Artillery Rework - Upcoming Changes Explained
Hello commanders!
As part of our ongoing commitment to improving the WARNO experience, we are currently working on a rework of artillery mechanics. Our goal is to better balance its impact on the battlefield while offering more tactical options to all players.

[h2]Why this change?[/h2]
A closer look at current gameplay reveals that artillery units are able to relocate almost instantly after firing, making them nearly impossible to counter with return fire unless the opposing player remains completely static. This leads to situations where players can focus exclusively on artillery without ever being threatened.
Artillery is unique in WARNO, it is the only type of unit that has no real counter. Our core design philosophy is that every unit should have both advantages, disadvantages and, crucially, that every unit must be counterable by others. Artillery’s current lack of vulnerability breaks this fundamental rule, creating an imbalance that undermines tactical diversity.

[h2]Our Work[/h2]
To address this, we are introducing a set-up time and a displacement time for artillery units. When an artillery piece stops, it will need to remain stationary for a short period before it can shoot. After firing, it will also require a set time to pack up before moving again. These timings will vary by artillery type:
This system is designed to make counter-battery fire a viable response, without making artillery universally vulnerable. The aim is not to reduce the overall power of artillery, but to ensure there are effective counters and to encourage more diverse tactics on the battlefield.
Also, in the future, we also want to give players the ability to adjust the size of their artillery salvos. This will allow you to tailor your firepower to the situation, whether you need harassment, saturation, or precision strikes. Giving you more control and strategic options.
We are continuously exploring new ways to improve artillery gameplay. Our team remains attentive to community feedback and actively studies how artillery can be further balanced and made more interesting.

[h2]The Change[/h2]
As numerous other gameplay topics, the key is always to find the right balance between realism and gameplay. While it's clear that, considering the scope of the game, artillery gameplay can never fully replicate real-world artillery operations, our goal is to emulate and represent them, without compromising the core gameplay experience and fluidity
This artillery rework is currently in development. We are fully committed to improving this crucial aspect of WARNO and will keep you updated on our progress. Your feedback will be essential to fine-tune these changes.
These changes will affect all divisions in the game.

What are your impressions of these upcoming changes?
Please feel free to discuss or ask any questions, we will do our best to answer them.
Don’t forget the vibrant WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.
As part of our ongoing commitment to improving the WARNO experience, we are currently working on a rework of artillery mechanics. Our goal is to better balance its impact on the battlefield while offering more tactical options to all players.

[h2]Why this change?[/h2]
A closer look at current gameplay reveals that artillery units are able to relocate almost instantly after firing, making them nearly impossible to counter with return fire unless the opposing player remains completely static. This leads to situations where players can focus exclusively on artillery without ever being threatened.
Artillery is unique in WARNO, it is the only type of unit that has no real counter. Our core design philosophy is that every unit should have both advantages, disadvantages and, crucially, that every unit must be counterable by others. Artillery’s current lack of vulnerability breaks this fundamental rule, creating an imbalance that undermines tactical diversity.

[h2]Our Work[/h2]
To address this, we are introducing a set-up time and a displacement time for artillery units. When an artillery piece stops, it will need to remain stationary for a short period before it can shoot. After firing, it will also require a set time to pack up before moving again. These timings will vary by artillery type:
- Towed artillery
- Self-propelled artillery
- MLRS units
This system is designed to make counter-battery fire a viable response, without making artillery universally vulnerable. The aim is not to reduce the overall power of artillery, but to ensure there are effective counters and to encourage more diverse tactics on the battlefield.
Also, in the future, we also want to give players the ability to adjust the size of their artillery salvos. This will allow you to tailor your firepower to the situation, whether you need harassment, saturation, or precision strikes. Giving you more control and strategic options.
We are continuously exploring new ways to improve artillery gameplay. Our team remains attentive to community feedback and actively studies how artillery can be further balanced and made more interesting.

[h2]The Change[/h2]
As numerous other gameplay topics, the key is always to find the right balance between realism and gameplay. While it's clear that, considering the scope of the game, artillery gameplay can never fully replicate real-world artillery operations, our goal is to emulate and represent them, without compromising the core gameplay experience and fluidity
This artillery rework is currently in development. We are fully committed to improving this crucial aspect of WARNO and will keep you updated on our progress. Your feedback will be essential to fine-tune these changes.
These changes will affect all divisions in the game.

What are your impressions of these upcoming changes?
Please feel free to discuss or ask any questions, we will do our best to answer them.
Don’t forget the vibrant WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.