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Release Notes - 2021-11-10

https://wiki.callofwar.com/wiki/DOCTRINES

Balancing:

Note:

All balancing changes only apply to new game rounds, running game rounds are not affected by these changes.

“Costs” = Research costs, production costs, and upkeep costs.

“Slightly” = less than 5%.

All Doctrines:

  • All aircraft:

    • The defense capabilities of aircrafts were improved by reducing the gap between attacking damage and defensive damage (attack/defense damage ratio).

      [list]

    • For Interceptors from a factor of 2:1 to 1.5:1
    • For Rocket Fighters from 4:1 to 2:1
    • For all other aircraft from 3:1 to 2:1
  • This is a follow-up change to the recent fixing of wrongly applied anti aircraft damage values when planes were fighting.

[*]Commandos:

  • One additional level was implemented to give more opportunities to differentiate and increase stealth fighting capabilities earlier in the game.

    • The stats of existing Commando levels were adjusted according to the new number of levels.
  • Historic pictures and names were added.

[*]Flying Bomb:

  • Costs decreased slightly.
  • Hitpoints increased from 10 to 15.
[*]Light Tank:

  • Movement speed increased by +5 per level.
[*]Medium Tank:

  • Production time increased slightly.
[*]Heavy Tank:

  • Production time increased slightly.
[*]Infantry:

  • Movement speed decreased by -1 for level 6 and -2 for level 7.
  • Costs decreased slightly.
[*]Militia:

  • Costs decreased.
  • Damage values decreased.
[*]Nuclear Bombers:

  • Range increased from 750/850/1000 to 1200/1400/1600.
[*]Paratroopers:

  • Movement speed increased by +4 per level.
  • Mobilization time after dropping decreased from 12/10/8/6 to 9/8/7/6.
[*]Railroad Gun:

  • Research time increased slightly.
[*]Rocket:

  • Costs decreased slightly.
  • Hitpoints increased by +5 on each level.
[*]Rocket Artillery:

  • Damage reduced slightly.
  • Costs increased slightly.
  • Production time increased slightly.
  • Research time increased slightly.
[*]SP Artillery:

  • Costs increased slightly.
  • Production time increased slightly.
[*]SP Rocket Artillery:

  • Costs increased slightly.
  • Production time increased slightly.
  • Research time increased slightly.
[*]Strategic Bombers:

  • Range increased from 400/500/600/750/900/1050/1200 to 600/800/1000/1200/1400/1600/1800.
  • Anti air defense damage increased.
  • Costs increased slightly.
[*]Tank Destroyer:

  • Costs decreased slightly.
[/list]Doctrine Specific:

  • We analyzed win rates of the different Doctrines since their implementation and noticed a slightly lower win rate of Allies and Comintern compared to Axis and Panasian Doctrines; the following buffs are designed to level the playing field more.
  • Allies:

    • Commandos:

      [list]

    • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
  • Destroyers:

    • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
  • Nuclear Bombers received the same buffs as Strategic Bombers.

    • +15% Range
    • +15% Hitpoints
  • Strategic Bombers:

    • Hitpoints were increased from +10% to +15%
  • Paratroopers:

    • A hitpoint buff of +10% was added.
  • Tank Destroyers:

    • The Production Costs buff was increased from -10% to -15%.
[*]Axis:

  • Commandos:

    • An incorrectly assigned speed buff of +15% was removed.
  • Destroyers:

    • An incorrectly assigned speed buff of +15% was removed.
  • Heavy Tanks:

    • A Damage buff of +10% vs. all armor classes was added.
[*]Comintern:

  • The upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%.
  • Medium Tanks:

    • A Damage buff of +10% vs. all armor classes was added.
    • A production time improvement of -15% was added.
[*]Panasian:

  • The view range bonus of the Panasian Doctrine was decreased from +35% to +30%.
  • Flying Bombs:

    • The production time bonus was increased from -20% to -30%.
[*]The Doctrine graphic on the Call of War Wiki was adjusted accordingly.

[/list]Economy Changes:

  • The production times of later unit levels were slightly decreased to make leveling up units more worthwhile.
  • Missing daily costs were added to aircraft transports and transport ships.
  • Costs for all early game unit levels were increased and costs for late game unit levels were slightly decreased to make unit upgrading more worthwhile and to bring the game pacing more in line with game design expectations.

    • To take Infantry as an example, its costs changed per level by +20% +17% +12% +5% +0% -2% -5%.
  • Starting resources in new game rounds were adjusted:

    • Manpower at the beginning of a game round was decreased from 20,000 to 12,500.
    • Rare Materials at the beginning of a game round were decreased from 15,000 to 10,000.
Misc. Improvements:

  • Fortifications and Bunkers take 50% of the damage that would have been dealt to other buildings in the province, in case any are present.

    • This change makes bunkers and fortifications shield other buildings from taking damage, as announced when the revamp of the building damage calculations was released in the beginning of 2021.
  • Missing information was added to the description of rocket fighters. It is now specifically mentioned that it needs airstrip/aircraft factory to fly

  • The AI was adjusted.

    • The AI produces more useful units it can control.
    • The AI is more likely to research more useful units which it can control.
    • The AI is slightly less likely to declare war on a player who is fighting in many wars already.
General:

  • Two new tick boxes have been added to your inbox. These boxes allow you to display or hide “Player messages” and/or “System messages” in your inbox.
  • Articles about trade embargoes have been removed from the Daily European to make sure that you do not miss any essential information in the newspaper.
  • Clicking on an offer on the screen directly opens the shop.
  • Gold rounds and gold features are now marked with an icon and a tooltip when creating private game rounds in the beta client (Already the case in the standard client).
Bug Fixes:

  • A bug was fixed that caused the second attack countdown to start right after the first attack, even though the plane returned to its home airstrip to refuel first. The second attack countdown now starts only after the refueling is completed and the plane starts for the next attack.
  • An issue was resolved that could cause the flight corridor of planes to be displayed incorrectly if a refueled stack of planes was split and sent to a specific area from its refueling location.
  • A bug was fixed that could prevent hidden units from taking damage by patrolling planes. Patrolling planes deal damage against enemy units that have been scouted/revealed by a friendly scout unit. When the enemy units become invisible to the player again (Scout unit moves out of view range) then the patrolling planes do not deal any more patrol damage to the unit.
  • An issue was resolved that prevented terrain bonuses to be applied on army unit’s damage output. Terrain damage bonuses are calculated and applied into the final damage output according to the display in the army info now.
  • A bug was fixed that caused an error message to be triggered when a coalition leader tried to kick or reassign leadership to another member of his coalition.

29 Replies

wow, this is great!

patch should solve aircraft issues, but mine are still traveling around the world in stead of a direct transport, very annoying.

BMfox wrote:

GeneralElJeffy wrote:

hey, if you read again, its actually a buff to the aircraft in defence, not a nerf.
No it's a nerf for the attacking planes. For the defending planes nothing has changed, they still have the same damage output. 2/1 had been nerfed to 1,5/1
It’s most definitely a buff and not a nerf, no changes to attack but the defence output has been improved

GeneralElJeffy wrote:

BMfox wrote:

No it's a nerf for the attacking planes. For the defending planes nothing has changed, they still have the same damage output. 2/1 had been nerfed to 1,5/1
It’s most definitely a buff and not a nerf, no changes to attack but the defence output has been improved
"The defense capabilities of aircrafts were improved by reducing the gap between attacking damage and defensive damage (attack/defense damage ratio).

  • For Interceptors from a factor of 2:1 to 1.5:1"

So officially they say that they buffed the defensive stats by nerfing the attacking staff. But the defensive stats stay at 1 in both cases, so they didn't buff anything. There is written reducing which is a synonym for nerfing.

What they did however is that they nerfed the attack factor from 2 to 1.5. So they nerfed the attack, the defensive value stayed the same.

BMfox
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zeik1979 wrote:

patch should solve aircraft issues, but mine are still traveling around the world in stead of a direct transport, very annoying.
That is actually a new issue and we already reproduced it, so a fix for this will be released soon!

BMfox wrote:

GeneralElJeffy wrote:

BMfox wrote:

No it's a nerf for the attacking planes. For the defending planes nothing has changed, they still have the same damage output. 2/1 had been nerfed to 1,5/1
It’s most definitely a buff and not a nerf, no changes to attack but the defence output has been improved
"The defense capabilities of aircrafts were improved by reducing the gap between attacking damage and defensive damage (attack/defense damage ratio).

  • For Interceptors from a factor of 2:1 to 1.5:1"

So officially they say that they buffed the defensive stats by nerfing the attacking staff. But the defensive stats stay at 1 in both cases, so they didn't buff anything. There is written reducing which is a synonym for nerfing.

What they did however is that they nerfed the attack factor from 2 to 1.5. So they nerfed the attack, the defensive value stayed the same.

I clarified about this already in the top post on this second page. The attack values remained the same, we increased the defense values. The written text states that the defense capabilities have been improved and that the gap between attacking and defending was reduced, not that any of the damage values themselves were reduced. The new ratio is 1.5:1, or 2:1.33 if you like, both ratios mean the same. So basically old defense values became 33% stronger.

Many good changes in there. And I think it was a good idea to adjust the viability of the RA. The early RA-spam was too good a strategy for Comintern.

The decrease of the initial manpower pool puzzles me though. Why was this needed? Sure, more manpower will mean ppl spam more units right off the bat, but where was the problem in that?

I fear that this will make the start of the game slower and the action will be much lower. The first 2 days of a game can be boring enough already because you mostly have to wait for everything.

So what was the actual reasoning for the reduced manpower pool? I assume it wasn't just done to offset the Comintern RA spam?

PS: Top of my wishlist atm is the airplane bug. It really is interfering with a central part of any advanced warfare.

NoobNoobTrain wrote:

Many good changes in there. And I think it was a good idea to adjust the viability of the RA. The early RA-spam was too good a strategy for Comintern.

The decrease of the initial manpower pool puzzles me though. Why was this needed? Sure, more manpower will mean ppl spam more units right off the bat, but where was the problem in that?

I fear that this will make the start of the game slower and the action will be much lower. The first 2 days of a game can be boring enough already because you mostly have to wait for everything.

So what was the actual reasoning for the reduced manpower pool? I assume it wasn't just done to offset the Comintern RA spam?

PS: Top of my wishlist atm is the airplane bug. It really is interfering with a central part of any advanced warfare.

The airplane bug will be fixed today.

Reason for the manpower change: Manpower was rarely any bottleneck for anyone in the early game, many players flat out ignored it. Reason for this is that in the early game players construct proportionally more buildings than units compared to later in the game, so having more manpower than resources at the start of the game means resources will always run out faster than manpower. This means that one of our resources is basically unimportant until the midgame, which in turn also makes one of our buildings (recruiting offices) useless until the midgame. Not saying there were never occasions like this, but talking here on the grand scheme of things and on average. Now by making Manpower more constrained in the early game, a bit more strategic decisions need to be made also on that front.

But honestly the change only affects the very early game, the first 2 days maybe? Because manpower production rates remained the same the effect of this change will have evened out already after a few game days. I don't expect the game pace to change much from this change, and I don't think that the early game becomes boring because of it.

freezy wrote:

NoobNoobTrain wrote:

The airplane bug will be fixed today.

Reason for the manpower change: Manpower was rarely any bottleneck for anyone in the early game, many players flat out ignored it. Reason for this is that in the early game players construct proportionally more buildings than units compared to later in the game, so having more manpower than resources at the start of the game means resources will always run out faster than manpower. This means that one of our resources is basically unimportant until the midgame, which in turn also makes one of our buildings (recruiting offices) useless until the midgame. Not saying there were never occasions like this, but talking here on the grand scheme of things and on average. Now by making Manpower more constrained in the early game, a bit more strategic decisions need to be made also on that front.

But honestly the change only affects the very early game, the first 2 days maybe? Because manpower production rates remained the same the effect of this change will have evened out already after a few game days. I don't expect the game pace to change much from this change, and I don't think that the early game becomes boring because of it.

Thank you for taking action on the airplane bug. Will the fix affect current games or only future ones?

Thanx also for the explanation about manpower. I guess I'm not average then because I usually start having a serious dip in my manpower already at day 2. In my mind it is simply a resource to weigh with every other resource. So if one resource is abaundant, the right, economic strategy is to build more of the buildings and units that require the abaundant resource. I think it was perfectly feasible, but it wouldn't surprise me if the majority go 'SimCity' for the first 2 days and thus don't need manpower so much.

But I hope you don't base too much of these decisions on overall stats. I see quite a lot of players only using their initial units plus maybe a handful of SCs or LTs and then rush. They don't build anything more unless they are succesful around day 3 or 4. If they aren't, they drop. Their behaviour will not be changed by this, so including them in your analysis would be a mistake IMHO.

I wish there were more options for improving manpower in the mid- or late game. It is usually a real crunch there for balanced games and recruitment centers in occupied territories just don't seem to pay.

How about the option to close down production in a province in return for a higher manpower output? (Volkssturm).

Like 10%?

That would be a new feature that needs to be developed, so probably nothing for the near future. I know that in lategame manpower actually becomes a struggle for most players as most also neglected building recruiting offices or focus solely on unit production by that time.

The unique thing about Recruiting offices though: They give value in a resource that is not used in construction costs. Meaning if you cant produce new units anymore cos of Manpower shortages you can still invest all resources that you can't spend anyway into recruiting offices, even on occupied terrain with low return values. It will still be better than letting the resources rot in your stock.

Normally players who max out recruiting offices in all their core provinces (including rural provinces) don't struggle that deeply with manpower though so in most cases building them in occupied territory isnt needed.

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