Balancing Artillery and Aircraft

I would like to suggest about the long-ranged units of arty and aircraft units how much they are devastating in the cow game itself. Most of the battles are being decided mainly with those units and moreover the battles are pretty much being defeated decisively as obliterating the enemy with very less casualties which is not very realistic, well it happened in some cases of ww2 but very rare.

So, I only want to request the change in mechanic of their damage efficiency to reduce as the health of opposing enemy reduced, which means if the artillery can inflict damage hitpoints of 10 then it will inflict 100% damage on the 100%full health units for 1st round of shell and for 2nd time, by reducing some efficiency, will inflict only 80% or 90% damage on 90% health(hitpoints) enemy and so on. Even they continue to bombard the enemy until wiping out, the damage efficiency should be close to 0% to kill the dying unit with 10%health(hitpoint) preventing the elimination of the unit. This should be the same for Tactical and Strats bombers but not Attack bombers and Fighters as they should have better precision on targeting the enemy. And if the damage efficiency keep reducing it will be taking longer and longer and harder and harder for range units to kill the enemy. (Just like the mechanic of lowering damage of deceasing-health units but that will be the opposite one of this mechanic)

Then, at least artillery and aircraft which are supposed to battlefield supporting units won't be become the main element of the main deciding factor for the outcome of the battle and this setting will also see the increase in more use of infantry and tanks which is supposed to the main frontlines unit or breakthrough units.

(I am sorry if this idea is already suggested)

Post a Reply

Please log in to post a reply.

114 Replies

z00mz00m wrote:

jubjub bird wrote:

The only time I ever build light tanks is while I'm waiting for medium tank research to finish, and even that doesn't happen every game. If I'm not going for a tank-heavy offense I prefer building upgraded ACs vs light tanks.
Sounds like you play a lot of Axis and Comintern, which have boosted MT's and so-so LT's.

Pan Asian is the opposite, their LT's are great, and you should research and build those all game.

Nah, panasia light tanks are good, you can use them like up to lvl 3 or even 4… but their are still LT
"Si crees que esto tendrá un final feliz, es que no has estado prestando atención"

How will you ever stop them on lvl 5?

Hier könnt Ihr ein Support-Ticket erstellen.

Hurbala wrote:

How will you ever stop them on lvl 5?
Tank destroyers, medium tanks, heavy tanks, tactical bombers, attack bombers, anti tanks, infantry on specific terrains, commandos artillery if its properly protected, rocket artillery.

Now a smart pansian player know when and where to engage but smart players with any doctrine should know how to deal with pansian strengths.

Light tanks still got the problem of being light armor so even if nothing hard counter them a lot of different units can counter light tanks

"Si crees que esto tendrá un final feliz, es que no has estado prestando atención"

Danieliyoverde123 wrote:

Hurbala wrote:

How will you ever stop them on lvl 5?
Tank destroyers, medium tanks, heavy tanks, tactical bombers, attack bombers, anti tanks, infantry on specific terrains, commandos artillery if its properly protected, rocket artillery.

Now a smart pansian player know when and where to engage but smart players with any doctrine should know how to deal with pansian strengths.

Light tanks still got the problem of being light armor so even if nothing hard counter them a lot of different units can counter light tanks

not fast enough: Tank destroyers, medium tanks, heavy tanks, anti tanks, infantry on specific terrains, commandos artillery, rocket artillery

fast enough: tactical bombers, attack bombers

Hier könnt Ihr ein Support-Ticket erstellen.

Sure, any unit can be countered. LT's are not going to win every battle.

My point is that Pan Asian LT is a viable end game unit, and it's in many ways superior to the MT. Speed is real. Picking the time and place of battle, combined with Pan Asian terrain bonuses, is often more valuable than raw stats.

Also the Pan Asian foot infantry is better than their other infantry units, if used the right way. Players who ignore these boosted units to follow the same cookie cutter build with every doctrine are making a mistake.

I'm one of the first who recon panasian strength, and I develop some ideas of how to fight against them, I know the power of speed and concentration of forces of panasian style

But know how to deal with the weakness on the panasian strategy & create counter measures it's not that hard. Specially for a faction who lack heavy armament bonus, has less HP and no combat bonuses apart from terrain bonuses, I think smart players should know how to deal with the terrain bonus.

Don't get the wrong idea panasia it's great, but even if the light tanks of the panasian it's the best of light tanks, they are still light tanks.

After two weeks frontiers should be large enought and your principal safe to really don't care that much of speed as the early days.

"Si crees que esto tendrá un final feliz, es que no has estado prestando atención"

Every unit has a counter unit, every move has a counter move :)

Speed is never obsolete. The bigger the territory, the more important speed is to cover the distance between battles, and between your production centers and your battles.

In fact this is the main advantage of air power in the game. The totally unrealistic, totally over powering ability to move an entire air force to an air field and completely overwhelm whatever army units exist in the same area. In just a few hours, you can pack up and move to another side of the continent. Army units take a long time to do that. Fast army units take less time. Same idea.

pair Pan Asian Ac with lt and td.

知己知彼,百战不殆

Have you seen this?

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

It should have an impact on your unit choices :)

yes I see that. You need TD in pan Asian to help you counter axis tanks

知己知彼,百战不殆

Not really. You can counter tanks with Artillery first and foremost, and whatever survives your Artillery (firing from the mountains and hills) can be stopped with Infantry and AT guns (preferably in a forest or city).

Or maybe you don't have any of those nearby, but you have Attack Bombers.

The point being, my first thought for stopping a close combat unit is NOT another close combat unit.

why would people use artillery if they r not Active

知己知彼,百战不殆

Destructo the Great wrote:

why would people use artillery if they r not Active
The man has a point. Arty is incredibly effective, but if you're not active enough to shoot and scoot, it's effectiveness would drop significantly.

If you're not active, you're not going to have much success in CoW.

The only way to win is to (1) get incredibly lucky, or (2) rely on gold.

At that point, there's no sense talking about "strategy".

z00mz00m wrote:

If you're not active, you're not going to have much success in CoW.

The only way to win is to (1) get incredibly lucky, or (2) rely on gold.

At that point, there's no sense talking about "strategy".

You can not really you can still check once per day just use giant stacks. If there is a imporatant war then I’ll be more active
知己知彼,百战不殆

Will not help vs. booster boys

Hier könnt Ihr ein Support-Ticket erstellen.

Arty is too powerful and shoot and scoot is unrealistic. How to fix both with something that seems implementable?

Give Arty Patrol circles like planes have but make the patrol time 30 minutes or even 1 hour. Arty could use its full strength when in a stack in direct combat.

Bombers. Patrolling is no longer used. Bombers must direct attack. Airfield level 1 should have 1 hour refueling. No patrolling and the longer refuels make ranked airbases much better. This would give needed depth to the air game.

So, I guess I'm saying Bombers and Arty should swap patrolling mechanic with longer patrol time on top of it.

Another idea would be that Arty needs to convert to a convoy to move like planes with a 30min conversion to the truck, then 30 mins to convert back from truck to Arty. The idea of all these guns running around in enemy territory is so ridiculous. I see stacks of Art and AA running rampant over the entire map, in reality they need to be protected by real troops.

I completely agree on the realism. Unsure about the playability. Nerfing arty would make wars costlier, longer, and make it more of a fat stack slug fest. Arty gives skilled, active players an upper hand. I like that, because I'm skilled and active.

In my opinion, air power is more OP than arty. But again, what about large maps? How would you feel if they took twice as long, because you couldn't easily move giant air forces across continents? Realism would require a level 3 air field for a large plane. Level 1 air fields should be like aircraft carriers, good for a few fighters and dive bombers. No tactical or strategic bombers. Tacticals should require level 3, strategic level 3.

Rebasing means moving the whole squadron with all the support troops. That should take much longer, and it should require movement by truck. Else how do we explain the fight air squadrons put up when attacked on land? I recently lost 2 militia units to 3 strategic bombers on the ground. There are thousands of armed foot soldiers guarding these things! How do they rebase in 30 minutes, by air???

In comparison, arty is nothing......

Oh yes there should be no refueling when just transferring airfields. It should really be called "rearming" When do these AC ever stop to refuel???? haha in enemy territory?

Maybe airbase capacities is simpler and better... hmm

Capacity as well as capability.

Should a single air strip on a small island support hundreds of planes?

No.

Should a level 1 air strip built in a few hours support giant, long-range bombers?

No.

Rebasing is the biggest joke.

Should an air squadron, with all their support equipment and personnel, spare parts, fuel and ammunition depots, be able to hop on their own war planes and pop over for a beer on the other side of the planet?

WTF, hell no!

Post a Reply

Please log in to post a reply.

Back to Suggestions
Quick Launch