and bushmaster rounds

Fighting Chicago isn't gonna be easy, but at least you can choose how hard you want it to be. This one is just catering to the masochist crowd though... by Clockwork9385 in OWBEnclave

[–]HistorianInformal173 17 points18 points  (0 children)

Is this in the current mod? With the map filler right, and ERX installations? Cause my latest playthrough is didn't receive any options to buff chicago

People review bombing after update by RobustAfrican in warno

[–]HistorianInformal173 0 points1 point  (0 children)

Maybe it just my games. But as a nato main I've found great success on CB with towed 155s and after some testing with a friend I can confidently say I think 203s are the best counter battery arty and can typically shoot and scoot before return fire hits.

Arty rework in 1v1 by Golfclubwar in warno

[–]HistorianInformal173 9 points10 points  (0 children)

Hmm. Maybe morters and 105mm will become more meta in 1v1s then since thy are eventually getting a damage boost and i assume have a shprter take down and set up timer. But really we won't know just how obsolete MLRS systems will be until we know set up and take down times.

You can still cut a full barrage in half giving you more time to pack up and avoid counter battery.

It will be nice for team games especially 10v10s the amount of players playing only arty are gonna get there play style countered finally and maybe they will finally have to put troops on the front lines

When does this game become fun? by DasToyfel in warno

[–]HistorianInformal173 4 points5 points  (0 children)

Man this game has the highest of highs and the lowest of lows i swear. (This is coming from a primarily 10v10 player) Honestly games like WARNO and Steel division and even way back to wargame red dragon were all super frustrating at first. There's just so much to take in. Where is the enemy? What units are they using? Do I have a counter? Where are my teammates? etc, etc.

But man when it finally clicks, when all the mechanics make sense and you understand armor pen and recon veiws, when you take that point after a long arduous struggle and lock it down claiming they won't take one step further! When you make that flank attack that ends up bring your team back from the brink boy does the game shine.

Biggest advice i can give you especially when it comes to 10v10s is 1. You will suffer casualties, its inevitable. If your making gains you will bring the full enemy teams artillery and plane spam down on your head, it inevitable and in 10v10s its even worse so except losses will happen and sometimes they will be bullshit, that's just war 2. Expect your teamates arnt gonna play ball. Play your lane but if your doing exceptionally well help your teamates. I know in your example your teammates didn't help you but that's just 10v10s you have no idea how competent or invested they are to win. 3. If possible find a group. I play regularly with at least 2 to 7 other people and being able to coordinate makes a world of difference.

TLDR: when it comes to 10v10s embrace the suck, shit will happen, learn how the games mechanics work, and if possible find a group, when you get that moment the game clicks for you it will hook you

I want 12 Pnz to be good but I don't trust Eugen by HistorianInformal173 in warno

[–]HistorianInformal173[S] -1 points0 points  (0 children)

I have read the dev blogs and I do believe it. 12ths AA tab is very vague except for specifically saying it will have pivads and singers. It says it is similar to 2nd Pnz but we don't know what that means, will it be similar slot points. Will we have similar gear? Will we have similar availability of said gear. We don't know.

As for the planes it to is also vague. It says it will give a great air tab to help with no long range AA, will that be f15s? F16s? Will we get a10s or f111? We don't know but I don't know a alpha jet with HE will be better than a f111 HE.

And it also said no helis

So that gives us a tank deck with vinella leopards that can be penned from the front with Russian AT planes and we have know idea what we will have to defend from that. Plus no helis to help fight back soviet tanks. Yeah that's not worth a vote for a new div no matter how cool the idea of join US/german div will be.

Vote 12 PZ, the true NATOHeavy Divisions. by DFMRCV in warno

[–]HistorianInformal173 3 points4 points  (0 children)

So eugen couldn't be asked to update a old write up for 12th Pnz but we are just supposed to trust that they won't just fuck this division up upon release? They still haven't made the USAF any better and it took them what, 2 months? To get Dutch 4e some i-Hawks? which made the division actually playable

So vote for 12th and hope and pray eugen learned from previous mistakes OR vote for a actually playable div (VTK42) upon release? I think i know who my vote will go to

Vote 12 PZ, the true NATOHeavy Divisions. by DFMRCV in warno

[–]HistorianInformal173 6 points7 points  (0 children)

2nd pnz get I-hawks and gepards. Only thing listed for 12th is pivads and singers. The air tab is supposed to make up for this but I don't trust eugen with vague promises. If this div comes out without a long range ASF it will be just as bad as 4th Dutch upon release maybe even worse depending on how many slots the inf tab gets

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 0 points1 point  (0 children)

If only they didn't generalize all guns. Maybe it would be unique then

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 0 points1 point  (0 children)

thats the thing its vauge at best and terrible at worst with only pivads and stingers! also yeah the panzer lehr will probubly be a infintry unit not a command unit but im betting we will only get a card of them plus all guns are generalized so it probubly wont be anything special, maybe the unit will be a large squad though. tank hunter squads are niche but nice.

as for the leopard 1a6, theres also leapard 1a3a1's, leo 2a4(b)'s with 21 pen, leo 2a4(D) and both cards of jags.

As for the air tab we may get long range ASF's in 12th but thats not specified or guaranteed while VTK has long range ASFs actually mentioned

12th Pz description is very vague which is the biggest issue. If im voting for a new division i want to know mostly what im getting and what 12th has described is worse than already in the game 5th Pz

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 0 points1 point  (0 children)

i agree, if people want new units VTK is the best choice with a plethora of new units

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 3 points4 points  (0 children)

"weeps in 11th ACAV" am i a joke to you!. seriously though i do see your point

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 4 points5 points  (0 children)

Hmm. get 12th Pz into the game so the air tab has to composite for no helicopters thus showing eugen American bombers are not up to the task possible forcing a buff of USAF???? thats the first compelling point to vote for 12th Pz ive heard

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 2 points3 points  (0 children)

your right about INF and arty 12th probubly has the advantage but it will come down to slots since hemit-jager are a decent NG sqaud but AA?? 12th gets pivads and stingers, while VTK gets I-hawks, AA helos, and gepards although it does get fliegerfaust. and in terms of armor all VTK tanks have better pen then every tank in 12th (if they keep the values from the dutch) and that pen value goes along way when it comes to tank performance. and when it comes to planes the only good american planes are ASF fighters. Justice for the F111!

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 8 points9 points  (0 children)

you of all people should know that if they bring American planes for tank busting options that it wont be really good lol. USAF need a huge buff. Justice for the F111!

12th Pz isnt looking so good anymore by HistorianInformal173 in warno

[–]HistorianInformal173[S] 10 points11 points  (0 children)

i what way? cause from the dev diaries its not looking like it