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Dandywalken
Feb 11, 2014

Distance wise, sorta yeah

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Panzeh
Nov 27, 2006

"..The high ground"
Broken Arrow is honestly much more like World in Conflict than Wargame.

Arrath
Apr 14, 2011


Panzeh posted:

Broken Arrow is honestly much more like World in Conflict than Wargame.

This is where I would peg it yeah, though it doesn't have the offensive/defensive abilities like WiC.

Flipswitch
Mar 30, 2010


BA feels closer to World in Conflict than WARNO imo.

Vahakyla
May 3, 2013
https://steamcommunity.com/games/1611600/announcements/detail/4152954628627996832

quote:

WARNO’sp latest milestone BERNADOTTE has launched! This major update brings not only a new division (and another heavily updated) but also much-anticipated Army General online Coop and Versus functionality, Command & Control optional game setting, additional divisional “housecleaning,” plus a big balance patch.



quote:

Command & Control

What’s the new Command & Control (C2) setting? In short, the more units you call in as reinforcements, the less income you get. It is an “upkeep” system adapted to WARNO, bringing several key elements:

First, it offers the advantage of letting commanders focus more on the tactical aspect of the game. It limits the number of units a commander can control on the battlefield at any time. This is especially useful for players wanting to deal with fewer units simultaneously.




Another element is that it releases players from constantly bringing reinforcements to use up their Command points. As we know, in a regular game, you are forced to spend your points as fast as possible; otherwise, you’ll field fewer units than an opponent, which puts you at a disadvantage.

Lastly, the new setting prevents an over-dominant player from increasing their lead during a battle in an insurmountable way, giving a real chance for the underdog to make a comeback.

A Setting Not a New Game Rule

Command & Control is a setting, not a new game rule. It can be applied on top of the classic Conquest and Destruction Combat Rules, only affecting the players’ income, not the victory conditions.

Your income is reduced by an amount of Command Points equivalent to a percentage of the cost of each unit deployed on the battlefield. Hence, the more units called in, the less income. Currently, we have three settings: 0% (no upkeep, the current setting), 5%, and 7%.



There are a few caveats:
LOG units are not counted in this upkeep. This means that maintaining your logistic lines will be crucial in the battle. As the famous quote goes, “Amateurs talk strategy, professionals talk logistics.”
AIR upkeep is half that of ground units, regardless of the setting you choose.
You can’t accumulate more than 5.000 Command Points.


The new Command & Control setting will be included in the next milestone BERNADOTTE, both available in Skirmish and multiplayer game creation lobbies (but not in Ranked). We will also convert 10vs10 lobbies to feature this new setting.

pedro0930
Oct 15, 2012
Additionally, this is the last major update in EA. The next one will be 1.0.

Arglebargle III
Feb 21, 2006

I played this game for the first time recently. Seems more like Airland Battle than Red Dragon. Men in houses are once again very hard to dig out, and the tank meta revolves around a couple of superheavies. Am I right?

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pedro0930
Oct 15, 2012
Ehhhh, men in houses is manageable because houses can now be destroyed quite quickly with artillery. Though ruined building still provide cover and concealment, it no longer block line of sight so oftentimes town will just get totally flattened, which allows the whole enemy army to focus fire. Also unit regain stealth much slower (needs more than 10 sec, maybe 15?) so infantry stay revealed once they start shooting.

Modern MBT is good, but their TTK against their peers is somewhat long, not to mention smoke launcher now allows easy disengage. Flanking or heavy ATGM added to the mix will give more decisive result.

pedro0930 fucked around with this message at 17:34 on Mar 28, 2024

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