Hello commander!
In today’s DevBlog, let’s go full
ACRONYM and take a deep dive into
FOBs and
LOS. Yup, we got some interesting details to share both about a new structure and an updated (and very important) game mechanic coming to
WARNO.
Both the
FOB and revised
LOS system will deploy in a patch soon!
Keep reading to find out more.
[h2]First up: FOB[/h2]Let’s begin with the new
Forward Operating Base. This structure was introduced back in
Wargame: European Escalation. Many of you veterans of our earlier games have been asking for the
FOB’s inclusion into
WARNO.
We are getting very close to introducing
FOBs in the game, so let’s get down to brass tack logistics and explain what’s moving, where, when, and how.
The
FOB in
WARNO is a single supply depot that can be placed at the beginning of a game in your deployment zone. And
ONLY during the deployment phase. Supply vehicles will be able to enter a
FOBs area of effect and automatically receive supplies (“health” repair, ammo, fuel). Not only that,
FOBs can resupply
any type of unit if they are close enough.
There is more: you have to be careful defending a
FOB. These are very hardy structures, but they can still be destroyed. But a greater prize is to capture one! If an opposing player places enough units in the zone of influence of a
FOB, they will gain control. If you want your
FOB back, you need to have more units than your opponent in its radius.

Visually, we wanted to ensure
WARNO’s Forward Operating Base was a bit more realistic than its
Wargame: Red Dragon predecessor. Gone are the reinforced concrete walls and watchtowers (which, realistically, would take several days to build).
Instead, the new
FOBs are made of weapon and ammo stock, military equipment, and fuel barrels, all urgently transported to the forward edge of the battlefield. This reinforces the core theme of
WARNO, pushing the idea that the
FOB is a scratch-built base of operations deployed in a rush when your game - the battle - begins.
Let us know what you think!
[h2]A new Line of Sight tool[/h2]We have also worked on an updated and revised
Line of Sight tool. As you know, during a tactical battle in
WARNO, a player can press “C” to display the Line of Sight, either on the cursor (useful to check locations on the map) or centered on a unit.
We have improved the
Line of Sight tool to make it faster to use, easier to understand, and more accurate. We have done this by differentiating better what cannot and what can be viewed.
Faster to useWith the updated tool, when selecting a unit in the game, you will see how their field of view holds up.
If we compare two examples:

We have here an
M1A1 Abrams tank, with poor vision, and a dedicated recon
M3A1 Bradley CVF.
The former can see more of the battlefield than the latter.
Easier to understandCheck out the screenshot. As you can see, the new
Line of Sight tool now displays two different colors:

- In white transparency, the “true” Line of Sight. That is to say, the unit cannot see beyond the white line. A unit’s field of view on the battlefield is cut by buildings, forests, or other obstacles or simply limited by distance.
- In blue, we show intermediate areas in which your unit is unable to detect any potential enemies. However, if an allied unit detects a hidden enemy, they will appear in this region, even if the selected unit can’t see any foe directly.
More accurateWe have also incorporated the functionality to simulate the detection of any type of unit by clicking on the
LoS icon. By doing this, you can immediately tell which units can be detected in the
blue area depending on their level of Stealth.

Wondering if you can spot that towed AT gun? Click. Or an enemy Spetnaz recon team? Click.
The tool also lets you distinguish all the environmental elements that influence vision and detection. See how it works in the screenshot below.
[h2]What we are aiming at[/h2]Our main objective is a high Time to Kill (TTK), promoting a more deliberate and tactical pace of playing
WARNO, which would appeal to all of our players, regardless of level.
That’s not all: we also want to reduce as many cheesy tactics as possible. On a strategic level, nothing should come for free or be done in such a way that it is annoying. We wish to create a comfortable, worthwhile atmosphere in
WARNO that doesn’t promote any feelings of injustice or frustration.
WARNO is a game of strategy and tactics, brains and daring, set in the late Cold War, and we would loathe seeing simplistic techniques that allow players to win effortlessly with no thought.
Make no mistake, we are on a never-ending quest to provide you with the deepest, most fun, and most authentic experience possible in
WARNO!
What can you expect to be rebalanced in the near future?
Aircraft, helicopter, and AAWhen it comes to aircraft, helicopters, and anti-air adjustments, we will enter a cycle of experimentation. At the moment, we are not fully satisfied with this aspect of
WARNO.
We are studying various ways how we can update the mechanics involved. Planes are too often used as suicide “jokers” that prevent the deployment of heavy tanks, while also allowing some players to win a game within the first few minutes.
Please be patient, as the coming weeks will see some different meta-approaches being implemented. It will take time, and we will consult your feedback and comments on the official
Discord server. If problems arise, we’ll react as soon as possible!
Artillery and MLRS changesMuch like helicopters and aircraft, we will also take a good look at artillery and MLRS. Some recurring issue with multiple rocket launcher systems is the tactic in bombarding access routes and spawn points at the start of a game. We need some time to find the right balance here. And, once more, we can use your feedback to identify the most useful gameplay solutions possible.
In the next patch, we will preemptively decrease the damage output of a howitzer while increasing the area of suppression. This would allow team games, from 2vs2 to 10vs10, to be less dependent on artillery. Once this change is in, we’ll likely slowly adjust the damage and suppression variables until we find the right balance.
Stabilizing the metaOnce we have addressed the above gameplay areas, our aim is to get a stabilized meta that is viable and fun over the long term. This will guarantee a fair and strategic experience,
and to make
WARNO a balanced and exciting game, for beginning players to veterans and military experts alike!
[h2]See you on the battlefield[/h2]That’s it. As mentioned before, the new
FOBs and updated
LoS tool should make it to
WARNO shortly, maybe even as quickly as next week!
Don’t forget to join the passionate
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.
See you, commander!
