Call of War 1.5 round 2!


Attention, generals!

After our first test event for Call of War 1.5 you shared so much feedback with us, that we decided to withdraw to our bunkers and postpone the next offensive. We analyzed the battlefield and tweaked and improved our equipment for the next battle.

Finally, the time has come to have the community test Call of War 1.5 once again.

What changed? Well, what didn’t change?

We added the unit upgrading feature, vehemently requested by the community after the first test! Check your army bars for the shiny button that says “Upgrade” once your research has progressed. Upgrading existing units will cost additional resources and time, though.

We made major balancing changes covering all aspects of the game, including resource costs, unit stats, resource production and much more. We will share more details on this in a few days. Rest assured, these changes reflect a lot of your feedback!

Another change you will notice is that you are able to produce units of any level in a building again, no matter of the building’s level. However, a building with a higher level will drastically decrease the long production times of high-level units.

Apart from all of this, we made adjustments to the user interface like filtering the province list for urban provinces or adding an “Ordnance” tab to the research & production menu.

We also updated the look of urban provinces to have them stand out more and changed the layout of province names and resource icons to improve the overall game experience. We could keep on going with this list of updates and changes, but we figure it’s best you take a look at it yourself.

The second test event for Call of War 1.5 will start on [b]Friday, February 28th 2020 at 11:00 am CET[/b] until Tuesday March 3rd, 2020 at 11:00 am CET. Don’t miss it!

NOTE: Mentioned changes affect event games only.

We are looking forward to your feedback! The Call of War team will keep a close eye on the forums and our Facebook and Twitter channels to answer your questions and gather your feedback.

See you on the battlefield!



Your Bytro Team


Post a Reply

Please log in to post a reply.

280 Replies

Akulla3D wrote:

One comment not sure how the plane dynamics changed but I have noticed that refullng takes alot longer it went from 14 min approx to 30.

Oh one more thing.

Not sure why you would build Militia now, as they have the same requirements to build as Infantry. Other, than cost of course.

Loving it though keep up the good work.

refuel times go from 30min (lvl1) to 10min (lvl3) for airstrips and from 60min (lvl1) to 10min (lvl5) for aircraft factories. To incentivize leveling them.

Militias are built much faster and are cheaper, while not being that much worse up until late game. Plus they have different terrain bonuses, maybe there will be a sitution where you need their forest/hills buff. They are a situational counter unit, or for preparing ad-hoc defense.

MadMike69 wrote:

I just came online to a player disembarking at one of my cities.3h 30 something mins.I i set a militia to build and 4 more with High Command queue.

At 1 every 45 minutes, I was going to have 5 in city before he reached.

I Actually destroyed landing party with a destroyer and planes, but these new militia would have done the job

Nice, good to see new Militias in action :D

Akulla3D wrote:

Sorry one more, it would be nice to be able to upgrade one or two units in a stack without having to move them a tiny bit or split them into thier own stack.
Its hard to make an interactive interface like that that is not totally cluttered. Right now we felt that splitting a stack as workaround to only upgrade some of the units is fine enough.

Fortune12345 wrote:

Please, please, please do not restrict victory points and building only to cities. As many have said before, this is turning into CoN. I love CoW and have been playing for about 2 years. This would kill my spirit and I really love this game. In the test event, my cities were overrun, and although I am playing a good defense, i cannot produce anything else to oprevent me from losing
Thanks for the feedback. Nothing we can do about that I fear as it is just about different tastes. Other players for example commented that they like the change. And we at Bytro believe in it, so we will probably continue down that road. Mabe it is only about getting used to it?

If you are overun like this in 1.0, chances are high that you would also lose that game, because you wouldn't have resources and time to rebuilt the expensive lvl1 ICs elsewhere. If you have units left on the other hand, your chances in both versions are similar to conquer back your cities.

Violet_Trooper wrote:

Tank destroyers have been made fragile in comparison to the rest of the armor faction, allied light armor/unarmoured units don't fair well against light tanks, and tank destroyers don't deal that much damage defensively, in fact, light tanks will deal more damage to lightly armored units than a tank destroyer will do defensively to light armored units, even medium tanks deal more damage to light armor than a tank destroyer.

Edit: I think that strategic bombers are unbalanced in terms of dealing damage to units, but you fixed the building damage splendidly, but don't reduce the anti-air damage please.

Now to my opinion part: The anti-air on strategic bombers could go up as they've not had interceptors able to escort them past level three strategic bombers. (Unless you have elite I believe)

This is a balancing decision. We want to have units suitable against different armor classes. The tank destroyer is already very strong against HA, and still pretty strong against LA. Making it stronger than every unit in both of these categories would make it OP and the go-to unit of choice. Now you have a reason to build tank destroyers and still build additional Medium tanks for example. As for logic reasoning: Tank destroyers were not very maneuverable and rather ambushed their enemies. We feel it is reasonable to deduct some points against highly maneuverable light armored units for that reason (the damage value not only represents how well it can penetrate the armor, but also how well it fights in general, also taking accuracy, ability to take cover or maneurability etc. in consideration)

Strategic bomber already have better AA capabilities than tactical bombers or naval bombers. We don't want to increase that further as otherwise they could not be countered that well. There should always be a reason to also build other units, Interceptors in this case.

EZ Dolittle wrote:

I am not a fan of the elimination of many of the terrain modifiers. For example not having a negative for armor in Urban areas is a mistake. The terrain mods make for a more nuanced game relative to combat decisions and force make up.

Also echo the absurdity of the manpower costs for upgrade troops.

Well terrain modifiers have not been eliminated, they just have been changed and reordered. We went for only positive modifiers as they are easier comparable and understandable, plus buffs feel nicer than debuffs. Tanks are comparably still worse in cities because most other tech branches have advantages in cities. So we achieve a comparable result to 1.0 while only working with buffs.

Technical reason for manpower cost: Right now its a factor on the build cost. Since build cost includes manpower, upgrade cost does as well.

Logic reason for manpower cost: Workforce is needed to come to remote location, set up facility and actually upgrade the unit, plus staff gets training with new equipment. CoW is a simplification in many areas, so I think it is not unreasonable.

Balhog wrote:

I like the way the ordnance factory was carved in there. It creates a nice tactical decision making point. I also like the creation of the specific factories for producing units wothout any other factories needed. It speeds up things quite a bit in the beginning game as far as troop building.

What a treat to build Tac Bombers in a lvl 1 air factory so quicky in the game. While I really appreciated the gift, I think it doesn't hurt to requite little investment to get TACS.

Thanks, glad you like it!

Michael Myres wrote:

So i have played a few of the round 2 games and i noticed that the research tab is basically no different from the current one because when you research most of the first level 1 units you have no resources left, by the time your resources replenish everything is already available for research, it would be a better improvement if you fixed it by having our resources replenish faster and the availability of the researchable units spread out so it would take 2 to 3 days longer till you can research a medium and level 2 light tank so we aren't so far behind on our research
Resources will be tweaked again for the next Event and should be a little less scarce. This said, maybe you should not research every single unit, choices have to be made :D

ShadowB wrote:

1.5 looks good,

seams to me like the old style of play , been properly tactical about capturing cities is back.

and that the tarnsport connections will be back as assest both for structural placemenst and targeting.

i played years ago and just came back,the map sweepers clear maps too quickly in 1.4

Glad you like it.

Michael Myres wrote:

I also have an idea for the research tab for each nation only in the 25 player map if possible, okay instead of having all nations research all the same why not make it more realistic starting with Germany, Germany was producing panzer I, II, III and IV before the war so those should already be researched and didn't start producing panzer V, VI till 1943 so those shouldn't be researched till you reach the required year i'll make a table on how the whole research tab should look like, and tomorrow ill do a Soviet and USA.
Thanks for the proposal! We are not there yet to do specific balancing for the 25 map. That will be a task for later.

Akulla3D wrote:

Only certain buildings are restricted to cities, those for manufacturing.

This makes sense, to build a bunch of manufacturing buildings in the middle of no where with no population to support is unrealistic. The current dynamic makes capturing cities very important.

I really like the current dynamic please dont change this.

yeah probably we won't change that, as this was our intention :)

Airfields and Air factories make no sense.

An Airplane factory which comes with an airport is built in 30 minutes.

An airfield without a factory, takes 2 hours.

What we need is to have them separated so that you can build an airfield faster than a factory and that then you can build an airfield in a city without a factory.

or you can redesign the research far all maps like that but here i'll show the Soviet one, also you gott redesign it anyways because you put th BT 7 light tank in the medium spot and the KV-1 heavy in the medium, i'm not going to do all of them just armore and air

Air force1939194019411942194319441945Premium
FighterI-153/I-16Yak-1Yak-9/La-5La-7/II-10Cold war era
Tactical bomberDB-3/II-4/SBPe-2/Yer-2Tu-2II-28
Strategic bomberTb-3/Pe-8/DB-ATu-16
Naval bomberII-4/DB-3II-2II-6Be-6
Days to next5 or 75 or 75 or 75 or 75 or 75 or 75 or 75 or 7

Armored1939194019411942194319441945Premium
Armored carBA-20/BA-10/BA-6BA 64BA-11
Light tankT 37/T 26T 60T 70Cold war era
Medium tankT 28T 34T 44T 54
Heavy tankKV-1/KV-2IS-1IS-2IS-3IS-4
Tank destroyerZIS-30SU-76ISU-152/ISU-122SU-122-54
Days to next 5 or 75 or 75 or 75 or 75 or 7 5 or 7 5 or 75 or 7

btw i think militia should be available in any province that would make sense

USA

You can also put more than 1 cold war era vehicles in the premium

P-35

P-51 mustang

Air Force1939194019411942194319441945Premium
FighterP-40 warhawkF6F hellcatP-80F-86 sabre
Tactical bomberB-18/B-10B-23B-25/B-26XB-48
Strategic bomberB-17B-24YB-40B-29/B-32B-47 statojet
Naval bomberTBD/BMPBMSB2A/TBFBTD XBTK
Days to next5 or 75 or 75 or 75 or 75 or 75 or 75 or 75 or 7

King armored

Armored1939194019411942194319441945Premium
Armored careM3A1DaimlerM8M38
Light tankM2M3 StuartM22M24M41
Medium tankM4/M4A3M3 LeeM26 pershingM60/M47
Heavy tankM6M29M26 super pershingM103
Tank destroyerM3 motorM36/M18M10/achillesM95
Days to next 5 or 75 or 75 or 7 5 or 5 or 75 or 75 or 75 or 7

Day 5,6,7review.

Also, Iwould send screen-shots but for some reason my screen clipping tool is notworking :/

Beenfocusing on my economy hard for these days in preparation for day 6 troopswhich will be researched by end of day 6 - start of day 7.

Due tothe new troop upgrading mechanic, def in this version but I do think in futureones the best method is to save rss for a certain unit (In my case planes) andspend it all to get a troop once it is unlocked, then wait a few days and dothis again. For example, tacs build day 6, 14 and then elite, and upgrading theold ones at these times as well. Or build as you research but upgrade at thesedays.

Becauseof this, my army is pretty tiny and I have been building up my eco prettystrong. I have done this to fuel my military for day 6 but also as I want tosee how the economy of the game is working. Reading unit stats gives a bit ofan insight into warfare of 1.5, not everything but a bit. Looking at building %is harder at least for me. So far the increases in Ics for urban is very nice,building up to a lvl 3 Rural IC to see how that goes.

I havesaid it before but the economy of 1.5 building wise (not rss wise) but forincreasing each lvl of IC feels worth it. I think this is very good! I just gota lvl 5 IC in my core urban and it produces a heck of a lot! It feels awesome.I will let you know how the rural lvl 3 IC feels once it has finished (lvl 2atm)

Whichagain gets me to the rss problem. Still there (ik will be worked on but despiteworking on my eco for 3-4 days I am still struggling for rss - (will show howlater on)). For a comparison, one ally who has 8 less provinces than me has 2xthe number of troops I have (I say this to show how I have been working on myeco a LOT!).

End ofday 6 and I am about to build up my air so excited to see how air goes in1.5v2.

I havebeen out for most of day 7 but have had troops constantly building thanks toHC! Unfortunately… it has been disappointing. Despite working almost solely onmy economy I am producing 4 units and building only 2 atm.

1 HT(built one so far)

1Motorised infantry (built one so far)

2tactical bombers (built 4 so far)

1 lvl 4TF

1 lvl 3Barracks

Also,keep in mind I had a stockpile of about 28k rares due to me saving them fromthe start for this moment. I currently have only 1k cash left and this islimiting me a lot. My other rss are all low. Only being able to afford 4 troopsat one time and I cannot afford a further motorised infantry due to cashproblems, despite working on my economy for a few days AND not building anytroops for 3 days (minus 2 arty) is very disappointing. And this is with afairly strong economy as I have a few lvl 5 IC

To solvethis, resources need to be boosted across the board (rss are now all equal,(this is good I think))I think quite a fair amount. Probably 20% minimum butmore would be nice. - I know it has been said rss will be boosted, justexplaining for me how bad the deficit is.

I alsofeel some of the research is too long. 24 hours for Heavy tanks and 23 formechanised infantry at this early in the game seems too long. Now 24 hours isokay for later game but day 6 in my mind is still classified as early game (day8-10 enters the mid game). For now it is okay but I fear those higher lvls willtake AGES. I will keep an eye on this and see how future research does and ifit feels too long. Not an issue yet but could be.

Overallday 5,6,7 has been fun building up my economy and seeing the later results ofthose higher lvl IC, but disappointing in how I still cannot produce manytroops, and I also couldn't build many buildings during my economic growthplan. This may be fixed next patch when rss are increased.

So I'm sharing the idea of adding years/dates and the vehicle in it's proper timeline and also getting rid of levls and just have the basic unit is because the heavy tanks are useless in the game no one builds them and when i do they get bombed even with the protection of anti air and fighters, i always lose them so i was thinking of making everyheavy medium and light tank every armoured car basically every unit have there historical stats like for say i face up against USA in somewhere around 1944 and he wants to build a bunch of M3 Stuarts and comes up against my Tiger unit and we all know that they cant kill a Tiger so the Tiger would win without a challenge, or with the first American light tank with the 75 mm M24 i think, you put enough of those in a stack it can kill a Tiger or against the Soviets heavy vs heavy Tiger vs KV-1 1 vs 1 the Tiger wins with no challenge but with the IS-1 that is basically the Tigers match, have only the basic infantry with different variants and make the man power more realisticfor every nation this i think would be much more realistic and add a new strategy like i fought this one nation and i seen what lvl his artillery was and his tank planes and i was invaded so all i had to do was see what he was producing and what lvl they were build the same stuff butt but keep it on a retreat so you can stack it up and use a bit of artillery anti tank to slow there advance and when your about his lvl you can couter attack and win because he spread himself thin, and i was the Soviet Union against Germany about a couple hours after we split Poland it's pretty easy beating a Germany just have the same strength of units then him and have a bigger population then him, when so i'm saying that Germany should have better tech and Russia should have a bigger population tech should be different, like it would be great to be the US or Canada having Germany as an ally and maybe buying the Tiger tank off of Germany now that would be cool

A few observations and impressions, one week into the second go-round of CoW 1.5

This event seems much better suited to the early game war fighter. Most games are highly dynamic, with back and forth action, provinces conquered and retaken. Drastic improvement over the first go-round.

The table below shows a few notes concerning the four games I entered. The active rate is a little bit higher than most CoW games. The game with 15 active players has 3 strong coalitions, and is likely the only one of the four that will last the whole month. Unlike Torpedo, I have concentrated on recruiting, rather than building. Partly due to being rush attacked early, which requires quick troop builds for defense. Partly due to the conflict between research and recruiting. Research just requires too much manpower and cash.

game dayactive playersplaceVPunits
8102160116
59210065
81568069
711213080

Down side of this event: the annoying pop-ups about S-1! Played 23 games of Sone, won 13. There are still only 2 maps available, after six months. The unit icons and banners are so large that managing the battle space is even more difficult than in CoW.

game dayactive playersplaceVPunits
881280106
88226078 (lost 60, killed over 150)
810412068 (did not play very active)
89121097
stand 61086050 (in truth day 8, im almoast killed, have wrong try and wrong neighbours)

A shame there are so few of us war fighters willing to contribute actual, numerical results.

Michael Myres wrote:

btw i think militia should be available in any province that would make sense
I already suggested it.

Tasmine wrote:

I already suggested it.
cool the more people that suggests something the better

as suggested during the first go-round of CoW 1.5:

To further alleviate the manning crisis of CoW 1.5, adopt the

'conscript' idea from Sone. Militia are conscripted with NO manpower requirements.

However, the observed behavior in Sone was that both noobs and

the AI would mass dozens of conscripts and march them down the

roads at high speeds to attack enemy capitals.

To prevent that behavior, set the maximum movement speed of the

conscripted militia to 5km per hour.

NB: Six months into development, and conscripts remain the mainstay of

90% of Sone users. Rushing down the roads and attacking willy-nilly, just as

if they were NPC!

Manpower- two games into day 5 and 8 (playing the same country so that I could compare different starts).

One of the major problems is that you can not buy manpower on the market and you cannot trade it. Therefore it becomes a major bottleneck and it is thus also a major attraction for Gold use.

Strongly disagree with the use of it in research and construction especially when you consider that the manpower pool is in the game totally available for military units, which is not the same when it comes to research and construction. In fact most of the research manpower may actually not be 'man'-power at all. Additionally we know that in WW2 the employment of women as in Rosie the Riverter was a major factor in the running of factories. Therefore to keep with the theme of WW2 manpower should not be applied to construction and research.

Maybe the manpower has to be adjusted downward over time to show the depletion of the conscript pool.

Perhaps some upgraded units would have less manpower required, or upkeep per say, to show technological improvement and effective and cheaper equipment?

Ex.

lv.1 Infantry 50 food upkeep

lv.2 infantry 100 food upkeep

lv.3 infantry 150 food upkeep

lv.4 infantry 120 food upkeep

I dunno, it was the first idea that came to mind so it ain't a great one.

「紫色の魂。」 -スプラトゥーン
"Take it."
"..."
"It's getting hard to breath."
"..."

Airfields,

There is no indication in the description that a level 2 or 3 airfield decreases the refueling time.

This is a missing critical piece of information.

Update:

Dynamic engagements continue. A few players eliminated, a few quit, but overall, a very satisfying activity rate (>50% on average.)

Only one game features any significant naval engagements. One player insists on sending unescorted cruisers and even BB into submarine infested waters. Losing badly, as expected.

game dayactive playersplaceVPunits
981180123
610211082
91468066
811118090

Very interesting and I find COW 1.5v2 much more complicated and strategic than original COW. I like the vast majority of what has been done. You should consider a skill based ranking system to go along with the experience based one that counts unit actions and construction, and beef up the stats in general. Here are a couple things that I think need work:

1. The market is ineffective due to the cost to buy and sell. Why do you have to pay the commission when you post a sell order? When I am out of cash and want to sell something, I can only afford to put up a few hundred units for sale and that sale might not go through. The offers to buy any resource are now 1.2- 1.3 per unit for each resource except the one I am out of, lol, but the lowest direct purchase price is much higher. A market with a huge bid ask spread is not a properly functioning market, but do to the scarcity of cash and risk of prepaying for a trade that may not even go through, I cant place trades to narrow that spread. There seems to be decent AI participation, but half have embargoed me already. Take away the upfront trade cost and only impose it on the seller, not the buyer.

2. Aircraft time/speed to react to threats- With the speed up in ground unit speeds, the 30 min attack timer, the new way unit damage delays killing units, the insane refueling times, I feel you have destroyed the ability of a few bunkered units time to hold out defense for air support to even make a difference. even 6 bunkered lev 2 infantry could not hold out verses 20 mixed lev 1 units for 30 mins (hit at zero mins and 30 mins, down 15 percent health at first hit). This is a big change from COW 1 where my aircraft would not take 2+ hours to return from a patrol one airport away and move to soften the attackers before they hit, then get several patrol or direct strikes before the stack hit again). Aircraft and light defenses were a great and necessary way to not require a gigantic economy crippling build up of defensive forces, and it also allowed us to quickly help allies. I guess this is just a whole new strategy to get used to.

3. Just a last comment about naval strength. I just build a lev 2 destroyer and it has a military strength of 10 vs my battleship lev 1 that has a strength of 7.5. This seems strange to me. Perhaps change the strength metric to include all the attack and defense attributes, plus health and range. It would be a big change from now and a huge number, but I think it would be more reflective.

Thanks

My Humble Assessment on the new 1.5 Version (Page 1)

I hope whoever is making decisions reads and takes some serious thought to what the players, (your customers) are saying about this update.

I have waited to give any assessment to this trial version until now. I wanted to give it at least 7 days before posting my thoughts and impression. On a scale of 1 to 5, I give this maybe 3. I believe I am being very generous there as well. But it is an improvement from the first one you gave us as I would barely give that a 1.

Here are things I do like.

  • The different buildings to build your units, (Ordinance, Tank Plant, Air Base, Secret Lab)
  • Breaking off the non-infantry & non-armor type units, (Ordinance or Light Armor)

    • You have two different classifications for the same type units which will add to confusion. So which is it, Ordinance or Light Armor?
  • Less time to build the different buildings.

    • At least for level 1 but it drastically increases with the higher levels
  • Like having the choice to select what is shown in Province Administration

    • Would like to see you go back to the Region Selection we had a year or two ago
  • You are able to upgrade your existing units after research

  • Damage being dealt out every 30 minutes in comparison to 60 minutes.

  • Build time on units reduces with higher levels of buildings

I understand there has been a lot of time and effort into updating the game. I would also like to say that when you try take on such a huge project and do so much all at once, it will take time to insure you come out with a good quality product. One that will not only keep your existing players, but attract and keep new players as well. I have said it before in other posts that perhaps you are trying to do way too much all at once. Little changes here and there sometimes works much better and allow players to get used to the changes, this and you can easily tweak things quicker based on feedback.

So let me get into the meat of what is in my belief are the things that still need a lot of work.

  • Starting out, there is not enough Cash and resources starting out. It’s about 1/3rd of what we get in the current version.

My Humble Assessment on the new 1.5 Version (Page 2)

  • All countries start out with the same amount of Resource Production, (Double of each of the 5 main resources).
  • It is far too expensive to upgrade your units and you have to upgrade each individual unit. I still do not understand why you are insisting on not giving us automatic upgrades as we complete research when every post I have read from other players have stated we do not like this concept. However, if you persist with this, then here are some options.

    • First, there should be no cost associated with upgrading your units in the field. We have already paid for the unit build. The penalty we pay is the down time while they are upgrading. It makes it near impossible to upgrade your existing units. It also takes away Build Que from HC members as you have to clear everything out just to save up the resources in order to do this.

      [list]

    • As a side note, I believe if you are going to insist on this being put into 1.5 despite the feedback and you make us pay for the upgrade, then I believe that most could live with say paying only in Manpower or Cash or maybe both.
    • Why would anyone want to upgrade a unit that is now going to cost them double, triple or more to get to the highest unit level? The odds are their health is lower than 100% so it would make more sense just to build new units and leave your lower level units out there to die.

      [list]

    • It is almost like you want us to lose our units. If you upgrade nothing in the field, you would also have more units vs the same amount after upgrade.
[*]Give us an option to upgrade all units at the same time without having to go to each individual unit. That is if we can afford it of course.

[*]The upgrade button is in the Orders Box. This can put too many buttons in the box and hides the stop button. It would be nice to just click on the unit in the unit box and upgrade a specific unit, (ie: such as you would do when wanting to disable a Naval Base or Barracks)

[/list][*]Can only build units in cities.

  • You get 5 cities, capture your enemies 5 cities and game is over for them.
  • There is no strategy in this. All you have to do is gather up as many units as you can and rush the cities. Forget about the other provinces, you can go back for them later. Taking out those cities, you know your opponent can’t build anymore units. This only gets
[/list]

Post a Reply

Please log in to post a reply.

Back to Call of War News
Quick Launch