WARNO
ARTILLERY AND AA
I'm not sure what happened, but the PACT artillery is way too powerful. Especially in 10v10 games where it gets deliberately concentrated, it's really an unfair advantage that NATO can't counter or overcome. It obliterates everything so that the entire game is ruined because there is no place to take cover and the whole match becomes about avoiding it. That means PACT, which already has a numerical advantage, can mass and take over a zone with little resistance. NATO battle groups can't recover because most of their units have been destroyed by artillery. It becomes pointless and frustrating so that the game is no longer enjoyable. NATO artillery is also not nearly as powerful either, so that's another unfair PACT advantage.

Also, there is too much AA. I'm glad it's not as powerful anymore, but there is still too much so that it becomes impossible to use air power of any type effectively without losing a unit. This is true for both sides and needs to be changed.
Last edited by Phoenix Rising; 5 Jul @ 5:11pm
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Showing 1-14 of 14 comments
Yup that is 10v10. But for both sides.

Won't change though because the game is not balanced around 10v10
Yeah, but this is true all the time. It's just worse in 10v10 matches.
Originally posted by Phoenix Rising:
Yeah, but this is true all the time. It's just worse in 10v10 matches.

Not at all in 1v1 and much less in team games.

10v10 lets people main air and artillery so it becomes exceptionally worse.

My 10v10 deck has 5 cards of AA just for the waves of apaches.
10v10 is a meme unbalanced mode and it’s fine outside of it. You can try tactical servers for 10v10 or choose another game-mode if you don’t like it
10v10 is approximately balanced around a more real-world, more life-like, more authentic representation of skirmishes between opponent forces.

Pact artillery superiority was a fact of life in 1989. So you'd better learn to dance.

As far as AA goes... It really pays off to focus on micromanaging planes when you deploy them. Avoid sending them straight in. Try to bring them around from a safer angle, and try to turn away from the target before the AA gets too bad. Send a SEAD plane a few seconds after your bomber. To free-fire on all the active AA's.
Last edited by Sneaky_Beaky; 5 Jul @ 10:26pm
MAD DOG 6 Jul @ 6:27pm 
Originally posted by Phoenix Rising:
I'm not sure what happened, but the PACT artillery is way too powerful. Especially in 10v10 games where it gets deliberately concentrated, it's really an unfair advantage that NATO can't counter or overcome. It obliterates everything so that the entire game is ruined because there is no place to take cover and the whole match becomes about avoiding it. That means PACT, which already has a numerical advantage, can mass and take over a zone with little resistance. NATO battle groups can't recover because most of their units have been destroyed by artillery. It becomes pointless and frustrating so that the game is no longer enjoyable. NATO artillery is also not nearly as powerful either, so that's another unfair PACT advantage.

Also, there is too much AA. I'm glad it's not as powerful anymore, but there is still too much so that it becomes impossible to use air power of any type effectively without losing a unit. This is true for both sides and needs to be changed.
manpads need a buff sometimes they run out of ammo before they kill anything.. sometimes alot.
TBH NATO has the MLRS with 42km range to do counter battery. Also excessive arty and AA is kind of the soviets thing. I play NATO and i dont find it "unbalanced" what i find is that i have teamates who dont know what they are doing opposed to the other side.
Originally posted by Sneaky_Beaky:
10v10 is approximately balanced around a more real-world, more life-like, more authentic representation of skirmishes between opponent forces.

Pact artillery superiority was a fact of life in 1989. So you'd better learn to dance.

As far as AA goes... It really pays off to focus on micromanaging planes when you deploy them. Avoid sending them straight in. Try to bring them around from a safer angle, and try to turn away from the target before the AA gets too bad. Send a SEAD plane a few seconds after your bomber. To free-fire on all the active AA's.
He is again at it, talking his 10v10 ♥♥♥♥♥♥♥♥. It's meme mode and nothing more, no matter how hard you gonna mentally twist here

>As far as AA goes... It really pays off to focus on micromanaging planes when you deploy them. Avoid sending them straight in. Try to bring them around from a safer angle, and try to turn away from the target before the AA gets too bad. Send a SEAD plane a few seconds after your bomber. To free-fire on all the active AA's.

Not to mention that this pro-tip in 10v10 doesn't work, most of HE planes are single use, unless you worked good dominance against opponent and front is not 'balanced'. Most of the cases, it's single use. Not to mention people who bring 3 High-End AA planes whenever they hear your plane getting into battlefield.
Last edited by hELUPIAS; 7 Jul @ 4:55am
Cryorm 7 Jul @ 7:06am 
Originally posted by XxcursedVodkaxX:
TBH NATO has the MLRS with 42km range to do counter battery. Also excessive arty and AA is kind of the soviets thing. I play NATO and i dont find it "unbalanced" what i find is that i have teamates who dont know what they are doing opposed to the other side.

I've found the bigger guns take too long to aim and fire, so the enemy has already relocated. I've had a lot better success with the smaller (105mm approximately) artillery for counter battery from near-center of the map, with the big guns being micro'd for logistics and large attacks, with mortars going ham on defense
Ahriman 7 Jul @ 8:43am 
Originally posted by hELUPIAS:
Not to mention that this pro-tip in 10v10 doesn't work, most of HE planes are single use, unless you worked good dominance against opponent and front is not 'balanced'. Most of the cases, it's single use. Not to mention people who bring 3 High-End AA planes whenever they hear your plane getting into battlefield.

I'm backing him up on this one, doesn't matter which sized game you are, unless you are facing AB, you shouldn't be sending HE lobbers into the enemy lines period. You use them when the enemy is deeper into your lines and then you angle them on the approach. If you are able to drop bombs into the enemy lines and you ain't an LGB lobber, then your opponent is having a major skill issue, or is playing AB and still having a skill issue. SEAD escort, or even just an EW plane will ensure your HE plane comes home when you bomb the No Man's Land and angle the approach correctly, even in 10v10.

10v10 requires more finesse to use Air, but it ain't like it is unusable.
Originally posted by Ahriman:
Originally posted by hELUPIAS:
Not to mention that this pro-tip in 10v10 doesn't work, most of HE planes are single use, unless you worked good dominance against opponent and front is not 'balanced'. Most of the cases, it's single use. Not to mention people who bring 3 High-End AA planes whenever they hear your plane getting into battlefield.

I'm backing him up on this one, doesn't matter which sized game you are, unless you are facing AB, you shouldn't be sending HE lobbers into the enemy lines period. You use them when the enemy is deeper into your lines and then you angle them on the approach. If you are able to drop bombs into the enemy lines and you ain't an LGB lobber, then your opponent is having a major skill issue, or is playing AB and still having a skill issue. SEAD escort, or even just an EW plane will ensure your HE plane comes home when you bomb the No Man's Land and angle the approach correctly, even in 10v10.

10v10 requires more finesse to use Air, but it ain't like it is unusable.
True, however what you just wrote requires you to put a lot of effort, attention,points and overall risk into this 'project'. Worst case scenario you gonna lose EW, HE and SEADs. Which is a huge loss.

What happens, if someone swarms you with AA planes in such scenario? Idk, this is just a lot of risk (SEAD getting one bihslap and retreating etc) involved for something that might not yield any returns. I think that planes in 10v10 are hard to use (in conditions I mentioned before), unless you specifically make deck for planes and focus just on it (currently seen people playing full Apache and planes deck, absolutely horrible mix, when you don't have any reliable non-radar heli killer, speaking of 10v10 ofc because such extremity wouldn't be possible to pull-off in normal 1v1, 2v2, 3v2 setting).

btw am I only one who thinks that current 14 member infantry squads are op meat shields against any HE be it Planes or MLRS? They can easily survive worst bomb-runs, survive and reinforce
Last edited by hELUPIAS; 7 Jul @ 8:53am
It's a shame because I really only play 10v10, and I said the same thing about artillery before 1.0 release. Haven't played since 1.0, boner killer when massed pinpoint op arty destroys your well placed, micro'd, up-until-then fun to play frontline. They still got that hear-exact-location sound exploit? Probably more maphack cheaters too now. They still nerfing infantry?
playing 10v10 is your first mistake.
Cryptic 7 Jul @ 10:17pm 
Originally posted by Rabidnid:
Yup that is 10v10. But for both sides.

Won't change though because the game is not balanced around 10v10
implying the game isn't balanced is against the rules afaik. the game is only about balance.
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