you need to check if it has impact on your gameplay.....its REALLY not hardjackass01992 wrote:
Not tested? You don't need to test something being more expensive than it presviously was. that's a simple fact.because spitting at a not tested upgrade is a bad thing
For more variety on the battlefield!
Dear Generals,
To be victorious in the future we need to look back at the past. Our analysts finished their report and revealed which of our units are used the most or least. Based on those findings we want to introduce a huge amount of balancing changes, which will be released on beta today. This update will allow you to counter certain strategies better and will allow you to use a greater variety of units in your future battles.
There will be a 3 week test phase, where we will collect all sorts of feedback and eventually make further changes. That means: The final balancing update can differ from the current state.
Following changes will be made:
Strategic Bomber
- Increased flight range:
Lv1: 375->400 | Lv2: 400->460 | Lv3: 480->550 | Lv4: 550->670 | Lv5: 600->820 | Lv6: 690->1000 | Lv7: 780->1210
- Increased building damage:
Lv1: 3.5->4 | Lv2: 5->6 | Lv3: 6.5->8 | Lv4: 8->10 | Lv5: 9.5->12 | Lv6: 12->14 | Lv7: 14.5->16
- lowered build requirement on all levels from Industry Complex level 2 to Industry Complex level 1
Naval Bomber
- Increased naval damage
Lv1: 5->8 | Lv2: 6->10 | Lv3: 7.5->12 | Lv4: 9.5->14 | Lv5: 10.5->16 | Lv6: 13->18 | Lv7: 15.5->20
- Increased flight range only on Lv1: 200->230
Light Tanks
- Increased metal cost on all levels: 1500->1750
- Increased oil cost on all levels: 600->750
Medium Tank
- Increased armored offensive & defensive damage
Lv1: 4->4.5 | Lv2: 5->5.5 | Lv3: 6->6.5 | Lv4: 7->7.5 | Lv5: 8->8.5 | Lv6: 9->9.5
Heavy Tank
- Increased armored offensive damage
Lv1: 7.5->8 | Lv2: 8.5->10 | Lv3: 10.5->12 | Lv4: 12.5->14
- Increased armored defensive damage
Lv1: 9.38->10 | Lv2: 10.63->12.5 | Lv3: 13.13->15 | Lv4: 15.63->17.5
Tank Destroyer
- Increased armored offensive damage
Lv1: 3->4 | Lv2: 4->5 | Lv3: 5->6.5 | Lv4: 6.5->8 | Lv5: 8->9.5 | Lv6: 9.5->11
- Increased armored defensive damage
Lv1: 5.25->7 | Lv2: 7->8.75 | Lv3: 8.75->11.38 | Lv4: 11.38->14 | Lv5: 14.0->16.63 | Lv6: 16.63->19.25
Artillery
- Increased naval offensive damage
Lv1: 0.25->0.7 | Lv2: 0.25->0.8 | Lv3: 0.25->0.9 | Lv4: 0.25->1 | Lv5: 0.25->1.1 | Lv6: 0.3->1.2
- Increased naval defensive damage
Lv1: 0.13->0.35 | Lv2: 0.13->0.4 | Lv3: 0.13->0.45 | Lv4: 0.13->0.5 | Lv5: 0.13->0.55 | Lv6: 0.15->0.6
- Increased range on Lv6: 70->80
SP Artillery
- Increased unarmored offensive damage
Lv1: 2->2.5 | Lv2: 2.5->3 | Lv3: 3->3.5 | Lv4: 3.5->4
- Increased unarmored defensive damage
Lv1: 1.25->1.56 | Lv2: 1.56-1.88 | Lv3: 1.88->2.19 | Lv4: 2.19->2.5
- Increased armored offensive damage
Lv1: 2->2.5 | Lv2: 2.5->3 | Lv3: 3->3.5 | Lv4: 3.5->4
- Increased armored defensive damage
Lv1: 1.25->1.56 | Lv2: 1.56-1.88 | Lv3: 1.88->2.19 | Lv4: 2.19->2.5
- Increased naval offensive damage
Lv1: 0.3->0.8 | Lv2: 0.3->1 | Lv3: 0.3->1.2 | Lv4: 0.3->1.4
- Increased naval defensive damage
Lv1: 0.19->0.5 | Lv2: 0.19->0.63 | Lv3: 0.19->0.75 | Lv4: 0.19->0.88
- Increased range
Lv4: 70->80
Anti Air
- Increased air offensive and defensive damage
Lv1: 4->5 | Lv2: 5->6 | Lv3: 6->7 | Lv4: 7->8.5 | Lv5: 8->10 | Lv6: 9->12
SP Anti Air
- Increased air offensive and defensive damage
Lv1: 5->6 | Lv2: 6->7.5 | Lv3: 7->9 | Lv4: 8->11 | Lv5: 9->13
Infantry
- Increased goods cost on all levels: 500->750
Militia
- Increased unarmored offensive damage
Lv6: 3.5->4 | Lv7: 4->5
- Increased unarmored defensive damage
Lv6: 5.25->6 | Lv7: 6->7.5
- Increased armored offensive damage
Lv4: 0.5->0.75 | Lv6: 1->1.25 | Lv7: 1.5->1.75
- Increased armored defensive damage
Lv4: 0.75->1.13 | Lv6: 1.5->1.88 | Lv7: 2.25->2.63
- Decreased build time on all levels by 25%
Motorized Infantry
- Increased move speed
Lv1: +12% | Lv2: +11% | Lv3: +11% | Lv4: +9% | Lv5: +8% | Lv6: +7%
- lowered day of availability by 4 days on all levels
Mechanized Infantry
- Increased unarmored offensive damage
Lv2: 7.5->8 | Lv4: 8.5->8.75
- Increased unarmored defensive damage
Lv1: 9->11.25 | Lv2: 9->12 | | Lv3: 10.2->12.75 | Lv4: 10.2->13.13 | Lv5: 10.8->13.5 | Lv6: 11.4->14.25
- Increased armored defensive damage
Lv1: 4.2->5.25 | Lv2: 4.56->5.7 | Lv3: 4.8->6 | Lv4: 5.16->6.45 | Lv5: 5.4->6.75 | Lv6: 5.7->7.13
- Increased air defensive damage on all levels: 2.4->3
- lowered day of availability by 4 days on all levels
Cruisers
- Increased unarmored offensive and defensive damage
Lv1: 0.5->1 | Lv2: 0.5->1.5 | Lv3: 0.75->2 | Lv4: 0.75->2.5 | Lv5: 1->3 | Lv6: 1->3.5 | Lv7: 1.25->4
- Increased armored offensive and defensive damage
Lv1: 0.5->1 | Lv2: 0.5->1.5 | Lv3: 0.75->2 | Lv4: 0.75->2.5 | Lv5: 1->3 | Lv6: 1->3.5 | Lv7: 1.25->4
- Increased air offensive and defensive damage
Lv1: 6->6.5 | Lv2: 7->8 | Lv3: 8.5->9.5 | Lv4: 10->11 | Lv5: 11.5->12.5 | Lv6: 13->14 | Lv7: 14.5->15.5
- Increased move speed
Lv1: +20% | Lv2: +8% | Lv3: +8% | Lv4: +7% | Lv5: +7% | Lv6: +6% | Lv7: +6%
- Increased range
Lv2: 30->40 | Lv3: 30->40 | Lv6: 50->60 | Lv7: 50->70
Battleships
- Increased unarmored offensive and defensive damage
Lv1: 1.5->3 | Lv2: 2->4 | Lv3: 2.5->5 | Lv4: 3->6 | Lv5: 3.5->7 | Lv6: 4->8 | Lv7: 4.5->9
- Increased armored offensive and defensive damage
Lv1: 1->2 | Lv2: 1.5->3 | Lv3: 2->4 | Lv4: 2.5->5 | Lv5: 3->6 | Lv6: 3.5->7 | Lv7: 4->8
- Increased range
Lv1: 50->60 | Lv2: 50->60 | Lv3: 50->60 | Lv7: 70->80
Rocket Fighter
- Increased flight range: 150->275
- Increased air offensive damage: 15->23
- Increased air defensive damage: 9.38->11.5
- Decreased unarmored defensive damage: 0.63->0.5
- Decreased armored defensive damage: 0.31->0.25
- Lowered metal cost: 500->250
- Increased rare material cost: 0->250
Nuclear Battleship:
- Increased range: 70->80
- Increased unarmored offensive and defensive damage: 7->12
- Increased armored offensive and defensive damage: 6->10
- Increased air offensive and defensive damage: 4->6
Nuclear Submarine:
- Increased air offensive and defensive damage: 4->5
- Increased naval offensive and defensive damage: 10.5->11
- Increased sub offensive and defensive damage: 3->4
Railroad Gun:
- Increased range: 120->150
- Increased naval offensive damage: 0.3->2
- Increased naval defensive damage: 0.04->0.3
- Increased move speed: +33%
Commandos:
- Increased unarmored offensive: 5.5->10
- Increased unarmored defensive damage: 5.5->8
- Increased armored offensive damage: 3->5
- Increased armored defensive damage: 3->4
- Increased air offensive damage: 1->1.5
- Increased air defensive damage: 1->1.2
For this purpose we will open speed rounds on the English beta server, so if you want to participate please join those rounds and feel free to give us feedback in the newspaper or in the chat! Also evaluate, why you donβt like a specific change. An additional beta survey will be added one week into the test phase.
We are looking forward to your feedback,
You Call of War Team
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121 Replies
thanks for your feedback guys
seems you mostly like these changes with some exceptions due to personal preferences, which is ok.
I read something in this thread that i wanted to clarify: normal anti tank guns are unarmored, so tanks did not become stronger against them.
Regarding the gold comment: making all other tanks cheaper would have changed their balance against all other ground units, so we went with the much more obvious choice of increasing light tank cost a little bit (which is really not that much). Light tanks are the most produced unit in call of war, so i think that is fair.
The realism vs game balance discussion will certainly never end, both sides should accept that there will always be compromises.
The suggestion regarding the anti air damage of subs is noted, thanks.
@freezy, anti-tank regiments are part of the "armor" class, just like anti-aircraft, SP anti-aircraft, artillery, SP artillery, all tanks, and tank destroyer units. When you increase the offensive and defensive strengths of medium tank, heavy tank and tank destroyer units against the "armor" class, how is it possible that you can distinguish between AT units and all other units in the "armor" class?
MontanaBB wrote:
@freezy, anti-tank regiments are part of the "armor" class, just like anti-aircraft, SP anti-aircraft, artillery, SP artillery, all tanks, and tank destroyer units. When you increase the offensive and defensive strengths of medium tank, heavy tank and tank destroyer units against the "armor" class, how is it possible that you can distinguish between AT units and all other units in the "armor" class?
[spoiler=Medium Tank]Sasri wrote:
Medium Tank- Increased armored offensive & defensive damage
Lv1: 4->4.5 | Lv2: 5->5.5 | Lv3: 6->6.5 | Lv4: 7->7.5 | Lv5: 8->8.5 | Lv6: 9->9.5
[/spoiler][spoiler=AT]
[/spoiler][spoiler=AA]
[/spoiler][spoiler=Arty]
[/spoiler][spoiler=PS]Infantry class means "soft target"
Armored class means "hard target"
[/spoiler]
..... >> more or less cleverly camouflaged as a real game <<
.... .. so beware of caltrops, spring-guns and booby traps.
Warning! Texts above this signature may contain traces of irony! :D
Good God, I'm losing my mind. I would swear up and down that AT and arty were "armor" class units. Never mind.
[FTR, I stand corrected.]
Most of the new changes are good BUT the main problem is the light tanks, this will cause games to become even slower than they already are. I think this will make many to leave as most want games to go faster NOT SLOWER. To compensate this you need to do some OR ALL of these suggestions.
1) increase armored car's defense vs air units
2) reduce build times on both medium and heavy tanks
3) slightly increase speed of higher lvl medium and heavy tanks (as in reality they both became faster and more armored as time went on) Look at speeds of today's heavy tanks, they are faster than the light tanks at end of WW2)
4) the increase cost of the light tank (the MOST built unit in the game) will cause many to build other units which is good BUT without increasing the other stats I suggest will cause games to slow dramatically. As stated this will cause many to complain about how slow games progress so imho either do these or something similar and reduce all build times to help reduce overall game days to finish a game...
say that to the maus..............................BullDAWG30-06 wrote:
(as in reality they both became faster and more armored as time went on)
We will implement the following 3 additional changes:
1) Increase the airport level requirement for rockets lvl2-4
2) Make armored car lvl2-5 become available earlier
3) Reduce anti air damage of submarines as well as more consistent damage increase against other submarines (max value is not changed though)
Is now also on beta.
@freezy, I assume the increased air base level is for production of rockets, and not a requirement for launching them. As you probably know, V-2 rockets were mobile, and could be launched from virtually anywhere with a couple of hours to set up the equipment. I would support making in-game rockets fully mobile IF their strength against combat units were reduced to a realistic level.freezy wrote:
1) Increase the airport level requirement for rockets lvl2-4
Woo hoo! Long overdue. Thank you for hearing your peeps.freezy wrote:
3) Reduce anti air damage of submarines
Concrete values:
Armored Car
- lowered day of availability of research
Lv2: 12->8 | Lv3: 24->16 | Lv4: 36->24 | Lv5: 40->32
Submarine
- decreased anti air damage
Lv1: 0.83->0.5 | Lv2: 1.5->0.75 | Lv3: 2->1 | Lv4: 3.13->1.25 | Lv5: 3.75->1.5 | Lv6: 4.38->1.75 | Lv7: 5->2
- increased sub offensive damage
Lv2: 1->1.25 | Lv3: 1->1.5 | Lv4: 1->1.75 | Lv6: 2->2.25
- increased sub defensive damage
Lv2: 1->1.25 | Lv3: 1->1.5 | Lv4: 1.25->2.19 | Lv6: 2.5->2.81
Rockets
- Lv2-4: Increased build requirement from Airbase level 1 to Airbase level 2
And yes, I meant the build requirements only for rockets, not the launching requirements.
Thank you, Freezy.
thanks for increased sub vs sub damage with rank increase!
β
Genghis Khan
holy moly that's a lot of updates. maybe for the good but basically changes the game.
"change is good"DxC wrote:
holy moly that's a lot of updates. maybe for the good but basically changes the game.
-a random character voice line from a random game
not necessarily ... but this one could beKing Draza Mihajlovic wrote:
"change is good"
Perhaps, in the course of the reform of the units, they could at last correct the classification of the nuclear submarines and change it from ship to submarine.
Although it's over 12 months ago that I used the last time nuclear submarines and noticed they are classified as ship and accordingly become damage, but since the boats are still displayed as ships I suspect that also the damage model was not changed.
As long as this is not changed, the atomic cans are actually less useful against warships than the conventional dip tubes. Or is that intentional so?

Spoiler

..... >> more or less cleverly camouflaged as a real game <<
.... .. so beware of caltrops, spring-guns and booby traps.
Warning! Texts above this signature may contain traces of irony! :D
I wouldn't be surprised if the client is just showing the wrong icon, while they are actually treated as subs in a battle, but it's a good question. Anyone notice nuk subs being weak against BB/CL?Restrisiko wrote:
correct the classification of the nuclear submarines
Never built them
Regarding the rockets - a good change with one fault in the mid game. Say I spam a whole bunch of lvl 1 rockets, then upgrade them through research, I could avoid the airbase 'issue'. May be minor but perhaps worth noting. Isnt it a better solution to have rocket fighters be their (only) counter? Perhaps lvl 4+ interceptors as well, so non-rocket using players also have an option later in the game.
Since we are changing the game anyway, may I dare raise the tac bomber issue? Its funny that its basically the only untouched unit, yet has the most complaints in the forum (not only by me
) Since its basically the unit that does the most damage by far (in terms of raw total damage vs damage recieved). Yes AA is raised in defense, but my first guess is that it still may not be enough. If the stats will not be changed, perhaps SBDE is a nice alternative?
All that said, all of this (including the subs, was long needed!) is not 1, but 3 steps in the right direction
in real life, the level 2/3/4 rockets did not have a effective counter, but the rockets themselves were ineffective...miech wrote:
Never built themRegarding the rockets - a good change with one fault in the mid game. Say I spam a whole bunch of lvl 1 rockets, then upgrade them through research, I could avoid the airbase 'issue'. May be minor but perhaps worth noting. Isnt it a better solution to have rocket fighters be their (only) counter? Perhaps lvl 4+ interceptors as well, so non-rocket using players also have an option later in the game.
Since we are changing the game anyway, may I dare raise the tac bomber issue? Its funny that its basically the only untouched unit, yet has the most complaints in the forum (not only by me
) Since its basically the unit that does the most damage by far (in terms of raw total damage vs damage recieved). Yes AA is raised in defense, but my first guess is that it still may not be enough. If the stats will not be changed, perhaps SBDE is a nice alternative?
All that said, all of this (including the subs, was long needed!) is not 1, but 3 steps in the right direction
in COW, we could use a counter for the pesky rockets
Quite right. The real life V-2s were great for destroying city blocks of rowhouses and terrorizing the civilian populations of major cities, but the accuracy of the long-range guidance systems was simply not good enough to be used as a tactical weapon against combat units or specific military installations. With an effective blast radius of a couple hundred meters, a V-2's 1000-kg warhead could not hope to inflict significant damage on an infantry regiment or armor brigade in the field -- unless 1,500 soldiers were lined up in formation on a parade ground. The all-time highest body count for a single V-2 was 126 (all civilians) when a V-2 fell on a Woolworth's in London. It simply was not suitable for use as a tactical weapon; the one time the Germans were known to have tried to use the rocket against a specific structure, it failed miserably. In March 1945, after the U.S. Army had captured the Ludendorff Bridge at Remagen -- the last bridge across the Rhine still intact -- the Germans launched a furious barrage of 11 V-2s against the bridge. All 11 missed; the nearest strike fell 1500 meters away, the farthest was 40+ kilometers (25+ miles). When it mattered most, most of the rockets fell several kilometers away. The guidance systems simply were not yet accurate enough, nor the payload powerful enough, to be used as a tactical weapon against troops.King Draza Mihajlovic wrote:
in real life, the level 2/3/4 rockets did not have a effective counter, but the rockets themselves were ineffective...
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