Warno Cinematic (NATO vs. Warsaw Pact) Large Map - Geisha (HD-4K Ultra)
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- Опубликовано: 27 авг 2024
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GPU: NVIDIA GeForce RTX 3090 | NVIDIA TITAN RTX
CPU: Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz
Memory: 128 GB RAM (127.87 GB RAM usable)
Current resolution: 3440 x 1440, 50Hz
Operating system:
Large battle stress test on Geisha, which belongs to the largest class of maps currently available on the Warno alpha/early-access (approx. 50 miles^2 or 81 km^2). Match starts with a forward-deployment of a US Ranger company transported, via helicopter, to a small townlet that sits at the mouth of a small valley, and serves as one of 4 choke/access point to a clearing on my side of the map.
The blackhawk squadron is screened by a squadron of AH-1s ("Cobra") attack helicopters with a follow-on squadron of AH-64s ("Apache") that arrive shortly. Deployment is contested, but mostly successful, as Ranger squads are able to secure important buildings in the townlet and surrounding forested areas. Air is contested throughout the match, though with NATO forces gaining gradual superiority by the end of the match. Artillery and MLRS is used as cover and preparation device to weaken and confound surrounding adversarial forces in critical checkpoints via indirect fire into unobserved but likely Warsaw Pact forces.
Other chokepoints are heavily contested with most ending in a draw, and one in a outright defeat with Warsaw Pact forces achieving temporary breakout. NATO forces seize the right flank by traversing the mountain pass and deploying limited infantry to defend the single-road that supports that path.
Eventual breakout is achieved in the center via combined-arms, with a combination of infantry/armor, helicopter support, air cover and indirect air attack, and artillery cover dislodging Warsaw Pact forces from the clearing immediate north of the townlet. Match concludes as a major victory.
A couple issues I noted in this map is vehicles running out of gas, especially Abrams that attempted to traverse the right-flank mountain pass. This seemed strange as Abrams are listed to have a range of 90 - 130 miles cross-country, and the map's length does not exceed 7 miles from border-to-border (though there are some severe inclines in the right-ward pass so might partially explain the issue). In general, gasoline is an issue throughout the map as units can easily exhaust their fuel just by traversing to a rally point. Traversing rally points is cumbersome within game-time, as it could take several minutes, making amassing critical forces to overwhelm and achieve breakout challenging.
If breakout is achieved, armor with air support should be able to hold territory so long as they are not numerically overwhelmed by a similarly class vehicle.
I keep comming back to these cinematics, great job!
Thanks! I'm slowly working on 2 new videos, one on Warno and the other on Steel Division Normandy 44' look for them in the (hopefully) near future!
They movin too damn fast dont like it
I'm sorry it was not to your liking! The game is still in alpha, so there's a chance the developers will rebalance the speed. For me, I very much enjoy the tempo, I find it exciting to try to keep balance of the player awareness and decisions
I am however, planning on making some edited content which will break down my thinking on a match, and I will try to add more context to the match. I am new to this, but will announce my first attempt at an edited/curated video in the near/mid future
@@TheDataWorkshop
I know the game looks great but unfortuntly they kinda ruined it with the speed, all war games when the fight is slow it became more enjoyable to watch
Specially the strategy types
@@TheDataWorkshop
Go for it bro, wish you the best of luck
@@ahrrydepp493 The latest patch slows combat down, as well as other changes (artillery being slower -but much deadlier for example).