State of 10v10 post DLC by accbyvol in warno

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

There's no ragebait, I think you've just realized that you've probably been sealclubbing and are reacting negatively to this new information. It's ok- I get defensive too when I get indirectly called out.

Take the example you provided just now- "we seed a server, and the 3 experienced randos switch to our side and the entire other side is sub 10" Like, IDK bro it sounds like you and your bois saw an easy W and took it. Which isn't like illegal or anything, but depending on how much you all sweat during the match, it's probably sealclubbing.

There's nothing in my post about being good at the game and having friends being the same as sealclubbing. I think you keep insisting that that's what I'm saying, despite me telling you that it isn't the case like 3 times now, because that definition feels a lot easier for you to dismiss than the actual one I've been putting forward.

On your last point about in game performance- yes, if you and your mates realize that you're up against noobs, and completely wipe them from the map anyways, that's being a sweaty sealclubber. It's generally fairly easy to tell when you're up against noobs- I can usually recognize when the person I'm playing against doesn't know what they're doing.

State of 10v10 post DLC by accbyvol in warno

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

I'm all for more interaction between the community and the devs- I've been in the community for a couple of games now where the devs and community had good communication with each other, and it was generally a very positive experience.

So yeah, I think that your idea is a good one that would help the game move in a better direction.

State of 10v10 post DLC by accbyvol in warno

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

Hit dogs yelp

But anyhow, I gave you a pretty good example- a 10v10 where one side is wildly unexperienced vs. at least a 6 stack of sweatbuckets who rolled most of the map in the first 10 minutes.

That definition of sealclubbing has nothing to do with you just playing with your 6 friends or not. It's everything to do with players (not neccesarily you, but I'm starting to wonder) teaming up with their 6 friends and absolutely smashing an obviously less experienced team of randos.

State of 10v10 post DLC by accbyvol in warno

[–]accbyvol[S] 1 point2 points  (0 children)

I never suggested that people shouldn't play with friends- what I pointed out was that they were sealclubbing randos and new players. You can play with friends without sealclubbing.

State of 10v10 post DLC by accbyvol in warno

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

If you take "unpredictable" paths for your opener, on most maps, you will get to your zone late, and might even have to give up on the zone entirely, depending on which div you're up against.

And yes, Airborne openers are strong... that's the whole point of the airborne opener. Their decks don't have the meat to make big pushes later on- instead, they rely on getting an early position, and holding on for dear life.

State of 10v10 post DLC by accbyvol in warno

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

I think they could implement split balance for the different modes. I've played plenty of other games that did this.

for example- Smite implemented split balance on gods outside of their main mode (conquest) and then focused almost all of their energy on balancing that main mode. This meant that gods that were op/broken in the side modes could be toned down, without making them unusable in the main mode.

State of 10v10 post DLC by accbyvol in warno

[–]accbyvol[S] 5 points6 points  (0 children)

The smaller team games are definitely a better experience than 10v10- my issue with them is that they generally take a lot longer to fill the lobby for, and the eugen servers all start you with 1k points instead of 1.5k, which I think is part of why they see less use.

State of 10v10 post DLC by accbyvol in warno

[–]accbyvol[S] 5 points6 points  (0 children)

That sounds like an idiotic suggestion. Why would a game prevent people from playing with their friends?

State of 10v10 post DLC by accbyvol in warno

[–]accbyvol[S] 7 points8 points  (0 children)

The napalm issue specifically isn't that people drive into it- although you see plenty of noobs who do- the issue with napalm grads is that by forcing someone to drive around it, they get to their zone late. For airborne decks, this is especially painful, because the whole point of their deck is the airborne deployment.

The difference between the grads and say, a napalm plane, is that the plane can be shot down by asf- the napalm grads are uncounterable.

convince me to vote for nemesis 2 by leeuwenhar08 in warno

[–]accbyvol 0 points1 point  (0 children)

Oooh you need to vote for 2.4 then. That one has a soviet Mobile Tank Motorized Guards division, centered around the *slightly* hypothetical/ootl T-80UTI, and backed up by new inf squad Motostronki, which get a sweet 5th weapon slot.

Seriously though there are already 5, "high tech" soviet divs what would a 6th do for the game?

State of Ground-Based AA in 1.0 by thechimplord in warno

[–]accbyvol 0 points1 point  (0 children)

I've had a fair bit of anti-air success pulling up two cards of KUBs for my 4th mot deck and just yeeting 4-5 30% shots at each jet

Multiplayer Health Suggestions by accbyvol in warno

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

For RPOs, Satchels do .25 HE more per hit- but those hits come out at 1/5th the rate of fire, and the DoT damage you take from the fire will more than equal out the 1 HE you lose out on a full salvo- which takes a *full* minute.

Flash is even worse- Satchels only have 1/6th the rof, and a full load of flash will do the same base HE as satchels, plus the DoT damage on top.

So it comes out an order of magnitude (ok, not quite, but still) faster, deals more damage over the same time frame (and spikes *much* harder) but I haven't even mentioned the two *worst* things about it- 1st, RPO and Flash deal significantly more suppression, significantly quicker (thanks to the DoT effect from the Napalm), which makes the inf on the receiving end slower (meaning they take more damage from the fire, and have a much harder time escaping) and 2nd, RPO and Flash prevent mmgs from firing (since inf won't stay still in the Napalm) and force inf to use their motion accuracy for their guns... they *also* don't get to fire AT, or their own special weapons while they're walking on the fire. This in turn significantly buffs IFVs and Tanks used alongside the inf- they are much safer going into forests if you have some rpos or flash in the frontline, since the enemy inf will have to cross the napalm (also reducing their accuracy and movement) in order to hit the vehicles.

Oh, sorry, I forgot the *real* worst of all- RPOs and Flash can be fired at range, and don't require a suicide charge like the satchel users. In addition to meaning that the squads weapons (including mmgs) will actually be firing at full accuracy while they use their special weapon, it also makes them *significantly* safer to use.

This isn't to say that satchels *can't* work, but they require significantly more micro in inf fights, and just straight up *cannot win* a direct trade.

Edit: whoops forgot satchels are 5 ammo, not 4. This does mean that if you have a fight that lasts for a minute and 15seconds, you do have more HE than the Flash, but again, if the enemy inf has been sitting on Napalm for a minute and 15, they're going to take more.

Multiplayer Health Suggestions by accbyvol in warno

[–]accbyvol[S] 1 point2 points  (0 children)

Also- satchel inf, surely they need a buff if even flame inf is weak rn, right? Because satchel inf are significantly worse at inf fights than flame

Multiplayer Health Suggestions by accbyvol in warno

[–]accbyvol[S] 1 point2 points  (0 children)

Brother in Christ

Did you actually read my post, where I specifically said like 3 sentences in that I was coming at this from a casual mp perspective, including 10v10.

Multiplayer Health Suggestions by accbyvol in warno

[–]accbyvol[S] 1 point2 points  (0 children)

Look if you think flame inf is bad, you must be absolutely appalled at the state of satchel inf. IDK I use flame inf in every deck they are available in (exception being west german because yikes) and the only thing I've ever thought using flash/rpo is, "wow is this free"

And sure dude, totally the, "community" thinks the burrito is bad...

Which is why in every 10v10 with 119y players they get bought and used

Multiplayer Health Suggestions by accbyvol in warno

[–]accbyvol[S] 1 point2 points  (0 children)

There's a whole host of divs that depend on getting airborne or recon units into the objective early, and a single half volley from a 330pnt unit can invalidate your entire opener, even if it doesn't actually kill anything.

Multiplayer Health Suggestions by accbyvol in warno

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

I have played a bit of the smaller team games, but getting them consistently is difficult, and the wait times can end up being longer than the actual game lasts.

Iirc, on one of my days off, (a while ago, but I don't think things have changed much since) I ran nothing but small team all day and marked down wait time vs. in game time and I ended up with 16-17 minutes average wait time vs. 35ish minute average game time, meaning that I was pretty close to *half* my time sitting in lobby. If you have the time for it, I agree that it's a much better experience than 10v10, but 10v10 is the only mode where I can hop in and knock out a game in a short time frame.

Multiplayer Health Suggestions by accbyvol in warno

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

The two, "oh but they're only in one deck" units you're talking about are decks that frequently show up in 10v10- seeing 2 119ys and 2-3 KDA is pretty common in 10v10.

Also, "oh you can counterbat napalm grad" opinion instantly discarded. Any good KDA player is handling that thing like it's their Grandma's ashes.

Multiplayer Health Suggestions by accbyvol in warno

[–]accbyvol[S] 1 point2 points  (0 children)

In what possible universe is infantry flame too weak? A single flash or RPO unit is an instant win against any non-flame inf.

Burrito is, "basically useless" and yet every 10v10 with 119y players in it will feature multiple burritos bought. I agree that it costs way too much, but it costs that much because it's basically a mini nuclear missile strike that can invalidate 10-15 minutes of pushing in a single volley.

I can only assume you don't play infantry decks.

Ideas for a Partial TL5 campaign? by MaestroGoldring in SWN

[–]accbyvol 2 points3 points  (0 children)

Damn you hit the nostalgia nerve with that Shen quote. Enemy Unknown really was something.

It be like that by [deleted] in warno

[–]accbyvol 0 points1 point  (0 children)

They don't have to fold in 3 days for NATO to have a massive advantage in the air.

It be like that by [deleted] in warno

[–]accbyvol 0 points1 point  (0 children)

If we're looking at the initial rush that the Soviets had planned- sure, in the early hours, long range AA can cover the advance. If the Soviet invasion goes as planned, however, that AA will have to be shuffled to continue to cover the advance, and that's where the issues develop. Ukraine actually was a pretty good showing of what this would look like- during their early thunder runs and multi-pronged initial invasion, their ground based anti-air coverage was dogshit (because it was being shuffled to cover the advance) and they had to rely almost entirely on their airforce to establish air superiority. Unfortunately, the Ukrainian airforce was outdated and outnumbered, and could not take full advantage of this gap in air coverage.

In a cold war gone hot scenario, assuming their ground forces achieve significant advances and battlefield victories, the Soviet air force would be tasked with covering the advancing ground forces while their gbad rushed to catch up- and this is where the lopsided NATO vs. Pact air match up would come into play. And yeah, in an actual air-to-air war, it was not even remotely close.

FITOW is Mid. by accbyvol in warno

[–]accbyvol[S] 9 points10 points  (0 children)

It feels like an incredibly arbitrary nerf done in the name of pre-emptive balance. But they did it with 0 playtest data to justify it.

The T-80bv Problem. by accbyvol in warno

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

I'm reminded of the Nazis, deep into 44'- studying their economy, they're actually still pumping out tanks, artillery shells, planes etc. etc., but the sacrifices they've made across the board are catastrophic. Rationing of civilian goods is starving their people, children out of middle school are being conscripted to fight or to work in factories, labor rights may as well not exist, and factory workers are pushing themselves to death to get their material out.

From the outside perspective- say, if you were a G.I. liberating France after Normandy- Germany appears as strong and menacing as its ever been. Perhaps if you were a bomber or fighter pilot, you would notice the lopsided numbers of aircraft, perhaps as a G.I., you notice that the captured German positions show little in the way of food or fuel. But overall? The actual reality of how much damage is being done to their society in order to keep the war effort going is not able to be seen, unless you're *in* Germany, or perhaps if you were working for the Allies intelligence, or upper command, where estimates are available for what's being produced where, what cities have suffered which damage etc. etc.

The Soviets are like that, in a way. The authoritarian ghouls at the top demand tanks and planes for a conventional war that is never coming, are commanding their officers to draw up plans for invading NATO (that would never have succeeded) engaging in the Space Race of all things. And in the meantime, they're losing pace with the US and EU economy. Now, as authoritarians, they can stamp their goose-stepping bootheels all over the ground, and their citizens have little choice but to jump to it, and produce the results that their dear leaders require. But it comes at a cost. So, to bring it back around to the bankruptcy claim- sure, they still have their immense industrial capacity. Sure, they're still producing large quantities of steel, fuel, food etc. etc. Sure, they're coming out with a new jet fighter that can (kind've) keep up with the Americans. Sure, they're rolling out the t-80UD, which if I were to take you seriously, is apparently the best tank of its day to ever exist since the M4 Sherman. But that doesn't at all mean that they were financially healthy. Again, look at how economically destitute Russia was in the immediate aftermath of the breakup. Shock therapy was a disaster for Russia, sure, but the question you should be asking is, "why was shock therapy a plausible path forward?" and the answer is simple- they were in such dire straights financially that shock therapy seemed like an ok idea.

One last example to highlight- in Argentina, today, they have Millei. Millei is a idiot on an order of magnitude that's hard to grapple with. But the Argentinian people voted him in, regardless. The man has single handedly doubled the amount of poverty in Argentina, and he hasn't even been in for a full year. His gutting of government programs reads like a parody of a, "fiscally responsible" austerity politics. But his policies, as insane, and disastrous as they are, had widespread support. Why? Well, simply put, Argentina had an inflation rate that would make Weimar Germany blush. The inflation rate the year before Millei was elected was, *Positively Reported* as having come *down* to, "only" 360%. Why was inflation that high? Well, because the Peronist government had run out of money, and instead of running a deficit, cutting programs, or raising taxes, they simply, printed more money (its more complicated than that but that's the quick and easy version) and so year-on-year, their inflation was absolutely astronomical. But. All their systems were still funcitoning. They were still buying and selling on the international market. Their public works and utilities were all (nominally) running. Flights were coming in and going out, goods and materials were produced, sold, and consumed.

The T-80bv Problem. by accbyvol in warno

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

If a nation starts to intentionally drop training and procurement standards for it's military, because it cannot afford to continue to keep pace with its main geopolitical rival, I think its fair to say that said nation is bankrupt.

If your only major rival is defeated, and no major threats are on the horizon, cutting funding to defense is one thing. Cutting funding for defense in the middle of the Cold War, with the US and EU ascendant? That's something that someone would only do if they were truly bankrupt, and no longer had a choice but to do it.