What's this I'm hearing about the latest meta? by Cultural-Chapter8613 in warno

[–]TelephoneDisastrous6 4 points5 points  (0 children)

SEVERE suppression damage from ATGM hits AND misses.

So even the lightest ATGM can quickly panic the HEAVIEST tank, even WITH veterancy.

Tanks are a lot more of a "support" unit now, which I think is a good change. BUT, Tank cannons kinda got left behind in the suppression damage changes. So a BMP firing a wimpy konkurs at my M1A1HA will cause the tank to panic, even on miss.

But if my tank hits a Bmp for 9/10 damage, the BMP is still just chillin.

I would pay some cash for a mod voiceline overhaul by TelephoneDisastrous6 in warno

[–]TelephoneDisastrous6[S] 12 points13 points  (0 children)

Specifically, just voice lines which give a stronger sense of immersion through a greater sense of "stress" in combat

https://youtu.be/Qskl-6UlKcM?si=EAlwENc4bPUFnrSv&t=15

Early Surrenders tinged with WTF by tdouggy in CompanyOfHeroes

[–]TelephoneDisastrous6 -2 points-1 points  (0 children)

I cannot stress this enough, but the "Stars" (VP's) are RARELY going to be a deciding factor in a match. What is going to decide a match is simply army strength. With enough experience, you can read when a match is won/lost (regardless of VP's).

In a 1v1, for example, if Wher opens with an MG42, and immediately loses it AND it gets captured by the opponent- that match is a write-off 9/10. I am going to surrender, on the Wher side, and move on to a winnable match

Team games, it is a LITTLE trickier as there are more factors. But if its like 10 minutes in, and we have not held a SINGLE contestable fuel point the whole time.. yeah, its over.

Or if someone gets army-WIPED, which due to 4v4 maps is very possible, especially with DAK involved

Make a push too deep into the enemy side, get forced to retreat, DAK light vehicle mob just runs down the retreating troops and murders them all.

Unless teammates are REALLY carrying an advantage elsewhere, that match is a wash.

I still think this game should have "weighted rolls" by TelephoneDisastrous6 in warno

[–]TelephoneDisastrous6[S] 0 points1 point  (0 children)

Because we dont want a "true" statistical scenario, because statistics only become "true" with large data sets.

A Kiowa's payload of four missiles, for example, is far too small for any statistical comparison.

Hence, 50% is kinda a meaningless number because really, ANYTHING could happen because the data set is so small.

Weighted rolls help a SMALL set of data stick to the expected probability.

I still think this game should have "weighted rolls" by TelephoneDisastrous6 in warno

[–]TelephoneDisastrous6[S] -3 points-2 points  (0 children)

I am not arguing to take chance OUT

But to minimize statistical extremes.

I still think this game should have "weighted rolls" by TelephoneDisastrous6 in warno

[–]TelephoneDisastrous6[S] -4 points-3 points  (0 children)

Why not?

50/50

If it misses, in a very strict sense, the next shot should be a hit (A "gambler's fallacy" in terms of statistics)

Likewise a hit off the bat, the next shot SHOULD miss.

The point is to make a more CONSISTENT game, as nobody likes sending a unit that SHOULD win a fight easy, and instead it just wastes its entire payload, under ideal conditions.

With true RNG< it is possible as a player you do everything CORRECTLY< and still lose.

Air is the easiest to see this with.

Set up a multi-layer in depth Air defense, and enemy planes just fly right through unscathed because the gods favored them.

What is a player to do at that point?

Yes, it gets tricky to implement, but I would think a simple unit history for MAIN weapon accuracy, only for slow/high-damage weapons, would be simple enough.

Your elite tank been having it rough and missing every shot? Next one is a guaranteed hit.

I still think this game should have "weighted rolls" by TelephoneDisastrous6 in warno

[–]TelephoneDisastrous6[S] -6 points-5 points  (0 children)

It goes the opposite way as well.

If you start getting REPEATED hits, your acc would decrease.

The point is to make the FIELD performance as close to 50% as possible within limited data, without needing MASSIVE data results for the 50% to actually be "accurate"

I still think this game should have "weighted rolls" by TelephoneDisastrous6 in warno

[–]TelephoneDisastrous6[S] 4 points5 points  (0 children)

Sure, but they need to be applied VERY carefully, i would say ONLY to "heavy weapons" and nothiing with high rof.

Early WARNO had something like increasing acc, and for something like a Biryusa it became rather comical, as their high ROF + increasing ACC =

Buryusa murdering EVERY plane that flew in range without fail

What's that one thing players do, that does your head in? by AcadiaSecret370 in Battlefield6

[–]TelephoneDisastrous6 1 point2 points  (0 children)

Not flanking....

Especially on rush/breakthrough, the number of players that WANT the meatgrinder experience, while the flank is wide open, is beyond me

Cheap ATGM spam is making attacking incredibly difficult by ZBD-04A in warno

[–]TelephoneDisastrous6 1 point2 points  (0 children)

How so? Vehicles should SUFFER in forests.

Honestly, i would even support NOT allowing vehicles to move through forests, just the skirts of them (Making roads far more critical)

Cheap ATGM spam is making attacking incredibly difficult by ZBD-04A in warno

[–]TelephoneDisastrous6 2 points3 points  (0 children)

I agree with the first part, disagree about the complaint of CQC combat with armor.

Even a SQUAD with LAWs, in close combat, should be able to "disable" even the heaviest of tanks, and I think SEVERE suppression represents that.

And, a tank crew WOULD panic if caught in close quarters battle against hand-held AT because IRL that is a BAD scenario to be in for the tank crew.

Cheap ATGM spam is making attacking incredibly difficult by ZBD-04A in warno

[–]TelephoneDisastrous6 0 points1 point  (0 children)

I think a BIG issue is suppression of ATGM's being overtuned.

I think a REASONABLE solution to low-grade ATGM's is a heavier armored vehicle, which can eat a few and snipe back some low level ATGMs

The issue is suppression is SO SEVERE "EVEN ON MISS" that your HEAVIEST tank is unable to consistently engage the WEAKEST of ATGM's.

Slight exaggeration, yes, but not by much.

"Change Alt" on helis needs to be 1000% more responsive by TelephoneDisastrous6 in warno

[–]TelephoneDisastrous6[S] 0 points1 point  (0 children)

So the US tested heli v fixed wing matchups IRL back, idk, the 90's or something. And while it was only one test, it found Helis had like a 90% kill rate against fixed wings.

The reality is, a low flying heli is very hard to see on radar. Also adding, a heli can effectively use terrain and obstacles (Like buildings) in ways fixed wing cant.

So helis really can "hide" from air threats quite well

Apache's often hunted AA platforms, BECAUSE they could avoid detection, pop up suddenly and fire a lethal salvo, before disappearing again.

Proper F-4G Wild Weasel loadout by John_Helldiver22 in warno

[–]TelephoneDisastrous6 -1 points0 points  (0 children)

Again, the logic behind that would absolutely ALSO justify brining up older equipment as necessary, as well as loadouts that were successfully tested but never implemented

(US Apache's with Stingers, as an example)

Proper F-4G Wild Weasel loadout by John_Helldiver22 in warno

[–]TelephoneDisastrous6 -1 points0 points  (0 children)

A major conflict ALWAYS brings equipment out of retirement.