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Serious Gameplay and Balance Issues on Official Warlords Redux EU #11a

1

State

Open
Issue key
A3G-49
Access
Public
Space
Arma 3
Project
General
Creator
ghost_of_kyiv
Created
Aug 29, 2026
Views
68
Issue Type
Bug/Error
Section
Game Version
2.22 (Current Stable)
Was this also present in the previous version?
Yes, it was already present
Severity
This is seriously disrupting my gameplay
Section
Operating System
Windows
Windows
Windows Version
—
Description

Hello Bohemia Interactive,

I would like to report serious gameplay, balance and design issues on the official [OFFICIAL] Warlords Redux EU #11a server.

Server: Warlords Redux EU #11a
Person responsible / developer: Spooker
Date: August 30, 2026
Time: Today

I am submitting this report because the current configuration of the server contains multiple mechanics that, in my opinion, seriously damage the balance, tactical gameplay and overall playability of Warlords.

This is not simply a complaint about personal preferences or one particular gameplay mechanic. There are several systems that, when combined, fundamentally change the gameplay and make normal combined-arms warfare extremely difficult.

1. Extremely excessive weapon ranges

Some vehicles appear to have weapon ranges that are far beyond what would normally be expected from their platforms.

For example, an APC/BTR can engage targets with missiles at approximately 15 km.

Aircraft can also launch anti-radar missiles from approximately 16 km.

These ranges create situations where players can be attacked from distances where they have very limited ability to detect the attacker, react to the attack or effectively counter it.

The problem is not simply that these weapons have a long range. These ranges fundamentally change the battlefield and allow vehicles and aircraft to attack objectives from distances where normal reconnaissance, positioning and counterattack become extremely difficult.

I would ask Bohemia Interactive to review these weapon ranges against the intended Arma 3 and Warlords mechanics.

2. Enemy vehicles spawning directly at the point of attack

Another major issue is the ability for enemy vehicles to appear directly at or extremely close to an active attack location.

This removes an important part of Warlords gameplay.

Normally, an attacking force should be able to identify enemy movements, establish a defensive line and react to enemy reinforcements.

If heavy enemy vehicles can effectively appear directly at the objective or in the immediate combat area, there is little opportunity for reconnaissance, preparation or tactical response.

This creates situations where an attacking team can suddenly face heavy enemy equipment without any meaningful warning or approach phase.

It makes the sector system much less tactical and much more dependent on artificial spawning mechanics.

3. Unrealistic drone mechanics and physics

The current drone implementation also appears to use mechanics and physics that are significantly different from normal Arma 3 vehicle/UAV behavior.

The movement, handling and operational capabilities of these drones can provide advantages that do not feel consistent with the normal Arma 3 gameplay mechanics.

I would ask Bohemia Interactive to review the current drone configuration and determine whether these mechanics are intentional and appropriate for an official Warlords server.

4. Active Protection Systems (APS) and manual reactivation

Another major balance issue is the implementation of Active Protection Systems (APS) on armored vehicles.

The current APS implementation gives armored vehicles a very significant advantage against infantry and anti-tank weapons.

More importantly, the ability to manually restore or reactivate the APS creates situations where infantry has extremely limited ability to destroy an armored vehicle, even after successfully engaging it multiple times.

In normal combined-arms gameplay, infantry should have a reasonable opportunity to disable or destroy armored vehicles through coordinated use of anti-tank weapons, positioning and multiple attacks.

With the current APS mechanics, infantry can successfully attack a tank, but the vehicle can restore or reactivate its protection and continue operating.

This can make tanks effectively impossible or extremely difficult for infantry to destroy unless the infantry has an overwhelming amount of anti-tank equipment or very specific circumstances.

The combination of extremely long-range weapon systems and highly effective, manually renewable APS makes armored vehicles particularly difficult to counter.

I would ask Bohemia Interactive to review:

  • the number of APS interceptors available to vehicles;

  • the recharge/replenishment mechanics;

  • whether APS can be manually restored or reactivated;

  • how quickly APS becomes operational again;

  • whether the current system makes armored vehicles effectively immune to normal infantry anti-tank attacks;

  • whether these mechanics are consistent with the intended Warlords combined-arms balance.

5. Excessive defensive fortifications

The current fortification system also creates serious problems.

Players can construct defensive positions and fortifications to such an extent that it can become extremely difficult or effectively impossible to capture a sector.

Instead of encouraging tactical defensive positions, the system can be used to create extremely dense defensive structures around objectives.

This can completely stop the normal progression of a Warlords match.

A sector should be defensible, but it should not become practically impossible to capture because of unlimited or insufficiently restricted fortification placement.

There should be a reasonable balance between the ability to defend a sector and the ability of the opposing team to attack and capture it.

6. These mechanics undermine the core Warlords gameplay loop

Warlords is fundamentally a combined-arms game.

The gameplay should revolve around:

  • capturing and defending sectors;

  • reconnaissance;

  • infantry;

  • armored vehicles;

  • aircraft;

  • coordinated attacks;

  • defensive positions;

  • logistics;

  • detecting and countering enemy forces.

The current configuration undermines many of these principles.

When an APC can attack from approximately 15 km, aircraft can engage with anti-radar weapons from approximately 16 km, enemy vehicles can appear directly at an attack location, drones have unusual mechanics and physics, APS can be manually restored, and fortifications can effectively prevent sector capture, the battlefield becomes much less tactical and much more dependent on artificial mechanics.

This significantly reduces the importance of positioning, reconnaissance, infantry tactics and coordinated combined-arms operations.

7. This is not a new type of Warlords problem

There is also relevant historical discussion in the official Bohemia Interactive Warlords community.

Players have previously raised concerns about Warlords mechanics involving spawn and rearm exploits, camping, defensive systems and long-range SAM systems.

These discussions demonstrate that the community has already identified the problems that can occur when players are able to attack or defend from excessive distances or exploit spawning and defensive systems instead of engaging in normal combined-arms gameplay.

There have also been discussions about long-range SAM systems creating very large no-fly zones and about spawn/rearm mechanics and camping negatively affecting Warlords gameplay.

The current EU #11a configuration appears to amplify many of these same problems rather than reducing them.

This is why I believe the current situation should be reviewed as a gameplay and balance issue rather than being dismissed as a matter of personal preference.

8. Request for Bohemia Interactive to review the server

Because EU #11a is an official Bohemia Interactive server, I believe these issues deserve an official review.

I would specifically ask Bohemia Interactive to investigate:

  1. The maximum engagement range of the vehicle-mounted missiles.

  2. The approximately 16 km range of aircraft anti-radar missiles.

  3. Whether these weapon ranges are intentional and appropriate for Warlords.

  4. The mechanics that allow enemy vehicles to spawn directly at or near active attack locations.

  5. The current drone mechanics and physics.

  6. The current Active Protection System implementation.

  7. The ability to manually restore or reactivate APS.

  8. Whether the APS system makes armored vehicles excessively difficult or effectively impossible for infantry to destroy.

  9. The restrictions on defensive fortifications.

  10. Whether the current fortification system can prevent sectors from being realistically captured.

  11. Whether these changes are officially approved for EU #11a.

  12. What role and authority Spooker has regarding these changes and the configuration of the official server.

  13. Whether the current configuration is consistent with the intended design and gameplay philosophy of Warlords.

I am not asking Bohemia Interactive to remove every custom feature from Warlords Redux.

I am asking for the current configuration to be reviewed from the perspective of gameplay balance, tactical counterplay, combined-arms gameplay and consistency with the intended Warlords experience.

I can provide video recordings and screenshots demonstrating the issues described above, including the weapon ranges, vehicle spawning, drone behavior, APS mechanics and fortification problems.

I believe that an official Bohemia Interactive server should provide players with a reasonable opportunity to detect, counter and respond to enemy actions.

At the moment, several of these mechanics significantly reduce that possibility and make EU #11a considerably less enjoyable and less tactical than it should be.

Thank you for taking the time to review this report.

I would appreciate an official response regarding whether these mechanics are intentional, whether they have been approved for the official EU #11a server, and whether the current configuration has been reviewed by Bohemia Interactive.

Reactions

Activity

    21 days ago
  • ghost_of_kyiv
    created issue21 days ago

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State

Open
Issue key
A3G-49
Access
Public
Space
Arma 3
Project
General
Creator
ghost_of_kyiv
Created
Aug 29, 2026
Views
68