Game mechanics, hidden and non-obvious

Combat-related Mechanics

Some of the information I got from tests, some from analyzing the internal files of the game. Thanks to Reaktor4, the creator of the Warno-Armory website, for showing how to read the internal files and answering various questions.

You can study the internal files of the game yourself. To do this, you need to go to the root folder of the game, and in the mods folder, run the exe file, which will create a standard mod for you, which is a copy of the game files.

Also, https://warno-armory.com is engaged in data parsing. This means that the data on the site is automatically read from the internal files of the game and there you can view it in a convenient format. During the guide, I will refer to this site more than once.

I will analyze the combat system and make a separate subsection of small facts, there will be things that I do not understand where to place from the sections.

I will use some terms. HUD I call the interface that is right in front of your eyes in 2D space. UI I will call unit icons in three-dimensional space.

In total, the combat system consists of the following combat mechanics:

Weapons and attacks, attack types and damage types

Health, armor, damage resistance

Cohesion and suppression, flight

Stun

Weapons And Attacks, Attack Types And Damage Types

First, let's start with the important and very non-obvious points. There are three of them.

First: What is shooting in realityVisually, units in the game shoot a lot, but not every shot is a game design mechanic, some of them are just visual. Bombs, rockets, artillery shells, large-caliber shells of infantry fighting vehicles and tanks are really shells that cause damage. An anti-aircraft burst, a machine gun burst, or a burst from a rifle are just visual effect, in fact, they have a different amount of "damage".

Technically, the game always creates a projectile that flies and explodes at the end, causing some damage to everyone. The process of creating a projectile that will fly and cause damage, I will call an attack. So, a shot from a tank is 1 attack, a salvo of 10 rockets is 10 attacks. 5 shots from an infantry fighting vehicle are 5 attacks. But an infantry machine gun burst or a rifle burst is one attack.

Below we will analyze how to accurately understand how many attacks a unit makes. Second: Weapons the unit actually carries:

If a unit has a weapon, then it occupies a separate column in the unit card. If a unit carries two identical weapons, then they will therefore occupy two columns in the card.

If you see that a unit has, for example, 6 rifles, in fact it has one weapon - this is one rifle, reinforced 6 times. It will attack once. I will call these other 5 rifles additional weapons.

When an infantry unit loses health, the fighters in it die, and along with them, additional weapons are lost, and only them. That is, the unit will only lose additional damage. If there is one person left in an infantry unit, he will fire from all weapons at the same time.

The actual damage changes are not shown in the card. But you can see it elsewhere. On the HUD, hover over the weapon icon, and a technical window will appear. There is the actual information. In the screenshot, I gave an example of changing the variables

Technically, under the hood, units have hidden weapons that are not displayed on the card. For example, smoke screens are a weapon, tanks have two guns - one HE, the other AP.

In this patch, the HUD is bugged and it always shows that the unit supposedly has guns without additional weapons, to fix the bug, turn the weapon off and on again by simply clicking on it

This technical window looks like a window that was added and forgotten about. I noticed that the tank damage by cohesion (suppression) is two times less than what is written in the card. And of the two, the correct one is in the card. Third: AmmunitionAttacks require ammunition. And an attack can visually be a burst from a machine gun or rifles. A good game design solution would be to make a system that one attack = one abstract ammunition, which costs a different amount of supplies. But the developers did it differently, and an attack costs N ammunition. An attack from a rifle - 3 rounds, from a machine gun - 10 rounds. For this reason, when you look at the tank's ammunition and see 58, you understand that it will make 58 attacks. But when you look at a machine gun and see 1000 ammunition there, then it is no longer clear, you need to divide by the number of ammunition expended, which is not indicated in the gun column. How an attack is carried out in stagesThe attack is not carried out immediately, first the unit must turn around, aim, then reload, etc. I call all this the attack cycle. The attack cycle is divided into two stages, the preparation stage and the shooting stage.Preparation stage. It occurs only when the unit has received a new target. If the unit has lost the target (lost visual contact or the target is too far away), then the unit goes through the preparation stage again.The unit turns towards the target. It does this either with only the turret, or with the whole body. Infantry units turn instantly. The HUD says Aligning, the UI has an empty circle that is not filled.

The unit aims at the target. The HUD says Aiming, the UI says a circle that fills with green.Shooting stage. After completing the attack cycle, if the target is still alive and can be hit, the cycle starts from this stage, ignoring the preparation stage.The unit attacks the target. The attack occurs instantly (a projectile is instantly created, flying according to its parameters).

If the unit has several attacks in a salvo, then preparation for the next attack begins. The HUD says Fire, the UI says a circle that fills with blue.

If the unit has run out of attacks, then it does not prepare for the next attack, but begins reloading. and the HUD says Reloading, the UI says a circle that fills with blue. The same as when preparing for the next attack.The cycle has ended.

Unit card:

Let's take a look at the unit card and apply the knowledge we've gained.The unit has 4 rifles, 3 machine guns and an RPG. In reality, it has 1 rifle, with damage like 4, 1 machine gun, with damage like 3, and 1 RPG.

HE is responsible for damage done to health. To kill one fighter, you need to inflict 1 HE

Supression is responsible for damage done to cohesion.

Target Ranges determines what targets the weapon can hit. There are 3 types in total - ground targets, a helicopter and an airplane.

Accurasy static is responsible for accuracy at maximum range, not on the move. That is, standing at 850 meters - the chance of a successful attack will be 45%

Accurasy motion is responsible for accuracy at maximum range on the move

Rate of fire is described below and requires a detailed explanation

Aiming time is responsible for aiming time.

Reloading time is responsible for reloading time.

Salvo Length is responsible for the number of attacks in a salvo.

The table does not show the preparation time for the next attack. This is a hidden attribute that is not shown anywhere in the game. In the game files, it is called TempsEntreDeuxTirs. It is convenient to look at this value for each gun on the Warno Armory website. For artillery it is from 3 to 30 seconds, for infantry carbines from 1 to 1.3 seconds, for autocannons and large machine guns of vehicles - 0.3 - 0.5 seconds, for small-caliber heavy machine guns 0.1 - 0.2 seconds.

In the description of the weapon you will find the preparation time for the next attack equal to 1 second for weapons that have only 1 attack in a salvo. After this one attack, there is no preparation for the next one, but a reload occurs immediately. So there is no need to take it into account.

The rate of fire does not show the number of attacks that a unit can make per minute, but the amount of ammunition that the unit will spend when making attacks with this weapon per minute. Yes, this is absolutely unnecessary information and it is convenient to use it only where the cost of an attack is equal to one ammunition for calculating the rate of fire of attacks - these are tanks, artillery, sniper rifles, grenade launchers.

Also, accuracy increases along a curve as the target gets closer. The last 25% of the distance, accuracy increases along a particularly steep trajectory, jumping up sharply

Splash (Area Attack):

As I said, any attack is a projectile creation. Any projectile explodes, carrying a splash radius. So several units can be injured/suppressed. Even an attack from a machine gun or rifle has a splash, but it is so small that practical implementation is impossible.Helicopters get suppressed when missiles fly near them (without exploding) that miss them.

Health, Armor, Damage Resistance

Unit health is described using the Strength and Max Damage characteristics. They are separated for a reason, since infantry units lose additional weapons when losing health, while vehicles do not.

For infantry, the amount of strength almost always describes the number of people in the squad. The exception is heavy machine guns and grenade launchers. A heavy machine gun has 4 strength, a grenade launcher 3, although visually there are only 2 people in the squad.

HE damage can be inflicted on vehicles if HE is higher than the vehicle's armor.

AP damage cannot be inflicted on infantry. If a gun has no HE damage, it cannot damage infantry.

Damage is inflicted on infantry units according to the formula: Damage = Damage % Damage Resistance.

Damage is inflicted on vehicles according to the formula: Damage = (AP - Armor)/2+1.

In this case, if the armor of the vehicle is 0, then the AP is multiplied by 2

In this case, the closer the target, the more AP.

You can conveniently calculate the real damage on the Warno Armory website, in the Armor analytics tab.

I do not know the formula for inflicting high-explosive damage to armored targets.

Infantry can reduce the amount of damage received if they are in a building, in a forest or in ruins.

At the moment, buildings provide 50%, forests 35%, ruins 45% damage resistance.

While in a building, units do not receive splash damage from most attacks Damage from an attack is randomly distributed among all those sitting. In this case, one unit can receive all the damage, and another can receive all the suppression, or both can receive a little bit, there are several variations.

The exception is artillery, aerial bombs and explosive packages. When artillery or an aerial bomb or explosive package hits a building, each unit takes damage as if they were simply standing on the ground.

If you do not shoot at a unit, but simply at a position using the shoot at position button, the units also share damage while sitting in a building.

In order to remove one point of strength from infantry, it must be dealt 1 HE damage. All infantry units except heavy weapons lose one fighter. When dying, the squad loses one additional weapon

Cohesion, Suppression

When shooting, units suppress each other. To suppress, it is not necessary to hit the unit, explosions nearby, as well as the loss of fighters in the squad, increase suppression.

Each unit, regardless of its type and size, has 500 suppression points. If a unit is shot at with a cannon that deals 200 suppression, then in 3 shots the unit will be maximally suppressed.

The manual says that receiving 10% damage or losing one fighter, the unit receives 10% suppression. This is also irrelevant. Either it was removed completely, or the losses are minimal, around 10 points.

Increasing suppression leads to a decrease in cohesion.

At 25% and higher suppression, the unit's cohesion goes from high to normal, and this already leads to a deterioration in combat characteristics.

At 50% and higher suppression, the unit's cohesion goes from normal to mediocrity and leads to a medium deterioration in combat characteristics.

At 75% suppression, the unit's cohesion goes from mediocrity to low, and here it receives the maximum deterioration in combat characteristics, and they are very serious, making the unit practically useless. Also, being in a state of low cohesion, each hit on the unit forces it to undergo a route check. It feels like the greater the HE damage dealt, the greater the chance that the unit will route. In this state, the unit simply does not follow orders and starts to run away. In this case, the flight time is random. I think somewhere from 0.5 to 5 seconds.

The suppression scale is located under health. It fills from left to right and shows the number of suppression points. The color of the scale shows the current unit cohesion. Yellow - high, red - normal, red - mediocre, dark red blinking - low.

I also noticed that due to some visual bugs, the first 100 suppression points look wider than the last 100 suppression points. I don't know what this is connected with, but it really interfered with visual observations

Also, sometimes when receiving maximum suppression, the maximum suppression is reset to ~30-40 points back. I don't know if this is really the case or just an interface bug.

Suppression works adequately and according to the numbers described in the unit sheet. With the exception of shooting at tanks. There it works incomprehensibly. According to the old manual, for each unit of armor the vehicle receives 5% less suppression points. But I had a game where the Dragon II dealt 6 points of damage, and instead of 160 suppression it gave out about 280.

In principle, I noticed that ATGMs strongly suppress and stun vehicles. I don't know why. I can say for sure - this does not match the numbers in the unit sheet.

The resulting suppression can be reduced by being in a building, in a forest or ruins. Also 50%, 35% and 45% resistance, respectively.

The resulting suppression can be reduced by increasing the veterancy of units.

As I said earlier, the weapon also has a suppression splash, and units close to the center of the explosion can receive suppression. Units in a building do not receive a splash from suppression, but randomly share the splash between themselves. The exceptions are air bombs and artillery shots, which damage each unit hit.

Speaking of cohesion restoration: this is text from an outdated manual explaining how a unit is restored.

The second part is not clear, so I took it as meaning that 10 seconds of peace reduces the suppression scale by 10 points. This is not relevant. In peace, units restore 6 cohesion in 10 seconds.

Minimum veterancy restores 0.6 cohesion per second. The higher the veterancy, the higher the resistance and restoration.

The difference is very striking. Conscripts without buffs recovered in 730 seconds.

Special forces with the military police buff recovered in 100 seconds.

Most of the traits are tied to the suppression system, I advise you to read the section with their exact numbers.

Stun

The stun is a very unclear mechanic. Infantry units have a stun gauge of 250. As soon as the infantry gains 250 points, it is stunned, and the gauge is reset.

All other units have 300 stun points. That is, in theory, what stuns infantry earlier will stun any another unit type later.

Aircraft have 9999 stun points and 9999 regeneration. So that they cannot be stunned.

At the same time, all units have equal stun regeneration. 1 point per second.

The mechanic is unclear, because it is not clear what it depends on. It is definitely based on the suppression attribute, but not directly. Tanks stun infantry with the second shot. Recoilless guns do not stun inf at all, although they have high suppression.

Apparently, according to some unclear formulas, the suppression value is modified and it is not clear how it is used.

What is known about the stun from the tests:

Covers protect against stuns, as well as from damage to health and from suppression. In a building, units were stunned after four shots from tanks.

Stun points in a building were also distributed among the units sitting inside them. During an art or air strike, everyone gets their full portion as usual.

In general, stun points have the same rules and the same methods of reducing it as other systems.

Resistance to suppression does not help against stuns.

Traits

I won't describe the obvious traits. Half of them have everything in their description.

If a trait gives bonuses to attributes, it is not specified in its card. So feel free to add/subtract from what you see on your unit card.

Reservist

Received suppression from each attack increased by 50%

Aiming time increased by 20%

Accuracy in statics and on the move decreased by -5%

Reload time increased by 15% Military Police

Disables the Reservist trait

Cohesion regeneration increased by 1.25 per second. Shock

Reload time reduced by 15%

Aiming time reduced by 15%

Preparation speed of the next attack in the salvo reduced by 15% Special Forces

The trait does not provide bonuses, but changes the veterancy system and the received buffs.

Little Facts

Here I have collected a set of facts that are relevant now in the current patch and are related to game mechanics, bugs, and shortcomings. I think this section will be constantly updated from patch to patch.

Artillery deals more suppression and damage than it says on the card.

I haven't tested all artillery, but I think it's the same everywhere. On average, artillery is 30% more powerful than its stats. M110 has a HE of 4.5 and suppression of 250. In reality, it kills 6 people per shot and suppresses about 340.

Explosives are unbalanced.

I don't know if this was done on purpose or not, but explosives are very unique now. Firstly, they work like artillery, dealing damage to all units in one building. And at the same time, it ignores all resistance of units to damage, killing one person in a building with one package, which is impossible with a normal calculation. As far as I understand, this is the only weapon that ignores damage resistance.

And here's the cherry on the cake. The explosion diameter is 300 meters, and it is applied to the entire area. During the test, I had one squad in the building, followed by a second one, and 2 more squads in it. From throwing one satchel, 3 people died, one in each squad. This is very powerful.

Veteranship does not reduce the preparation time of the next attack in a salvo.

Units are noticed not only visually, but also by sound. When an attack occurs, the "noise" level increases. But not immediately to the maximum parameter, Each gun can make N shots before it reaches the maximum noise.

Conclusion

For now, that's all I wanted to tell you about the unobvious and hidden. If you see typos, grammatical errors or ugly constructions and phrases, please let me know, I'll fix them.

From time to time, the guide will be updated, supplemented with descriptions of new features and nuances. If you know any game mechanics, share them in the comments. I hope you found the guide useful.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3299358232					

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