I'm fine with nuke units removed, but I do think the range of arti should improve with level upgrade as it is now.
"Giving up is not an option in war, for it proves one's incapability and incompetence as a leader." - Me (Little Racoon)
why did 1.5 make all arti and rocket arti only have 50 range, so we cant improve its range to 80, same for ships, why cant we improve the range for it to be better and why is nuclear naval units removed? 
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I'm fine with nuke units removed, but I do think the range of arti should improve with level upgrade as it is now.
my question...is why are people protesting so much now?

People are protesting way too little. And soon it will be too late.
Iβve been using the forum for quite a while now and have never seen a protest...until last week...and from last week until now Iβve seen 5 protesters!!! 
Oh, my comment was a bit misplaced and not really about the forums. I dont know this game well enough if it deserves protest.
Whats up with this 1.5 anyway ? I see these anouncements, but they're from last year. And the game i play does not seem to be what they announced. Is it soon gonna be real now ?
they made the ranged in 1.5 shorter to balance the arty to the 30min combat tick
1.5 is still in development; so far there have only been like 2-3 testevents
I think it is a bit messed up if there are really different ranges for each unit. It is already hard enough to attack enemy units when your arties are in the stack. If they have different ranges, you will have to move the one by one.
I dont really understand what you are saying. Why would i need to move anything one by one ? I just need to research the next level range asap so i can abuse other players and not be abused by them.Ryan04px2025 wrote:
I think it is a bit messed up if there are really different ranges for each unit. It is already hard enough to attack enemy units when your arties are in the stack. If they have different ranges, you will have to move the one by one.
I do think there is a problem with ranged units in general, regardless of their range, and that is that units remain standing like idiots when they are being attacked by ranged units. The disadvantage of being AFK is too big in this game. It is not too hard to get K/D ratios of 5- 10 against sleeping players. The game is not really a strategy game, it is a "who sleeps the least" game.
You should try to research artillery enough to make it have the same range as a railroadgun! 
I don't know how "abused" you are... When you have different range, you stack of any units will only attack at one range. And that will be the furthest range. The smaller range artilleries will have no use unless you split the stack. That will require many splits because of many artillery level in COW 1.5ArjenSmit79 wrote:
I dont really understand what you are saying. Why would i need to move anything one by one ? I just need to research the next level range asap so i can abuse other players and not be abused by them.Ryan04px2025 wrote:
I think it is a bit messed up if there are really different ranges for each unit. It is already hard enough to attack enemy units when your arties are in the stack. If they have different ranges, you will have to move the one by one.I do think there is a problem with ranged units in general, regardless of their range, and that is that units remain standing like idiots when they are being attacked by ranged units. The disadvantage of being AFK is too big in this game. It is not too hard to get K/D ratios of 5- 10 against sleeping players. The game is not really a strategy game, it is a "who sleeps the least" game.
Exactly.
Keep in mind that in CoW1.5 your units do not upgrade automatically anymore (can be upgraded manually), which means there will be more situations where you have multiple artillery levels with different ranges in your stack.
We also felt like that the range upgrade was too strong. Just 5 pixel more range would result in infinite more damage against an AFK opponent, which goes against our progression rule of new levels being ~30% better than the last level. We dont want this "abuse or be abused" situation anymore that was described here.
Ah not everything upgrades. That explains yes.
strategy matters to destroy the enemy and well u can oso do that to the enemy so i think its fairArjenSmit79 wrote:
I dont really understand what you are saying. Why would i need to move anything one by one ? I just need to research the next level range asap so i can abuse other players and not be abused by them.Ryan04px2025 wrote:
I think it is a bit messed up if there are really different ranges for each unit. It is already hard enough to attack enemy units when your arties are in the stack. If they have different ranges, you will have to move the one by one.I do think there is a problem with ranged units in general, regardless of their range, and that is that units remain standing like idiots when they are being attacked by ranged units. The disadvantage of being AFK is too big in this game. It is not too hard to get K/D ratios of 5- 10 against sleeping players. The game is not really a strategy game, it is a "who sleeps the least" game.
I think itβs better if we do
Considering in WW2 artillery range did increase with damage, it makes more sense. I understand the dev's point of view of the abuse of AFK players, but in war you have to exploit every opportunity possible to win.BLITZ6666 wrote:
I think itβs better if we do
their point about reducing the artillery range was that with the faster combat tick artillery would be too broken otherwise
There are multiple reasons actually:
Yes! Nice reasoning. Second one will be really annoying... even with only 2 artilleries in a stack. A suggestion will be artilleries move automatically forward in a stack when ordered to attack and the infantry units move out of the stack and directly towards the target...freezy wrote:
There are multiple reasons actually:
- Even 1px more range can result in an infinite amount of more damage. This goes against the power progression of other units, who don't receive potentially infinite amounts of higher value, but roughly always just ~30%. Artillery also receives these 30% in damage, adding more range would increase this value by a lot.
- This game runs 24h. There are often times situations where a player can not be online. Having a higher artillery range than that player would make it very exploitable and create a lot of pressure for players to be constantly checking into the game.
- In CoW1.5 units on the map don't level up automatically when a higher level is researched (they can be leveled up manually for resources). This often results in mixed stacks with multiple unit levels. If you have multiple arty levels within a stack that have different ranges, then only some of them would shoot when getting into range of en enemy, while the other ones would idle. This would create more frustrating micro management.
- It would make certain research steps a lot more worthwhile then others, which would require rebalancing all of them to make it fair (e.g. drastically increasing research prices for the steps where range is increased). This again would go against the established cost scaling of other units.
Not exactly... in case of a flank attack. I would rather keep the manual stack splitting stuff.Ryan04px2025 wrote:
Yes! Nice reasoning. Second one will be really annoying... even with only 2 artilleries in a stack. A suggestion will be artilleries move automatically forward in a stack when ordered to attack and the infantry units move out of the stack and directly towards the target...
Hm...nice. How about places with only 1 province bordering that unit?
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