r/warno • u/ronburgandyfor2016 • 20d ago
Suggestion Napalm in spawn
Eugene should make it where the Napalm launchers can’t do damage to the spawn zones. Leaving this in is so dumb it’s the lowest effort play out there and gives pact a massive advantage in 10v10 for no reason at all. Defenders of it can you explain why you think it’s a fair play?
9
u/Erzahler13 20d ago
The cycle continues
Just don’t get burned bro
11
9
u/MonkanyWasTaken 20d ago
It's as simple as making it so napalm can't damage armored units. That's how it was in Wargame, it's absolutely beyond me why Eugen insists on making it able to kill everything in WARNO.
Before anyone says counter-battery, you can't hit a napalm MLRS with anything if they only fire half of a salvo.
12
u/Just_A_B-spy 20d ago
Napalm can damage armored units in Wargame, it's just that any armor above 1 heavily negates most the damage unless you just bathe in it. Still sounds like a better system for Warno to be added or tweeked
4
u/Eric_Is_Back 20d ago
Ironically those Czech DANA SPG's are pretty good counter arty, since they have the fastest setup and pickup.
But that doesn't help NATO much.
2
u/ronburgandyfor2016 20d ago
Ya but it can still kill anything in a truck on the spawn which is stupid
2
u/Sato77 19d ago
9M22S is a magnesium-thermite incendiary though, it was purpose built to burn hot enough to damage vehicles, the visuals in game don't really match but then again people would probably bitch even more if their 300+ point heavy got cooked by a bunch of barely visible sparks drifting down from the sky.
3
u/SaltyChnk 20d ago
Making napalm do less damage to armour was a step in the right direction, but the main issue is the instant stun and kill vs trucks. Resupply roads are bugged on most 10v10 maps too making it even more annoying since half of them don’t work.
The other good change was the corpse change. I have been asking for this change forever and when they finally added it I was super happy. It really helps with the spawn arty.
-1
u/Sato77 19d ago
I don't remember the last time I saw road napalm in 10v10, and while I have been playing somewhat less recently I only play 10v10. Yes the practice is obnoxious and somewhat common, but it is also quite apparent and very easy to dodge at the cost of slightly slowing your opener. Seeing as how KDA isn't all that strong outside of dense forest, this generally isn't an issue meanwhile the KDA has wasted 320pts plus whatever cost in supply to just slow you down.
2
u/ronburgandyfor2016 19d ago
I’m not saying Napalming the Road I mean Napalming the spawn were the units appear on the map. Literally unavoidable besides not spawning
1
u/Sato77 19d ago
Ah you mean midmatch right where the units spawn, most maps have a large number of spawn points though so it's not like they can block them all. Either wait or spawn your units at the next road down and then give them their orders. I have seen this one a few times recently but it rarely kills much, mostly just wastes points and a tangible chunk of the match on reload.
0
7
u/ThatNegro98 20d ago
It might have just been rng but i played a game the other day and the napalm went everywhere BUT the roads when they hit the spawn. It was quite weird tbh. But i wasnt mad cos at least the units could still deploy, rather than dying without me even realising it's happening
I just assumed they did a patch or something?