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EZ Dolittle wrote:
I am totally opposed to the manpower cost to upgrade a unit. We are changing equipment not the people !Manpower shortages are rough in the beginning especially with large manpower costs for research.
This needs to change
Changing this is unlikely, our current system takes the cost of the target unit and multiplies with a factor, and since all units cost manpower... Think about manpower being used to getting the workforce into the area where you are upgrading and setting up little repair shacks. Manpower costs do not mean that it is only about soldiers controlling the vehicle. The costs will probably be lowered though.
Torpedo28000 wrote:
From looking through the stats of units here are my thoughts / questions on some of them:Firstly, I do really like how some troops seem to maybe synergies with others, planes and no metal, tanks and no rares. Whether with production this is possible to build together idk yet but in theory I like it.
Tanks don’t seem do enough damage to infantry units, looking at stats, they seem to do like a bit of inf damage but LA (light armour) and MA (medium armour) but they don’t seem to do enough inf damage at all. Infantry lvl 1 does more damage to inf units than LT? This seems a little not right how does this work? Yes they will win due to armour difference, but they should be doing more damage to inf right? Is this a conscious choice? Day 2 inf does only 0.5 inf damage less than day 3 MT. This follows into higher levels. So I feel esp since MT are meant to be offensive (I like that) they don’t do enough damage to infantry units. MT in my mind should slaughter infantry (If no AT) but they wont, or at least not compared to other troops which to me means they are not a clear inf killing troops, at elite lvl only 3 difference between inf and MT is just I feel not enough at all! ESP as AT are very strong.
Finally (for my tank bit), I super strongly believe offensive melee combat is never a good idea. I almost never offensively attack someone with anything unless i’m 5x+ stronger, I use arty or planes but never tank attacks, tanks on defence yes! So to change my mind about it, tanks need to **really** pack the offensive damage which they are not. I really hate doing this but no tank melee attacks has lead me to win 8/9 100 maps and not ever seen a successful player win using tanks on the offensive. I really think MT need to smash in the offensive damage, not do okay in it when I can just let my arty kill from a same distance and let the enemy run into me with some AT and tanks in defence. I’d love to see large tank attacks do well, but for their cost and relatively low inf attack I don’t see myself using them esp with strong AA and AT HA defence values. I will have to test this ofc, but it will all depend on what my opponents do, and i’m rarely wrong with troop stats and combats... I may play to much...
Motorized infantry (I think stat wise this unit looks really good) does more inf damage than a MT at elite level. And it an inf unit so more difficult to counter (no AT to kill it/ anti-infantry unit) so to kill infantry I’d be using motorised infantry, and to kill armour AT / TD. So what is the point of a MT? A HA inf killer? Not really, a good armour killer, TD better.
I think MT inf attack needs to be buffed.
AA has better HA defence than infantry?
I always felt inf was the average at everything but not great at anything, now AA has ofc better AA defence and better HA defence just seems odd. I feel AT should have good tank defence and crap infantry and air, AA good air defence and crap infantry and armour etc. Why does AA have better HA defence?
Troop consumption and cost: Is the aim of 1.5 to on average have less total units produced than in 1.0. Seems so but wanting to know for my tests if this is intentional or not. May not be as i’m basing off 1.0 production capabilities with 1.5 costs. But is it?
Similar to above, I am very active, so I want to ensure my testing is inline with what the planed build amounts are: So I guess how often do you think we should be able to build a troop, factory and IC? Equal, more, less than 1.0? On average as each troop/building costs different.
The focus of light tanks shifted a bit towards beating other light armor, because we already have other light armored vehicles focused on beating unarmored targets (e.g. armored car, mechanized Infantry). In fact already the majority of units is focused on beating unarmored, so we also need some units focused on beating light or heavy armor. For balancing reasons we will keep it that way. A light tank will still win handily vs. an Infantry though due to having more hitpoints and the Infantry also not having a focus against light armored, so it's ok, considering the light tank is also faster.
Inf are strongest vs. unarmored, so in my eyes it is absolutely justified that anti-inf damage of Inf is comparable to anti-inf damage of tanks. Otherwise Inf would be worse than tanks in every regard, making Inf underpowered again (as in CoW1.0). But we want Inf in CoW1.5 to be a valid unit even in the lategame. It is more about the counter system in 1.5, because now we have 3 ground armor classes and units which are discintively better vs. certain armor classes.
Medium Tanks beat Infantry greatly, because Inf does not counter heavy armor very well. You may use motorized Inf to beat other Inf, but the motorized Inf also takes much more damage in return and has much less HP than the Medium tank. The Medium tank does not have as many "natural enemies" as the Inf does, as far more units are anti-UA than anti-HA. Don't compare only one damage value but consider all traits of a unit, that would be my recommendation
I just ran some internal calculations with units of equal unlock days. A Light tank lvl1 should win with ~44% remaining vs. a Inf lvl1 (without any terrain or home defense bonus and without x-factor). A Medium tank should win with 80% remaining vs an Inf lvl2 and a Motorized Inf lvl1 should be tied vs. an Inf lvl 2 (both dead). Well maybe you now see what I mean.
Regarding successful tank attacks: I saw enough other players going for a tank strategy and win. I think you are a pretty rare case if you only attack melee if you are 5x stronger, majority of players don't do that. It's all about preferences though, so its ok if you like to play differently. That doesn't mean that other ways of playing won#t work though.
AA has a larger caliber gun (e.g. Flak 8.
and this is better vs. HA than Infantry, yes. Most units have a secondary prefered target after their focus target, and for AA its HA after Air. For Inf its LA after UA. All about diversity and different roles. AA is still much worse vs. HA than ATs though.
As said we will probably revise troop costs once more so you can produce more of them.
Upkeep cost right now is 1/20 of the production cost, means after having a unit for 20 days you could have used the upkeep to build a new one. That's an ok value in my view, considering the round only lasts 28 days.
Probably you should be able to build slightly less troops than in 1.0 because starting resources are decreased a bit and costs for units and buildings are increasing while in 1.0 they are not. But current amounts seem slightly too low.
Teburu wrote:
sure; but as @Mc_Johnsen already said; these (insane) fast mobilizations time paired with the "normal" movementspeed feels like a weird mix of a speedgame and normal one
They are certainly faster than CoW1.0 on low levels, but that is because we want to bring more action into the early game. This should help retaining players who would otherwise have too little to do in the beginning. Later building & unit levels will have longer build times more in line with CoW1.0.
Also I would not call that insanely fast. Play a round of our other game Supremacy 1 if you want to see insanely fast lvl1 production times
EZ Dolittle wrote:
Noticed that you can not build a port in a non urban province. While we have airfields and aircraft factories why not have Harbors and Port Industries. This way you can speed up the embarkation and debarkation of troops.
Nice suggestion, we will talk about that.
cycle9 wrote:
Ja, Really!In CoW 1.0 we can spend 1k goods and iron, 1.25k oil and 7.5k cash
to save 1.5 hour embark time. Not to mention the other 1.5 hours we
save retreating our forces back home.
Where is the justice?
maybe justice will be served.
EZ Dolittle wrote:
Common mistakes seen:1. INFRASTRUCTURE
by habit players are doing infrastructure on resources places but they have NO advantage to them. Infrastructure is now a luxury item to increase speed of bringing troops to the front. as an experiment I am doing this as Egypt in a game to go from Luxor to Benghazi so as to ship to the Southern European front.
NOTE TO DESIGNERS: infrastructure needs to have a little more incentive to use.
2. Production type
Multiple build types in a city. You start with 5 cities and four should be devoted to ONE type: Armor, Artillery, Navy and Air. The 5th City should be used for a duplicate of the Navy or Air or Tank as per your style. I would save the Barracks for a captured city since the upgrade costs for infantry is outrageous.
3.Research Manpower Sink
The early game there is a shortage of manpower, so avoid going for things like AA AT and maybe even Destroyers.
Wait till later in the game when manpower is more readily available as the research times are not much.
NOTE TO DESIGNERS: the manpower costs for research is absurd.
4. SILENCE
Too many people do not talk to other people. You should ideally send a message to every single player in the game and say Hi or simply ask if they know anyone in the game.
5. FAILURE TO DIPLOMACY WITH AI
You still need to set RoW or better with every AI country in order to secure maybe a RoW or even an Alliance with them. Having an Alliance with Estonia as Egypt gives you the equivalent of some spying around that area.
Infrastructure is probably better than people imagine. It doesn't have the 50% production buff of 1.0, yes, but its also cheaper than in 1.0 and its other benefits are greatly buffed. Morale increase is now 20% instead of 15% and movement speed increase is now 200% instead of 50%.
That said we can still make it a little cheaper in the next Event.
Manpower cost for research is so high because in our test rounds before the event we realized that players now had too much manpower after our rebalancing, with manpower stockpiling alot compared to the other resources. I have to say in the tests afterwards and also my live test that the resource need is now pretty much balanced across all resources, there is none where I would say it is much more or much less required than others. Overall of course we could use a little more resources in general. The balancing is still not finished though, so resources will probably change again in the next event.
Torpedo28000 wrote:
Yes I do agree, or at least no value in a small 22 map. Possibly in Siberia in a 100/50 map for faster speed... but really that is a luxury. The moral boost is great but I will be building up my core and spreading out from there, and thus it is unlikely I would spend the rss to get the this boost. While it isn't crazy expensive, it doesn't give any bonuses that are really worth it. Possibly the moral boost but late game in a 100 map, day 30+ im thinking. Rss seem quite tight so far so the extra even small cost I wouldn't be building at this stage in the game.I think it is similar to building forts in a 100 map for moral, only something I do when I have soooo many rss it doesn't matter. As well as I have NEVER built infra for the speed boost but always for the rss boost or to build troops.
I think if it had no moral bonus and pure speed but a VERY low cost it may be worth doing. And I mean maybe 300 goods for all levels or less. Then I could see myself building it.
I have always liked the idea of supply into the game, cutting off someone or investing to get your front sorted for a prolonged war, and IK this is not something that will be implemented due to them being far too difficult to implement, and im not suggesting to do so. But perhaps changing the name of infrastructure to supply lines - or something more creative, giving them a LOW cost but improving speed could be a way to implement the notion of "supply" into the game without actually changing anything. Or simply using them to increase troop speed and not supply but infrastructure. The end result is the same really.
You dont need them, but a 200% movement speed increase for perhaps 300 goods per province could be something used later in the game. (300 goods is just a number but I feel is cheap enough for me to do this probably day 10+) as speed increase is nice, but I will 99% of the time invest in troops or production given I don’t fight stalled fronts really ever, so for a straight speed increase building it needs to be cheap.
- Perhaps a sliding cost scale of 50 goods for lvl 1, 100 for lvl 2 and 150 for lvl 3. Just as idea - Perhaps one to explore pending how many users use Infrastructure from your data collecting.
Well some of the reasons also stem from your playstyle it seems, the new Infra is not as bad if used in the right situations. Your proposed costs are too low for my taste, but you are right that we should probably lower the costs in the next Event.
Torpedo28000 wrote:
Anotherbit of feedback regarding plane vs plane dog fighting:The new plane air damage with planes doing far more damage in the attackcompared to the defence is a feature, in theory I LOVE! I think it makes sensecompletely and is an awesome change…in theory.
I havetwo concerns with this change. If there is a plan to solve these issue then Iwould love for this change to stay as I think it makes sense the attacker hasan advantage, and I think more troops should have attack and not defence stats.(I also feel it gives ints an even bigger air role)
1. Because now the attack is significantly more deadly than defence and alsoovertly (whereas in 1.0 the defence is better due to game mechanics and notstats) I see fights with planes being very dull and no action occurring. If 2players now are doing plane vs plane combat you generally have all your planespatrolling over each other and let the combat go given the attack and defenceare almost the same. (stat ik are the same). But in 1.5 the attack is vastlysuperior so I see lots of cancelling the patrols to ensure you don’t have todefend, in battles against active or competent players I see the only way tokill a plane is to hope the enemy forgets his planes are still patrolling, noone will actively let their planes defend and therefore these fights will nowbe long durations of cancelling the patrol hoping the enemy doesn’t - notsomething that sounds enjoyable.
2 theobvious way to counter this problem is just to DA (direct attack), this meansthe first person to press the DA and if planes are the same lvl the one to doit first gets a lovely advantage and gets to attack first, this should resultin lots of attacks and defences. BUT, due to the patrol and DA mechanics, if Iwas to DA a stack of planes, but there are 1 or more stacks also patrolling, Iwill lose more than I will kill, (hard to explain but im trying to refer to thefact when you DA a stack and planes patrol, the patrolling stack loses nodamage and inflicts 100%). Because of this, DA is also not a viable option.
As withall my suggestions, im no coder at all, and so im not entirely sure how tosolve this easily without just simply "deleting the DA and patrolmechanic" (im assuming it isn't that easy? And it is something I do like as well, so a better idea would be nicer).
Is this a known issue/ something now that will be addressed? Again, if there isa way to solve this then yes I really love the fact planes now do far moredamage in the attack, I think it makes sense and could add some nice game playmechanics. However with these two limitations I have outlined, I do not likethis change.
First of all, there should never be a situation where no damage is dealt. Direct Attacks with planes should do normal damage vs. patrols. If you have fights where the patrol does not take any damage, please report it as a bug.
This should answer already your second point: Direct attacks should now be much more viable than before.
To the first point:
When a plane is on patrol and does its patrol tick, it uses its offensive damage values. So whoever patrols in a certain location first will get the first offensive patrol tick and thus do more damage in the first tick. I think you are aluding to that the optimal strategy is therefore to cancel your patrol after the first tick in order to have a gain from the fight? That certainly would be a possibility, not much we can do about that. It is certainly much better compared to the previous behaviour where players circumvented the stacking limits during defensive ticks, with which players could establish some "no-go areas" for enemy planes on the map. I also don't see this avoding of defensive ticks to occur that often, maybe only when both sides are pretty much equal. But if one side already has an advantage in numbers it will certainly pursue that advantage and won't cancel patroling no matter the mechanics, while the player with the smaller army would most likely cancel his patrol anyway no matter the mechanics. So I guess in normal situations the mechanics change won't change behaviour that much. Especially since now DAs are more viable vs. patrols. So as a summary I don't see a big problem here right now and would just let it play out instead of theorycrafting too much about it.
Akulla3D wrote:
So far this iteration is looking good!I haven’t found any bugs and the game play seems smooth enough. I really like this version of COW as it makes the player have to focus on strategy more as the buildings you choose make a difference, where in current version you must throw up some factories and your good to go.
--- comments below
- Overall I feel that it is still a little expensive in the beginning, doing initial upgrades and research and building units I have run out of resources really quickly, as this does not happen in current game – if this is intended then leave it – because it really will slow people down in the beginning and give people a chance to not get slammed early game.
- Oil seems to be a bottleneck early on and I found myself almost out of it by end of 2nd day where in other game this doesn’t happen until 15 or 20 if you are not paying attention.
- I feel like the Infrastructure improvement has lost its importance, as there really is no reason to build it unless you are in Russia or something and need the speed to move your troops across them faster.Not sure what to do with it maybe at end game it would be worth it for Moral.
- Note I might be convinced to use them if there were very cheap.
Overall well done on this version, it is polished and purposeful. Looking forward to playing this in 100 man game.
Akulla3D
Thanks!
Players certainly run out more quickly because initial build times are lower. That may shift in later stages as resource production picks up and build times become longer. But we still may tweak resources for the next event.
In my 1.5 game I don't feel that oil is a bottleneck. I have pretty much all resources on nearly the same level. I guess this comes down to 2 things: a) country differences (countries now produce more or less from certain resources) and b) prefered game style. if you focus on buildings and units which cost alot of oil, you will run out of it more quickly. I recommend trying to spend equally to maximize your output.
On the Infrastrucure I already commented. It lost one buff but the other 2 remaining buffs are now greater and the building is cheaper. But we can still lower the cost in future events.
cycle9 wrote:
Day 5 commentary;As observed in round one of CoW 1.5, rares are anything but rare.
In 4 games of round 2, rares selling for
.
@Vorlon:
more than one game, more than one engagement with one submarine:
several instances of destroyer bombarding a troop convoy of just two units,
and NO damage in first two ticks.
another example:
submarine attacking a convoy of 6 units, who'e HP had been drastically
reduced prior to the engagement, the sub eventually won, but with only
32% HP remaing.
Rares are probably not that rare in the early game because secret units and heavy armored units come at later days and probably also not so many players go for an airforce this time. So I think this will change over the course of the game.
Well you can compare the stats of destroyers/subs and Convoys to see how good they will fare in a battle. Certainly convoys on lvl1 are more durable than in CoW1.0, but that is also because damage values are rising greater than in CoW1.0 when leveling up, so on higher levels Convoys get more and more into a disadvantage. So yeah you probably need to build more ships in 1.5 if you wanna yield the same results as in 1.0, but on the other hand we also made ships more accessible with less build requirements and less costs.
There should never be a case where 0 damage was dealt. Maybe server connection lost at that moment or a submarine hidden that was hit?
A sub winning vs. 6 convoys while having 32% left is a fine value for me. I see nothing here that needs to be changed. Convoys are not only transport ships but also have some amarment and supporting vessels. By that you already destroyed resources much greater than what you invested. If you want even better results, well than you have to build more subs
Tasmine wrote:
@freezyAnother point, lower level units require less purduce time. Sometimes you may want more lv1 units, instead few lv2 units.
S1 do the best. In S1, I dont feel too many questions need to improved, except Assault Infantry image...
Balance, good.
Graphic, good.
Art, good.
Player Numbers, few...
I know, but as I said: S1 does not have unit upgrading right now. If it did, this would be overpowered. Then everyone would only produce lvl1 units and upgrade them to the highest level without even building the required production buildings, unless upgrading is soo expensive than no one uses it anymore. Since we have upgrading in CoW we cannot easily enable players to keep producing lower levels. We also wanted to reduce clutter on the map as we also got feedback that players didnt like that so many stacks have so many different unit levels in them. Having production requirements makes it also harder to understand as you need to check for each unit which building level it requires. Its also a decision to make CoW stand out more because this combination of mechanics is now unique compared to our other games. Btw personally I also like the S1 system, it also has its pros, but also cons (like every system).