Fire at will!

Generals,

the Headquarters have been busy. We have now, with the help of our

skilled scientists, successfully uncovered the secret of the first

novelty weapon system. Brace yourselves for the Self-propelled Artillery! Core features of these new units are:

  • They move with raised speed (like a Medium Tank).
  • Their featured armor class is “hard”.
  • To keep the balance, they have lesser defense and lowered attack power.

Bugfixes:

The HQ has of course also been taking care of bugs:

  • Resources bought for a building or unit will now be used for this purpose instead of the building queue. Negative income won’t prevent new buildings/units any longer.
  • Once you select a province in the province list, the map will now always center itself so the selected province is visible and not behind the list.

Balancing:

Finally, we also made some tweaks to our existing arsenal to better meet the expectations on the battlefield:

  • Increased Artillery range from 50 to 70.
  • Increased damage of Heavy Tanks vs. hard armor by 0.5 per level.
  • Increased hitpoints of Heavy Tanks by 12.5%.
  • Increased damage of mechanized Infantry vs. hard armor by 0.5 in total.
  • Increased manpower costs of most units by 10-20%.
  • Adjusted manpower upkeep of most units, from -20% to +20%.
  • Lowered food upkeep of most units by 10-20%.
  • All infantry units now cost a bit of food when bought.
  • Increased oil cost of all armor units by 5-10%.
The exact values will be published in the forums. Please make

adjustments to your combat strategy to compensate for the changes.

We wish you a successful exploration of the new unit!

Your Call of War Team

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42 Replies

There are more balance changes planned regarding ships, planes and secret weapons, these changes were the first step. So it is good that you are making suggestions.

Oh and since it was mentioned in this thread: Yes we are looking for more developers, please look at our Jobs page on bytro.com to check if a position you like is available, and then send us your application :).

aDudeWhoDoesThings wrote:

But you just complained about them being imbalanced
Just the railgun lacking in power (not in range, thats fine). Though intertwined the arty and railgun are due to their nature, they are still 2 vastly different units in purpose (tactical vs strategical)

@freezy

Please reduce the coast of manpower for the infantry and militia and rise the coast for ships and planes in goods and maybe some rare material. (this both resources are in the mid- and late- game often penny stocks)

It will be great if I have the choose between cheap infantry (e.g. 1000 Man + only less resources) or a medium tank (1000 Man + much more resources) This will be a good balance: more resources = more speed or more special ability.

Railguns should not be very powerful here, I don't remember them ever being very effective at all in history. If I had captured one through riot or capturing of a province where one was in production, or provided one in the Med. map, its crippling speed keeps it a more defensive unit, operating by having its fire range encompassing varied, city, or mountain provinces, where it can put the movement reduction to effect, and of course, coastal guard. Relying on this hinders your ability to have your front continuously moving, instead remaining stationary to accommodate the weapon.

"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield."
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"

Railguns was used during the war to protect the coastline against enemy ships, this must be there unique use in CoW!

i don't use rail-guns but by that reasoning they really are useful!

"Victory needs no explenation, defeat allows none"
-imperium thought of the day

Butter Ball Bill wrote:

Same. Maybe if people built more tanks, planes, ships and support guns they wouldn't have to complain.
I build a wide variety when possible...depending on the situation. But the support guns are just as high in manpower needs...not to mention the manpower maintenance requirements.
It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3

Personally I think Xarus summed things up nicely. Have a choice that boils down to many cheap units or few tech heavy units. Bit of the Sovjet or German approach, as it were. Or do British, a bit of everything:)

Changes of resource cost and upkeep are ok, not great but fair enough. But range of Arties, and range and speed of SPA is not ok.

SPA has double HP of artie, only .3 damage lower, but in average 2 times higher speed. ok 20 km extra range for artie make it fair vs SPA, but 50 km range of SPA and 70 km range of arties are overpowered for none-range-units!!!

SPA would be ok with lvl1->30kmh 30km range, lvl 2 35 kmh 40 range, lvl 3 40 kmh 50 range.

Artie would be fair with 45-50-55-60-60 km range, each lvl upgrade.

70 km lvl3 Artie disadvantages weak railgun one more time. rail gun need buff vs naval units!!!

Took that out of context Squiggles, I was saying they're not, but going against one who offered buffing it. I don't remember them ever being effective, maybe against structures but that's about it, they could never hit a ship realistically, a convoy maybe but not combat ships. You can deal with ships with subs or naval bombers, but if you want to arty a ship, just argue for coastal batteried

"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield."
"Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense."
"It's a crime we call victory, paid for by the pain of the defeated"

I have nothing to add, but WOW this thread is intense. 8|

Behind Every Beautiful Smile There is Something So Much Deeper
Do I need to say more?

If I'm going to use railgun sI use them for defense, they don't have such a punch, but the range can cover a large area.

"Victory needs no explenation, defeat allows none"
-imperium thought of the day

aDudeWhoDoesThings wrote:

Took that out of context Squiggles, I was saying they're not, but going against one who offered buffing it. I don't remember them ever being effective, maybe against structures but that's about it, they could never hit a ship realistically, a convoy maybe but not combat ships. You can deal with ships with subs or naval bombers, but if you want to arty a ship, just argue for coastal batteried
Coastal batteries are not a bad idea.....

back to thread theme please!!! Also new changes are not really a success, not a disaster. arties and SPA are OP now, SPA are OP OP OP now, 500 menpower needed, is it Introductory price for new unit? when will it rised? how much will cost it after a whille? Good nes, increased menpower costs for arties make it not as overpowered at strikeforce building, but a comparison of lone unit, or of already rised armies without loking at ressources, shows artie is overpowered now. Even 60 km for lvl 1 are to great range. 10 km more are 30 min. up 4 hours (in average 2 hour) longer bombardiment without own damage. Yes arty was weak up yet, but as strong it is now is destructive for game balance.

And i repeat 45-50-55-60-60 would be fair.

SPA 30-40-50 km, 30-35-40 kmh!!!

Too high range for artie, too high range for SPA, too high speed for SPA are too great advantages for too active players.

At least 70% players dont want come back from whatever they must, and see they losed already 50% of provinces and strikeforces. Ans 20 km more range of attacking Artie are ca, 2 hours earlier bomberdement, and SPA are killer for 2 times a day online player. With that speed and that range.

Game gonna be only for hardcore players. It is not that goal what devs had it before!

f118 wrote:

Too high range for artie, too high range for SPA, too high speed for SPA are too great advantages for too active players.

At least 70% players dont want come back from whatever they must, and see they losed already 50% of provinces and strikeforces. Ans 20 km more range of attacking Artie are ca, 2 hours earlier bomberdement, and SPA are killer for 2 times a day online player. With that speed and that range.

Game gonna be only for hardcore players. It is not that goal what devs had it before!

That's just another reason to buy High Command, so you can have your own arty that can fire back.

i don;t know what games you looked at regarding manpower

manpower is in excess only in final stages of the game, when everything is already decided

This is actually a big problem...

I agree with patch and corrections. It's logical active players are better than others. In a game, there are 45% of casual gamers, 5% of active players which are always connected and attack in the evening to beat you, with the 50% inactives players.

I don't want and can't be connected all the day, but I don't lose all my games, even with the recent patch. So to my mind, everyone can have fun on CoW. You can't win all the game because of many reason. But even you are not a big player, you can win too...

I think the goal of the devs is to let the casual gamers activate the range of their artillery during the day. 'Cause, yup, I have to go to school. This is not for bad reason and to make this game a pay to win...

Prepare your strategy against this method...

Valwarrior
Opérateur de jeu principal / Senior Game Operator
Equipe de soutien, Communauté Française / French Community Support
Bytro Labs/Call of War
Modérateur Armée de Sang / Forum
Skype : Silenty77

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