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 don’t 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

edit: misread, one sec

Sasri wrote:

Rocket Fighter

- Decreased unarmored defensive damage: 0.63->0.5

- Decreased armored defensive damage: 0.31->0.25

I've ignored several of the other claims of armored/unarmored "defense", like for ships, but I want to clarify this one since it only specifies defense damage. Does this actually mean "offensive damage"? The reason I'm asking for this one is because the values I wrote down before for rocket fighter offensive damage to INF/ARM class were 1.1/0.4 not 0.63/0.31.

Sasri wrote:

Commandos:

- Increased air offensive damage: 1->1.5

Last one. This is suggesting that Commandos are now a range unit with respect to air with offensive AA ability. Is that correct?

DxC wrote:

Sasri wrote:

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

@Sasri I assume you meant "Increased air defensive damage"?
Both - offensive is if AA attacks aircrafts which stands on the ground.

DxC wrote:

Sasri wrote:

Commandos:

- Increased air offensive damage: 1->1.5

Last one. This is suggesting that Commandos are now a range unit with respect to air with offensive AA ability. Is that correct?
No, it's the same as AA, if they attack aircrafts on the ground.
Browser games are an ingenious business idea to lure out money ..
..... >> 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

Restrisiko wrote:

Both - offensive is if AA attacks aircrafts which stands on the ground.
I'm pretty sure that is not correct. If air is in melee on ground it is a ground unit (INF class). In any case, let's not spam this and just wait for answer from Sasri. There is also no ingame value for AA "Attacking" air, as well as for the rest of the categories I mentioned. If you have actual evidence for this can you message me?

DxC wrote:

Restrisiko wrote:

Both - offensive is if AA attacks aircrafts which stands on the ground.
I'm pretty sure that is not correct. If air is in melee on ground it is a ground unit (INF class). In any case, let's not spam this and just wait for answer from Sasri. There is also no ingame value for AA "Attacking" air, as well as for the rest of the categories I mentioned. If you have actual evidence for this can you message me?
Believe it or not, but only at refueling or during transport as trucks are airplanes INF class, namely convoys for the time.

However, if you are attacking aircrafts on the ground in a city that's still held by enemy units, then these aircrafts are aircraft class.

forum.callofwar.com/index.php?thread/8137-should-aircraft-be-stuck-when-engaged-in-a-close-combat-fight?

Browser games are an ingenious business idea to lure out money ..
..... >> 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

This is an independent issue from the reference you posted. It's been awhile, I don't know what happens with grounded planes if they are attacked in prov now but I don't think they can fly away, but regardless, that doesn't mean that ground troops magically get some super power vs air. There is no attack stat for ground vs air in unit stats. The same thing goes for all these ranged unit defense values that have never been part of the game but have suddenly shown up in Sasri's post of new unit stats. I'm eagerly awaiting to hear from Sasri to clarify.

DxC wrote:

Sasri wrote:

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

@Sasri I assume you meant "Increased air defensive damage"?
Every unit, even if they are not able to attack has an offensive attack value, because this is used to calculate the defensive damage. To increase the defense (different according to level) you want to now change the offensive damage and use a multiplier to calculate the correct defense damage. I admit this is a bit confusing without this information and we should definitely avoid such confusion in the future sorry :(

Sasri wrote:

Every unit, even if they are not able to attack has an offensive attack value, because this is used to calculate the defensive damage.
Ok thanks. But what about the Artillery naval defensive damage? Is it just the melee defense when they are being transported on the water? I thought the previous values for that were around 0.3 already, not 0.13.

As with other ground units, it's the defense against ships, when the unit stands directly on the beach and e.g. a convoy trys a landing; or other ships come in close combat range.

Browser games are an ingenious business idea to lure out money ..
..... >> 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

Restrisiko wrote:

As with other ground units, it's the defense against ships, when the unit stands directly on the beach and e.g. a convoy trys a landing; or other ships come in close combat range.
It sounds like you are suggesting these are separate from normal sea convoy stats. So these are hidden stats, not shown when you click on unit?

Restrisiko wrote:

As with other ground units, it's the defense against ships, when the unit stands directly on the beach and e.g. a convoy trys a landing; or other ships come in close combat range.

I can vouch for this based on personal experience with this odd scenario. Do not let your ground troops get too close to enemy ships in close proximity to shore, or they can get locked in the combat death grip. With enemy destroyers, most ground units (other than artillery) cannot damage the DDs, and the DDs cannot damage them in return, and other units that are effective against the naval units will be required to extract them from the death lock.

DxC wrote:

Restrisiko wrote:

As with other ground units, it's the defense against ships, when the unit stands directly on the beach and e.g. a convoy trys a landing; or other ships come in close combat range.
It sounds like you are suggesting these are separate from normal sea convoy stats. So these are hidden stats, not shown when you click on unit?
Yes, has nothing to do with the convoi stats, all units have more or less minimal def values against others, they are simply not displayed.

For convoys it's displayed since some month. Before also not.

Must also be so that they have values so that there is no endless stalemate.

Thus e.g. even a ground unit on the coast which is attacked by a destroyer in close combat will destroy the destroyer ;) through this minimal defense in about 3 days.

For landing boats it goes faster of course.

Important is that the ground unit was there before a foreign unit tries to land, and only defends.

Browser games are an ingenious business idea to lure out money ..
..... >> 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

Restrisiko wrote:

Must also be so that they have values so that there is no endless stalemate.
Not asking if they have some small stat or the reason why, just if those particular values posted by Sasri correspond to those. What makes you so sure these weakened stats aren't the same as the convoy stats. Until this thread there was no obvious indication that there may be attack/defense values other than in the normal or convoy unit stats.

DxC wrote:

What makes you so sure...
Own experience by attentive playing..
Browser games are an ingenious business idea to lure out money ..
..... >> 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

Sorry for the late answer :)

The values mentioned in these balancing changes are the real ones used ingame as well, it is just that some of them are not shown because normally they don't play any role. However there are rare circumstances when they will be used. So there is indeed some small damage value for nearly everything even if not displayed.

For example offensive damage vs air is used not only by range units, but also by close combat units if they are battling a defending army in a province where also aircrafts are stationed (as long as the airport is intact they are regarded as flying, stats wise).

Defensive damage vs ships is used when the unit is in close combat with a ship on the shoreline (when not a convoy).

@freezy: Please see the questions raised in the separate thread regarding rockets vs. patrolling aircraft units. Thanks.

Rockets against patrolling air units

Thanks Sasri, Restrisiko, and freezy for clarifying the hidden value functions.

MontanaBB what are you talking about Rocket Fighters are still not that good there Range suck and they can't be a carrier unit they are buffed for the purpose that people like you spam tactical bombers they should be used as defensive units this is the great buff to stop tactical bomber spam no one likes building Interceptors and Anti-Air to stop this. Same as Commandos your trying to destroy the game remember they can be only built in the capital and are good in the mountains people like you are trying to destroy the game.

GTER6 wrote:

Same as Commandos your trying to destroy the game remember they can be only built in the capital which sucks.
It doesn't suck as bad as you think. I can crank out one every 13h with lvl 5 IC. That's pushing 20 in 10 days. And they are bad mofos.

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