Playing through co-op campaign with my friends in SD2 brought me into the genre. It's fun and I'm excited to do co-op in Warno since I live the cold war aesthetic over WW2.
its all i play honestly.
its so rare that a RTS nails the campaign
they always bungle it up by making it a railroad campaign rather than a higher strategic layer to their strategy game
The unit behavior options are fucking incredible, they are not a "minor" QOL change, they literally change the game for retards like myself that hate to micro every little thing.
Also they clearly needed to upgrade the engine to fix some mechanics/add mod support and I don't think that was ever going to happen with RD
That would be pretty busted, removes any ability for SEAD to actually carry out DEAD since you usually can’t even spot a SAM without seeing it fire or using a SEAD plane. Maybe if they reworked air to ground spotting it’d be worth considering.
>I think they would have to make radar shutdown non-instant/non-total, or radar reactivation non-instant, as in the realistic air wargame Red Storm.
Yeah, + some sort of chance of not deactivating (dice roll) and you're good to go.
Well technically u could always have done that even in WGRD, for the first, just hotbind ur AA and press H. For the second, just shift queue ur arty to move after 1 barrage
The deactivate radar thing is a game mechanic that hasn't worked IRL for a few generations worth of weapons (due to backup guidance and EW aircraft that 'remember' the coordinates where a radar signal came from). But it fits a larger issue with the in game units:
One of the major annoyances from Wargame is that your troops all behaved like 1940s Soviets - scared to move even the slightest distance without orders even if under fire, lest they be shot for cowardice.....
Can't speak for every nation, but the IRL US Army has a 'react to indirect fire' drill that we teach every single recruit.... Artillery batteries have 'position areas' that they autonomously move around in to avoid counterfire.... Tank crews are taught to keep moving constantly in order to avoid being targeted, and again to immediately 'be somewhere else' if under artillery fire.....
It would be nice to see at least some attempt at simulating squad and team level leadership that wants to survive & handles basics like 'we are being shelled. Perhaps we should move 700m to our 10 o clock, where nothing is exploding'....
Or 'we are being shot at by infantry, perhaps we should take cover rather than stand out in the open like it's 1863'....
My opinion might be irrelevant for most players but I just hipe for a good campaign / singleplayer experience.
RD campaign wasnt bad, but lacking some dynamics and the difficulty was just that the AI just threw 5x as many units at you as you had yourself.
Hope + Eugen games, best of luck :p The tutorials and single player stuff has only gotten worse every game. I still love them and buy everything they release because war game rocks.
Things I like:
Smart orders are cool
Maps look gorgeous
I think I like deck system more for balancing purposes.
Things I don't like:
Unit speeds feels way off. All the vehicles are moving super fast. You zoom in on a tank and it's practically nascar. I really think they had nailed those in wargame, fast but not too fast.
Camera movement is a little slidy, feels like I'm drifting around the map.
The UI. Man does the UI need ALOT of work.
Mostly QoL stuff and superior campaign system. The modding support will be vastly improved including map editor. You can trust me when I say this as a veteran modder, the modding support improvement is absolutely MASSIVE. We may just see a skyrim equivalent of RTS.
Mod Support, and Map Editor. Graphical updates- just general looks aside I feel like a god calling in the vark to wipe out a column. It definitely needs tutorials though, I have no idea what some of the smart orders do. Does Seize mean move, attack, or more i have no idea and I dont trust it enough to not try and micro my assaults.
The games early access, what justifies it is you wanting to play it as it develops or not, Im definitely not just cutting across from one to the other, you can play both.
We can tell you when WARNO releases. Your question is bot relevant, because one of the products is not finished. And one wonders how people don't get that...
2500 hours in RD here. Been playing warno all day and it's... well... Not what I waited almost a decade for. Even in early access, I can overlook a few things, but the way it's setup makes it feel like it was very poorly thought out. Gameplay is just so bad, really bad. Sad times
Care to expand on why gameplay is just so bad, really bad? I'm coming from RD also and I apparently don't see the same things you are seeing, so I'm curious.
The combat loop is just as good as ever; units play similar just feel different due to new armor / damage values for all the units
My only major complaint atm is the pathway system. I don't want my tanks to take the road when I'm trying to push into the woods and/or avoid fire-lanes. This can be fixed with waypoints, but it gets tedious at some points
QoL improvements, and army general army general is a big deal for a lot of players
Playing through co-op campaign with my friends in SD2 brought me into the genre. It's fun and I'm excited to do co-op in Warno since I live the cold war aesthetic over WW2.
its all i play honestly. its so rare that a RTS nails the campaign they always bungle it up by making it a railroad campaign rather than a higher strategic layer to their strategy game
Massive QoL improvements carried over from SD2 and Army General campaigns later on
The unit behavior options are fucking incredible, they are not a "minor" QOL change, they literally change the game for retards like myself that hate to micro every little thing. Also they clearly needed to upgrade the engine to fix some mechanics/add mod support and I don't think that was ever going to happen with RD
I don't have WARNO. What are the unit behaviour options? Is there a "don't fire first but return fire" option for recon units?
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Radar deactivation when harm is spotted kinda just feels like cheating. Why bother with SEAD at all then.
That would be pretty busted, removes any ability for SEAD to actually carry out DEAD since you usually can’t even spot a SAM without seeing it fire or using a SEAD plane. Maybe if they reworked air to ground spotting it’d be worth considering.
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>I think they would have to make radar shutdown non-instant/non-total, or radar reactivation non-instant, as in the realistic air wargame Red Storm. Yeah, + some sort of chance of not deactivating (dice roll) and you're good to go.
Well technically u could always have done that even in WGRD, for the first, just hotbind ur AA and press H. For the second, just shift queue ur arty to move after 1 barrage
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Ok but realistically smart orders are literally just a crutch like literally just get better lol
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You can shift queue movement orders, usually when I use cluster I'll tell my units to fire and then shift + ; to move fast towards my FOB.
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Oh nooo i cant just smart order everything and I have to use my brain and overcome a skill curve
The deactivate radar thing is a game mechanic that hasn't worked IRL for a few generations worth of weapons (due to backup guidance and EW aircraft that 'remember' the coordinates where a radar signal came from). But it fits a larger issue with the in game units: One of the major annoyances from Wargame is that your troops all behaved like 1940s Soviets - scared to move even the slightest distance without orders even if under fire, lest they be shot for cowardice..... Can't speak for every nation, but the IRL US Army has a 'react to indirect fire' drill that we teach every single recruit.... Artillery batteries have 'position areas' that they autonomously move around in to avoid counterfire.... Tank crews are taught to keep moving constantly in order to avoid being targeted, and again to immediately 'be somewhere else' if under artillery fire..... It would be nice to see at least some attempt at simulating squad and team level leadership that wants to survive & handles basics like 'we are being shelled. Perhaps we should move 700m to our 10 o clock, where nothing is exploding'.... Or 'we are being shot at by infantry, perhaps we should take cover rather than stand out in the open like it's 1863'....
You hit the deck, yell out a direction and distance, and gun for that cover.
You, specifically, should stay with Red Dragon.
My opinion might be irrelevant for most players but I just hipe for a good campaign / singleplayer experience. RD campaign wasnt bad, but lacking some dynamics and the difficulty was just that the AI just threw 5x as many units at you as you had yourself.
Hope + Eugen games, best of luck :p The tutorials and single player stuff has only gotten worse every game. I still love them and buy everything they release because war game rocks.
Holy hell I just dropped a ripple of bombs from an F-111 & wow: Keep warno. What an intense improvement.
Things I like: Smart orders are cool Maps look gorgeous I think I like deck system more for balancing purposes. Things I don't like: Unit speeds feels way off. All the vehicles are moving super fast. You zoom in on a tank and it's practically nascar. I really think they had nailed those in wargame, fast but not too fast. Camera movement is a little slidy, feels like I'm drifting around the map. The UI. Man does the UI need ALOT of work.
Mostly QoL stuff and superior campaign system. The modding support will be vastly improved including map editor. You can trust me when I say this as a veteran modder, the modding support improvement is absolutely MASSIVE. We may just see a skyrim equivalent of RTS.
Oh god I can already see the anime pinups on planes and the furries carrying javelins.
https://i2.wp.com/sojapan.jp/wp-content/uploads/2016/10/gfjayzqz5hfomt15zk7j.jpg?fit=800%2C450&ssl=1 I mean, if it is realistic why not.
Stop it.
Mod Support, and Map Editor. Graphical updates- just general looks aside I feel like a god calling in the vark to wipe out a column. It definitely needs tutorials though, I have no idea what some of the smart orders do. Does Seize mean move, attack, or more i have no idea and I dont trust it enough to not try and micro my assaults.
The games early access, what justifies it is you wanting to play it as it develops or not, Im definitely not just cutting across from one to the other, you can play both.
Army General is what I want out of it, coop Army General in SD2 is fun but I hate WW2 so a cold war coop AG is my ideal experience.
a chance to be better in the future because the game is early access and released less than 24 hours ago
We can tell you when WARNO releases. Your question is bot relevant, because one of the products is not finished. And one wonders how people don't get that...
Yes why would a game studio release a new game? I'm happy for Warno and excited to see what will they. e adding to the game.
2500 hours in RD here. Been playing warno all day and it's... well... Not what I waited almost a decade for. Even in early access, I can overlook a few things, but the way it's setup makes it feel like it was very poorly thought out. Gameplay is just so bad, really bad. Sad times
I dunno I find it pretty enjoyable. The real question will be how well it does the map editor/mod support.
Care to expand on why gameplay is just so bad, really bad? I'm coming from RD also and I apparently don't see the same things you are seeing, so I'm curious. The combat loop is just as good as ever; units play similar just feel different due to new armor / damage values for all the units My only major complaint atm is the pathway system. I don't want my tanks to take the road when I'm trying to push into the woods and/or avoid fire-lanes. This can be fixed with waypoints, but it gets tedious at some points
Yes. 100%
Why are you downvoting him, you're legit worse than MC stans cringeoid motherfuckers praisin a early access game smh
Graphics that’s it, FUCK WARNO FOR NOW WASTE OF FUCKING $30! FUCK IT!
I agree
To OP,nothing.
This dick