new unit

we should have a new sniper class. it would have better visibility than other troops and we could make different types. like anti-tank snipers and semi auto(better against infantry and militia.) who agrees with me? :)

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Hi,I think before we talk about the balance of the unit, we need to talk about the resources in the game.

In early game we need less oil, but a lot of goods, iron and rare material for research. In mid game the oil and grain is getting more important, the three other resources stays on high level. In late game we only looking for oil and grain.

So what about menpower? This is very different form nation to nation and from map to map, Sometimes you looking the whole game for men, if you have this problem you build barracks in every good province you find. Yes right, you only can do it if you have enough grain.

So that's why the grain and the menpower is the biggest problem for the infantry. They need a them both. In production and upkeep. That's the reason most players build only a huge amount of light tanks and arty as ground units. Arty you need to blow out the bunkers. Light tanks to flank the other troops an to take the provinces fast under cover of a large air force.

So if you find a enemy with a good air force you build anti air. If your enemy has a lot of tanks, you build anti tank to stop them. This both units we can build up cheap and fast.

Now we not build infantry, because you need the grain to feed you inhabitants in your growing nation and the menpower for all other units. Infantry was the main power during the WW2, but not in this game.

Suggestions:

The ships are all good for me, except the destroyers. They are a bit to weak against subs in my eyes. The only think that they are good for in this game, is to protect from subs and die as cannon fodder for the bigger ships. With subs you can attack with low cost and effective all other vessels or go spy the enemies coastline.

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In the air I think we need only to upper the range of the marine bombers, it's to boring that they have shorter range than the interceptors have, very often the distance to the next province center is greater than the range of the MBs.

We start building airbase for the fighters and after some days we finished the first MBs and we see that they can't flight the same route:(

Tactical Bombers are power full but to cheap in upkeep - look, a heavy tank coast double in oil than a TB! - give TBs 200 oil for upkeep to make land units more attractive.

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Give the regular infantry a bonus +50% in cities an +25% in Woods/Hills.

Give militia a bonus +25% in mountains and lower they upkeep. In this way this unit stays slow but will be best to protect the border form ambush. (especially when we become paratroops in game - yes yes yes we want them!)

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That's the major points to say for balance in my opinion. All other thinks we need to look in future after a new change...

Look, everyone just wants to adjust units to fit the way they want to play. We will never agree. And bytro wont be able to please everybody when you try to please everyone, you end up pleasing no one.

My suggestion is to mix in some really new stuff, so we can just have some new toys to play with. Give us PT boats that can break off from a fight and patrol like planes. Make em the fastest ship in the game. Give us our airborne troops and transport planes like we have asked for repeatedly. Even try the bridges thing, and the weather thing. Give us our country realistic unit skins. If we had more to play with then we wouldnt be nitpicking the old stuff.

ā€œI am the flail of god. Had you not created great sins, god would not have sent a punishment like me upon you.ā€
―
Genghis Khan

My quick suggestion (seeing as the TD's current speed is plain ridiculous) is to place the TD's speed between the LT's and the MT's, like such :

- on plains : 35 km/h

- hills/forests : 28 km/h

- mountains : 14 km/h

- cities : 28 km/h

I want new unit: "BIG RED BUTTTON" stats: 1 time klick = you get 10k of each ressource. 3 time cklick within one day = your random enemy lose province with all units in it to you. 10 times klick within a week = Round end you get bonus x10 Viktory points.

This units should be random deployed like supplies now. same unit for all players, who reach it first can klick.

Last Warrior wrote:

I want new unit: "BIG RED BUTTTON" stats: 1 time klick = you get 10k of each ressource. 3 time cklick within one day = your random enemy lose province with all units in it to you. 10 times klick within a week = Round end you get bonus x10 Viktory points.

This units should be random deployed like supplies now. same unit for all players, who reach it first can klick.

thats just...stupid, it literally doesn't make sense
This player may have been reactivated in October 27th 2017

For once, I agree with Draza.

- Romulus947
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as someone who loves to play as turkey, bridges seem like a good idea(Istanbul is awkward). however you must control the land on both sides.there should be 4 levels:

level 1: equivalent to a province with no infrastructure

level 2:equivalent to a province with 1 infrastructure

level 3:equivalent to a province with 2 infrastructure

level 4:equivalent to a province with 3 infrastructure

K.Rokossovski wrote:

Tank Destroyer: increase speed drastically, to a level halfway between medium and light tanks, possibly at the expense of either some HP and/or anti-infantry firepower
I agree. Tank destroyers just can't keep up mid game. Why would a horse drawn 2 wheel anti tank gun make 20kph at level one, but a motorized tracked level one tank destroyer only make 24 kph? I would like to see tank destroyers have a speed competitive with medium tanks and or self propelled artillery.

K.Rokossovski wrote:

Militia: weaker 20%, faster 30%. AA value is completely irrealistic, drop to 0.1
I actually think Militia should be quicker to build but slower to move. This could be part of a much longer discussion, but I think the intention of militia is a "recruit where you use it" kind of unit, rather than a "march off to war" unit. Think about it like this:

I conquer a province. I don't want to park an expensive tank there for an uprising to vandalize, but I want to protect the province and reduce chances of a uprising. That should be the job of "Militia" to protect and defend their own homeland. So you can build a L1 barracks in a couple minutes, and create a militia unit in maybe 4 hours. They are for defense, not offense, so make their travel speed more stupidly slow like 5 kph. This would make them "quick to produce" as advertised and possibly something useful when an enemy crushes your front line you can mount a hasty defense several provinces back. Spending a day building one plane or one tank with an enemy inside your core means you might as well give up. To make them less likely to be spammed in high numbers you could adjust the State Based Damage efficiency to make them useless in groups of more than three.

In this role I would like to see them have defense stats better than infantry, but keep the offense stats low. I want a militia in a city to be able to defeat an attacking light tank, armored car, or infantry unit. Cities with a couple militia ought to be a threat worthy of notice, rather than simply a mosquito to be swatted. Add in fortifications and a player can mount a credible defense even after invasion has started. This gives a player a chance to react to invasion and do something, instead of a whole country being being overrun in a day.

With them being essentially immobile it isn't a unit you want to invest in lightly, but they will have their place.

K.Rokossovski wrote:

Railroad gun:
I have only seen them used effectively once. When a enemy makes a really big stack of units and parks them it is the harmless way to eliminate them. I like them the way they are.

K.Rokossovski wrote:

Naval bomber: drastically cheaper, about 50%, especially in oil (it's 8 times more expensive than the unit it is supposed to fight!). Increase range to tac bomber level.
The cost doesn't concern me, but the limited range is annoying, especially when you have built airbases at the proper range for tac bombers and you have to build some in between for other planes.

So on that note while throwing ideas around: Is there a way to make a shaded range circle or something visible when building airbases? Or even a simple measuring tool? There is nothing worse than building a couple airbases and finding out the next day that you are about one kilometer too far apart. Of course I have now realized that building airbases as part of an advance is beneficial to morale, so the more airbases are a good thing. I suppose too that starting the game with a fighter plane will allow you to use that for measuring airbase placement.

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VorlonFCW
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Just replace Commandos with Paratroopers, they would need an airfield for start, they should get some range (250+ km) and when they reach the destination they would be "landing from the the air" (like attacking ground units, also possible to shot them down with planes) for atleast 1 hour.

It could be great chance how to get some troops behind the line ;)

I think of motorized and mechanical infantry as urban special forces.

I use motorized infantry in attacking urban (cities). so i don't need a lot of them. I sometime use motorized infantry in attacking urban (cities) as well. That way I don't tie up tanks taking urban areas. they can be blitzing elsewhere. Again I don't need many for my strategy. Some players use them more.

They can be used to diversify stacks but I use them primarily to take urban areas while my tanks blitz other terrain.

Why? Because in most urban areas, the defender won't have either motorized infantry or mechanized infantry in their urban areas. So one motorized infantry or one mechanized infantry in an attacking stack is usually a strong addition to a stack attacking an urban area. The defender has to take the motorized infantry or mech infantry to zero to destroy it. It also absorbs damage. so the other infantry type units take less damage.

The tanks blitz past the urban areas and the motorized or mech infantry stack takes out the urban areas.

And tanks suffer the 50% hit point penalty in urban areas.

Motorized infantry are armor type infantry. I usually only need a handful.

1) They are good for attacking urban capitals and urban (cities) terrain.

2) They can be useful against anti-tank infantry stacks.

3) They have 75 oil upkeep per day.

4) They help make mixed stacks of different type units against urban capitals and urban cities.

5) A level 2 barracks is required to build them.

Mechanized infantry are armor type armor and good for attacking urban capitals and urban (cities) terrain. A drawback is they have 100 oil upkeep per day. They can be useful to have in defending an urban capital. In regular games, often the attacking player may not have even bothered researching them or have built them. Surprisingly, quite a few players in regular games don't field them. I can't say about PL.

In early game, a motorized infantry in an infantry stack could be an advantage against an opponent's infantry stack that doesn't have them. Like against an anti-tank stack.

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