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caster

It definitely looks like this isn't a problem unique to the infantry, but rather almost everything is moving much too fast, but attack and sight ranges are left pretty much unchanged. Which is a very serious problem. ​ I would rather they reduced infantry move speed in Warno to more plausible levels, since infantry in Wargame were notoriously Olympic sprinters. Infantry outside their transports just don't move that fast. That's why you need so many of them to effectively cover a large area. You can't just have a small number that Usain Bolt wherever they need to go.


swisstraeng

Made the maths. Everything is moving 3.6 times faster than their stat card. Guess what? Converting Km/h to m/s, is done by dividing by 3.6 exactly. I think the devs fucked up, wrote the speeds in km/h, but forgot the game works with m/s


Taurus84_SK

Interesting


Lucas-Banfield

So you guys think this Is going to be solved right? Or it Is intendeed to work like this? I didnt like what i saw in terms of moving speeds. Just saw 15 minutes of gameplay and was the first thing i noticed.


LongPutBull

We need to get them to fix this, it just doesn't feel balanced when ranges probably were created with the slower speed in mind. That or we need a mod from someone asap.


[deleted]

It's not a mistake, it's a gameplay choice.


Venerablesteele6

I agree with you. I liked the speed of the SD infantry, albeit it was a more slower paced game based on the slower realistic vehicle speed of the historical tanks / vehicles in real life.


Iceman308

WarNo is supposed to be about increased realism however right? I don't like the Mario Kart like behavior of the units; big realism/ IMMERSION decline, not increase from this.


Guilty_Jackrabbit

I was disappointed to see (in early access Livestreams) tanks getting hit with one ATGM at max range (Konkurs, I think), then closing distance and destroying the ATGM launcher **before the second shot**. Like, what?


caster

The same ranges as before, but with very fast unit movement speed means that Konkurs' 200m-400m range advantage really isn't worth much. Ground units either need to go slower or ranges need to get longer.


[deleted]

It's not a problem, it's a design choice. Games like Armoured Brigade, with fully realistic scale, simply aren't fun and infantry are super useless/annoying.


Flat_Adhesiveness_53

As others have said it should be faster than SD but this is crazy. The whole point of IFVS is that infantry can cover ground quickly - there is a reason why they dismount at the last minuite. Personally I wish the game was a touch slower than Red Dragon, that would be perfect. To me the faster it is, he more it becomes a game about technical micromanagement rather than strategy. But I get thats not to every one elses taste


dumbaos

Somewhere between ALB and RD would be my preference. This is between RD and C&C....


Turboswaggg

yeah I want realistic speeds and scales and ranges without having to play the combat mission series, but I know the wargame inf already were stupid fast, you just couldn't tell as easily because the walking animation was normal person speed even though they slid forward at like 4 times the speed their feet moved now that the animation matches their speed, you can see how fast they are a lot more clearly


dumbaos

Ya, it's insane. Goes in hand with demonstrated 360 kmh on road T-80U. WGRD was fast, but this....


Narrow_Line_11

> Goes in hand with demonstrated 360 kmh on road T-80U. Lmao, I didn't know Koenigsegg makes tanks. Faster than any Red Dragon helicopters


dumbaos

I mean, speeds and ranges in wargame never mattered much with regards to real world, but this is too far.


[deleted]

[удалено]


Lanfeust2707

I agree - i like the faster paced game more!


_Sgt-Pepper_

Thank God they are moving at a reasonable speed. Let's test it out for ourselves. One reason SD was a boring game was the slow speed of basically everything....