WARNO
A World in Flames
étouf fement  [developer] 12 Jan @ 9:22am
Balancing Suggestions
Use this thread for any balancing suggestions for the mod, anything posted in comments will not be read.
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Showing 1-15 of 15 comments
Hey man I love the mod! But I must give some feedback, Javelins are incredibly under priced, if you would like Javelin performance to stay the same I would really recomend doubling their price as a starting point. That may seem exessive but a Moto Rifle team with 3 machine guns will beat most other squads by itself. as well as negate any armor regardless of smoke and or placement the range of 2000m is good enough almost all spaces. Especially considering F&F shooting & Top attack & Quick target aim time. Rangers Dragon is especially OP at 100 points, I think a squad that can double shoot Javelins killing any vehicle should at minimum be 200points without even contesting value for money. I just found nothing else is as valuable especially in cost to spamming Javelins. I love the work you have done I just hope that balancing choices dont allow it to be largely overshadowed
One thing I would suggest is that the Grey Eagle and maybe all medium to large UAVs should be targeted by the Aircraft range of weapons
At least in my eyes it makes sense that an AMRAAM should be able to lock a Grey Eagle, because currently, since it can only be targeted by Helo range weapons, AMRAAMs and other aircraft-only weaponry won't work against it

Just my thoughts, and a brilliant mod anyways :3
ari92ani 15 Jan @ 2:08pm 
Hello I would suggest u make the apache longbow radar bigger.
Sartori 29 Jan @ 5:56am 
stinger rambo does not die must balance !!!!
Khrizentema should get semi active radar guidance for its atgm's just like ka52 get because its have radar too and it can guide atgms...
Btr-80a shouldnt get ability to shoot when moving because of lack of stabilized 30mm gun...Version btr82a would be better it got stabilizator more armor and thermo 2/3 gen
Really love this mod, but now heavy AA like Patriot and Buk needs a little Buff. Compare to original game, BUK-M1-2 only has accuracy improvement, but needs to counter modern SEAD plane that has better accuracy, range and stealth. They needs more range, more air optics and more availability to do that.
very good mod but javelins fire too fast and very cheap for how good they are. they two tap t90m
Leser97 20 Feb @ 7:01am 
I have played a bit tank vs tank combat, and they tend to miss a lot. T-72 vs Abrams, both tanks fired 4 shots each and only 2 or 3 hit the target, but did almost nothing. Is this how the game mechanics work or some issue?
Altroam 22 Feb @ 10:31am 
Either remove the drones or make them capable of being targeted by AA, not a single form of AA on the russian side can touch the drones on the american side without extreme risk.
Interesting Mod - Like the UAVs and variances in units etc - but I have some gripes :)
How is that a Apache longbow can fire 8 Hell Fire missiles at a T-90 and they all miss? and that Same single T-90 can kill 3 M1A1[HA}s ?

I second @Leser97 - regarding hit percentages; I second @Истина the radar / hit range of top tier units like Patriot and Buk ; Don't agree with @Altroam - those drones got hammered each time I put them in the air
Silver 2 Mar @ 7:57am 
About MBT divisions
(90-YA and 1st Armored)

There is, imho, a significant issue with both availiability & vet levels in those 2 divisions.

MBTs (at least heavies and super heavies) are amongst the few units that should never be bought at vet 0, simply because the cohesion penalty is way too strong.
These aren't N.G, they are supposed to be trained with their main tools, MBTs.

So looking into availiability i made a sheet that made me realize the other issues in this tab.
Note : I've excluded from the sheets Cmd tanks and support units, as there is no issue with em imho.

https://imgur.com/hACSpTA

To sum up :

- US 1st armored suffer from severe low numbers and veterancy (while irl they have metric tons of M1A2B SEP variants, and a solid training with it). They should remain less availiable than their russian counterpart, considering they have better stats. Just not THAT much less.

- 90-YA on the other hand have the nice option to throw old T-72 to the grinder, (these are the only ones that should be vet-0 in a tank div), but some of their card avail is wrong, considering their IRL production history and stocks.
For example, IRL they have very few T-72BA, while they have upgraded a lot of old T-72B to T-72B3 standard (it is in fact cheaper to upgrade 4 T-72B3 than build a single T-90).

I'; under the i;pression that the current availiability per card is based on the sole price of the unit (which was a good start), but now it should be adjusted to balance the divisions, and also to better reflect somehow IRL availiability.

I didn't touched prices because :
1) I think they are quite good as it is.
2) to balance stuff, we can't change everything, otherwise the risk of overdoing it becomes a certainty.
Last edited by Silver; 2 Mar @ 4:44pm
Coming back later with a lil more context. Soviet bore fired ATGMs are not superior to NATO Tube fired TOW missiles. The fact a T72 Out ranges every other ATGM in the game is outrageous and a poor balance choice and makes divisions without heavy armor like the 24th and 34th very hard to play when the AI spams t-72s and BMP-2s. I love the mod but this needs fixed
Alright next complaint has got to be the god awful optics on the MGS platform, We're working with modern thermals no T72 is gonna come up from the front through a wood line and remain un-spotted by 3 MGS vehicles. the Pact-Nato balance is awful
This is easily one of the best modern warfare mods out there — a ton of respect for the creator. The visual detail, the concept, and the variety of units are top-notch. However, it’s clear that the mod is unfinished and sadly hasn’t been updated in quite a while.

Balance needs serious attention:

Javelins, ATACMS, HIMARS are massively underpriced. Javelins especially are game-breaking with long range, F&F, top-attack, and fast aim time. Their cost should at least be doubled.

Some units need animation polish, particularly missile-based platforms.

The drone system is underdeveloped — modern combat is heavily drone-driven, and this is a huge area of missed potential.

Key suggestions:

Add recon units with short-range UAVs (like Mavic 3T, Autel, UKO — common commercial and tactical drones).

Introduce special forces units with FPV drones used as anti-armor strike tools.

Implement loitering munition teams — conceptually similar to FPV but with longer range and delayed control.

Create shock-hexacopter units — drones that drop explosives and return to base, operated by elite infantry.

Recon aircraft (Zala, Orlan, SuperCam) and large strike UAVs (Forpost, Bayraktar) are fine as aircraft-style units, but the roster lacks depth and flexibility.

Modern warfare revolves around robotic systems and UAVs in all aspects — recon, engagement, suppression, elimination. But it’s critical to show that human operators on the frontlines are the ones controlling these systems. The combination of human intelligence and robotic precision defines current battlefield doctrine and should be fully reflected in the mod.

Drone vs. AA logic also needs fixing — large UAVs like Grey Eagle should definitely be targetable by aircraft-grade AA (AMRAAMs, etc.).

The lack of updates is the biggest downside. This mod has insane potential, and it would be a real shame to see it abandoned. I and many others would gladly support further development if it ever resumes.
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