Pinned We seek YOUR Military knowledge and wisdom for Season 11 new unit!

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    • Kaiservar wrote:

      I think that it could be explored the underwater drones.

      Another unit/weapon in the same way of Cruise missile mechanic could be the cavitation torpedos, this is a very high speed torpedo that could be used only by submarines against ships.


      en.m.wikipedia.org/wiki/Supercavitating_torpedo
      Submarine attacks already include the result of using any/all torpedoes (and missiles), including fast torpedoes.

      There are no separate torpedoes in the game.
    • Dracula wrote:

      There are elite naval/ground/air units but no elite radar.

      So the next seasonal unit should be elite radar or elite awacs with ground vision or elite naval patrol aircraft.
      A radar unit that could see both ground and air with stealth capabilities and low signature detection which is what I think of when I think of an elite radar unit, would be far too OP and would leave all the other radars irrelevant. Nothing could really hide from anybody. Edit: it could work but it would have to be limited to like 3 levels and each level you get +1 unit for a total of 3 units. The range would probably be something like 100-200-300
    • Kaiservar wrote:

      What about a SOSUS? A unit, must be sea unit that only can detect naval units, including submarines. It could be as a mobil radar equivalent but in sea.

      It could be a cheaper alternative to MPA and helos, but only to seek and identify subs.

      en.m.wikipedia.org/wiki/SOSUS
      SOSUS-style units would be "fixed" in one location, like a combat outpost.

      A mobile unit (a ship) would be a SURTASS ship that would move around.

      If Dorado introduces a SOSUS or SURTASS-style sonar unit, and if they want that unit to match players' intuition, it should detect most surface ships easily at long ranges, and should be less effective at detecting submarines.

      Most surface ships are noisy (compared to submarines).

      However, if Dorado implements something that's a little (or a lot) out of synch with real life - Players should be able to set their intuition aside.

      The post was edited 1 time, last by KFGauss ().

    • I had some ideas a while ago, although most of them where naval, so I dont think many of the players are interested on new elite naval units coming that soon, but anyway, I will share it here in case someone find them interesting...

      Elite Cruise Missile: (Hypersonic)


      Skins: X-51 Waverider (Western), CVS401 Perseus (European), 3M22 Zircon (Eastern)


      — T1 Stats


      Requires: Elite Cruiser Tier 1


      STATSATKATK RANGE
      SOFT10300
      HARD30300
      SHIPS30300
      BUILDINGS3300
      POPULATION5300



      RADAR SIG: HIGH
      ATTACK RANGE: 300
      HP: 10
      SPEED: 25
      COST: 2(WARHEADS)


      — T2 Stats


      Requires: Elite Cruiser Tier 2


      STATSATKATK RANGE
      SOFT20400
      HARD50400
      SHIPS50400
      BUILDINGS5400
      POPULATION7400



      RADAR SIG: HIGH
      ATTACK RANGE: 400
      HP: 15
      SPEED: 30
      COST: 3(WARHEADS)


      — T3 Stats


      Requires: Elite Cruiser Tier 3


      STATSATKATK RANGE
      SOFT30500
      HARD70500
      SHIPS70500
      BUILDINGS6500
      POPULATION8500



      RADAR SIG: LOW
      ATTACK RANGE: 500
      HP: 20
      SPEED: 35
      COST: 4(WARHEADS)

      *

      Elite Cruiser:


      Skins: Sejong the Great Class (Western), Type 83 Class (European), Type 055 Class (Eastern)


      — T1 Stats


      Requires: Naval Base lvl 4, Arms Indusrty lvl 1, Secret Lab lvl 2


      STATSATKDEFATK RANGERADAR RANGE
      SOFT37575
      HARD2.57575
      FIXED225075
      ROTARY3
      MISSILES1
      SHIPS1010100100
      SUBMARINES2275
      BUILDINGS275
      POPULATION475



      RADAR SIG: HIGH
      ANTI AIR: 50(FIXED)
      HP: 48
      SPEED: 4.5 (HIGH SEAS), 2.25 (COASTAL WATERS)
      CAPACITY: 1 (HELICOPTER), 3 (CRUISE MISSILE), 3 (ELITE CRUISE MISSILE)
      COST: 3750(COMPONENTS), 1000(MANPOWER), 200(RARE MATERIALS), 1400 (ELECTRONICS), 3500(MONEY)


      — T2 Stats


      Requires: Naval Base lvl 5, Arms Indusrty lvl 1, Secret Lab lvl 3


      STATSATKDEFATK RANGERADAR RANGE
      SOFT4100100
      HARD4100100
      FIXED3350100
      ROTARY3
      MISSILES1
      SHIPS1515100125
      SUBMARINES33100
      BUILDINGS2.5100
      POPULATION5100



      RADAR SIG: HIGH
      ANTI AIR: 50(FIXED)
      HP: 68
      SPEED: 4.5 (HIGH SEAS), 2.25 (COASTAL WATERS)
      CAPACITY: 2 (HELICOPTER), 5 (CRUISE MISSILE), 5 (ELITE CRUISE MISSILE)
      COST: 4250(COMPONENTS), 1250(MANPOWER), 400(RARE MATERIALS), 1800 (ELECTRONICS), 4500(MONEY)


      — T3 Stats


      Requires: Naval Base lvl 5, Arms Indusrty lvl 1, Secret Lab lvl 4


      STATSATKDEFATK RANGERADAR RANGE
      SOFT5.5100100
      HARD5100100
      FIXED6650100
      ROTARY3
      MISSILES1
      SHIPS2222125125
      SUBMARINES44100
      BUILDINGS3100
      POPULATION6100



      RADAR SIG: LOW
      ANTI AIR: 50(FIXED)
      HP: 80
      SPEED: 4.5 (HIGH SEAS), 2.25 (COASTAL WATERS)
      CAPACITY: 3 (HELICOPTER), 7 (CRUISE MISSILE), 7 (ELITE CRUISE MISSILE)
      COST: 4950(COMPONENTS), 1750(MANPOWER), 600(RARE MATERIALS), 2100 (ELECTRONICS), 5000(MONEY)
    • Elite Destroyer:


      Skins: Maya Class (Western), Type 26/City Class (European), Type 052D Class (Eastern)


      — T1 Stats


      Requires: Naval Base lvl 4, Arms Indusrty lvl 1, Secret Lab lvl 1


      STATSATKDEFATK RANGERADAR RANGE
      SOFT37575
      HARD27575
      FIXED3
      ROTARY2
      MISSILES2
      SHIPS777575
      SUBMARINES77100100
      BUILDINGS1.575
      POPULATION2.575



      RADAR SIG: HIGH
      HP: 35
      SPEED: 4 (HIGH SEAS), 2 (COASTAL WATERS)
      CAPACITY: 1 (HELICOPTER), 1 (CRUISE MISSILE), 1 (LOITERING MUNITION)
      COST: 2750(COMPONENTS), 950(MANPOWER), 200(RARE MATERIALS), 1100 (ELECTRONICS), 2300(MONEY)


      — T2 Stats


      Requires: Naval Base lvl 5, Arms Indusrty lvl 1, Secret Lab lvl 2


      STATSATKDEFATK RANGERADAR RANGE
      SOFT3.5100100
      HARD2.5100100
      FIXED3.5
      ROTARY2.5
      MISSILES3
      SHIPS1010100100
      SUBMARINES1414100125
      BUILDINGS2100
      POPULATION3100



      RADAR SIG: HIGH
      HP: 45
      SPEED: 4.5 (HIGH SEAS), 2.25 (COASTAL WATERS)
      CAPACITY: 2 (HELICOPTER), 2 (CRUISE MISSILE), 2 (LOITERING MUNITION)
      COST: 3300(COMPONENTS), 1250(MANPOWER), 400(RARE MATERIALS), 1400(ELECTRONICS), 2750(MONEY)


      — T3 Stats


      Requires: Naval Base lvl 5, Arms Indusrty lvl 1, Secret Lab lvl 3


      STATSATKDEFATK RANGERADAR RANGE
      SOFT4.5100100
      HARD3.5100100
      FIXED4
      ROTARY3
      MISSILES4
      SHIPS1313100100
      SUBMARINES1919125125
      BUILDINGS2.5100
      POPULATION3.5100



      RADAR SIG: LOW
      HP: 55
      SPEED: 4.5 (HIGH SEAS), 2.25 (COASTAL WATERS)
      CAPACITY: 3 (HELICOPTER), 3 (CRUISE MISSILE), 3 (LOITERING MUNITION)
      COST: 3950(COMPONENTS), 1750(MANPOWER), 600(RARE MATERIALS), 1750(ELECTRONICS), 3750(MONEY)

      *

      Elite Battle Cruiser:


      Skins: CSGN Mk2 Class (Western), Vittorio Veneto Mk2 Class (European), Kirov Class (Eastern)


      — T1 Stats


      Requires: Naval Base lvl 5, Arms Indusrty lvl 1, Secret Lab lvl 3


      STATSATKDEFATK RANGERADAR RANGE
      SOFT58585
      HARD38585
      FIXED3
      ROTARY1
      MISSILES112585
      SHIPS16168585
      SUBMARINES1185
      BUILDINGS385
      POPULATION585



      RADAR SIG: HIGH
      ANTI AIR: 25(MISSILES)
      HP: 65
      SPEED: 3.5 (HIGH SEAS), 1.75 (COASTAL WATERS)
      CAPACITY: 1 (HELICOPTER), 1 (CRUISE MISSILE), 1 (BALLISTIC MISSILE), 1(LOITERING MUNITION)
      COST: 4000(COMPONENTS), 1450(MANPOWER), 400(RARE MATERIALS), 1300 (ELECTRONICS), 3900(MONEY)


      — T2 Stats


      Requires: Naval Base lvl 5, Arms Indusrty lvl 1, Secret Lab lvl 4


      STATSATKDEFATK RANGERADAR RANGE
      SOFT6100100
      HARD5100100
      FIXED3
      ROTARY1
      MISSILES3330100
      SHIPS2222100100
      SUBMARINES1.51.5100
      BUILDINGS4100
      POPULATION7100



      RADAR SIG: HIGH
      ANTI AIR: 30(MISSILES)
      HP: 78
      SPEED: 3.5 (HIGH SEAS), 1.75 (COASTAL WATERS)
      CAPACITY: 2 (HELICOPTER), 2 (CRUISE MISSILE), 2 (BALLISTIC MISSILE), 2(LOITERING MUNITION)
      COST: 4750(COMPONENTS), 1850(MANPOWER), 750(RARE MATERIALS), 1500 (ELECTRONICS), 4300(MONEY)


      — T3 Stats


      Requires: Naval Base lvl 5, Arms Indusrty lvl 1, Secret Lab lvl 5


      STATSATKDEFATK RANGERADAR RANGE
      SOFT7.5125125
      HARD75125125
      FIXED3
      ROTARY1
      MISSILES6635125
      SHIPS2828125125
      SUBMARINES22125
      BUILDINGS5125
      POPULATION8125



      RADAR SIG: HIGH
      ANTI AIR: 35(MISSILES)
      HP: 90
      SPEED: 4 (HIGH SEAS), 2 (COASTAL WATERS)
      CAPACITY: 3 (HELICOPTER), 3 (CRUISE MISSILE), 3 (BALLISTIC MISSILE), 3(LOITERING MUNITION)
      COST: 5125(COMPONENTS), 2350(MANPOWER), 1000(RARE MATERIALS), 1750 (ELECTRONICS), 5125(MONEY)
    • Mine Layer -

      A ground unit that deploys barriers to the movement of ground units through a province.

      A mine layer consumes 'X' number of resources and 'X' number of hours (days?) in a friendly province to create a movement barrier.
      Once created, the barrier inhibits the movement of enemy ground units in that province until the barrier is removed.

      Once entering a province with a barrier, enemy units move at one tenth of their normal movement rate.
      Friendly barriers in provinces controlled by an enemy go away after 'X' number of hours(days?) of continuous enemy control of that province.
      Friendly barriers may be removed by the province owner in 'X' number of hours (days?).

      Enemy units in a friendly barrier province lose one half of their combat value in addition to whatever other effects apply.

      Provinces with barriers provide no resources (The civilian work force doesn't like having to tip toe through the minefields).

      The post was edited 1 time, last by Hydralysk ().

    • I have few ideas either for Elite units or brand new units.

      - helicopter Carrier : can Carry Helicopters as well as a number of All Amphibious units (Marines, Amphibious combat vehicle,…) and Airborne Helicopters units

      - airborne units with a Plane instead of Helicopters to have a better range and faster speed

      - minefield : constructions that lower the morale of close territory but deal damages to units that comes here

      - you want something futuristic and probably never under development ? SHIELD HELICARRIER or something like that (I’m kidding, but for real that would be dope in some kind of futuristic event)

      - new tank upgrade with the new wave of Modern tanks (Abrams X for West, Panther/Leclerc XLR for Europe and T14 for East [ T72 would be introduced as first unit to make the T14 at the same level then Abrams X and Panther])

      - drone as deployable equipment that deal damage to infantry and can be deployed During combat.

      - electronic warfare units (planes, ground unit) would desactivate some units within a certain range ( for exemple an aircraft that would desactivate hostile Radars and missile launcher within the range)

      - as someone said, GUNSHIP like C130. The unit would stay on an area in patrol mode and deal damage every hour to ground units. No aircraft defence but high ground units damage.

      The post was edited 1 time, last by Belgian General ().

    • Also there is something I have in mind since the beginning.

      Units cost ressources on a daily basis. During long games it can become a handicap especially as the armies are growing and as there are some units that people (and I) use only in the beginning of the game or to beat a specific player (ex: the Recon tank and the Corvette in the start of the game, and some other specific units for a specific situation like Marines or Airborne,…)


      So I come with that idea of decommissioning units/ desactivate them.
      The units would have same type of logo you can see on planes with no airbase.
      it would be impossible to move and would deal no defence damage while attacked.
      as said earlier, the unit would cost nothing on a daily basis but it would cost a small amount of ressources and time to reactivate them (smaller than production time and cost)

      overall it would allow us to put aside units we don’t use or we don’t plan to use for the next few days.
      (for exemple, imagine building 20+ naval units and now you don’t need them anymore, it cost us ressources while the units isn’t being used)
    • The Seasonal unit I would most enjoy would be: ''trainable sharks with laser beams that can detect/destroy any units purchased by gold users. Range unlimited. Capacity unlimited.

      But obviously that's not happening.

      There are a couple of seasonal units I use on a regular basis and another unit that I'll use when needed against a certain type of player, but most go unused. Still, Seasonal units keep the game fresh and I respect the concept.

      However when I think of things that actually affect my enjoyment of the game, lacking a new unit is not high up on the list. Why not make Season 11 the season for getting the website's house in order? This is a phenomenal game with some ongoing problems/bugs. Why not take a season's worth of developer time to fix the ongoing bugs/issues that negatively affect the quality of the game?

      1. Issue with player stats not showing up. This has been patched multiple times, but never actually fixed. Ongoing issue for several months now. Its nice to know if that Rank 70 player in my game has played 700 games like a zombie or 50 games like a boss. Player stats help me to determine this.

      2. Naval units can't always target land units to fire cruise missiles -meaning that unless a land unit is precisely located at a city/province center -cruise missiles from ships are useless against them. This happens even when the enemy land unit is within the site range of my units. -By comparison, cruise missiles fired from fighters can target units directly and don't have this bug. This discrepancy in functionality makes no sense to me.

      3. Ongoing issue with recruitment centers - while a recruitment center is getting built, the build time for the current build unit is slowed down. The build time reverts back to the same build time as if the city had no RCs. -so it ignores all previously completed RCs during the period of time when the new RC is getting built. (This started happening a few months ago) The main purpose for me to build RCs is to speed up unit build times and I'm usually prompted to build an RC when I need something in a rush, but this bug creates the exact opposite effect in the short term. -highly annoying

      4. Game gets very slow/files get heavy around game day 50 -game needs to get refreshed every 2 minutes and even then...it becomes very difficult to play. Most of the fun units and potential for interesting battles are in late game, but it is difficult to play.

      5. Scrolling issue while utilizing the Security council feature of 'build queue'. Say I want to build 4 TDS units. I click on the 'Support Units' tab and then scroll down so that the TDS unit is visible. I then select the TDS unit. Once I do this, the screen reverts back up to original position. I must scroll down again to make the TDS unit visible in order to click on it again. why not just leave the screen where it is? Why do I have to scroll 4 times? Same thing happen on the intel screen where you need to repeatedly scroll down to use multiple spies.

      6. Ongoing, unrelenting, widespread multi-accounting. Maybe find an actual way to control this? Current system of reporting gets a very slow response and does not solve the problem in a reasonable time frame -especially for 4x games. Games is ruined by cheaters before action is taken...if taken at all. Punishment for cheaters is not severe enough to create a deterrent against the 99% of cheaters who aren't caught. Since so few cheaters are ever caught, the punishment needs to be extremely severe in order for any deterrent affect to exist. So either the punishment must be increased or the percentage of cheaters caught needs to increase.


      Addressing any one of these issues would increase my level of game enjoyment far more than a new seasonal unit...Unless you give me sharks with laser beams. That seasonal unit would trump all.

      Thanks for reading. Cheers.
    • 1. we need an infantery unit to make a small difference in early game vs tanks but a good difference vs infantery and air attack units, using more supplies, and maybe 50 range like infantery with missile launchers, or snipers, very good to defend your homelands when somone attack from sea with low number of infantery. if i m playing with a lot of ships(or planes), in medium or late game i have a large number of supplies and i don t know how to spent them bcse the other units who recuired supplies also need electronics. we need a units to spend supplies and fuel in the late game.
      2. a drone attack who makes dmg in a small area not on a single target and a drone who can be guided not static like swarm.
      3.bcse all off other seasonal units are fulled with missile, you can make an elite infantery, invisible like special forces who can bomb your citys damaging very hard your buildings and made a lot of pain with the morale. like suicide squad :))
      4. you can make mines with substantial damage droped by infantery visible only with mobile radar. to block some passages, defend some citys, some pack of army, or mines droped by corvettes on the sea, that will make corvettes more usefull.
      5.tesla towers or electric fence, low cost, who slow and damage units low or medium.
      (you can put more rivers with bridges on the map, more barrages, who slow enemies path.)
      6. a priest who can convert enemyes army into your army, i m jokeing at this one :))
      but first of all, we need a good and high played unit who recueires supplies, fuel, and few rares (maybe a few from all resources..) sorry for my english.
    • @MeLarie I see now that this is an old thread from June, don’t know why it was pinned.

      As to new military tech, top investment goes to:

      1. Laser weapons (AA)
      2. Drones (attack drones, spy drones, single use drones) - but you have that covered
      3.spy satellites - russia, china and USA are rushing to make and shoot these.
      4. Hypersonic rockets/planes
      5. Surface and submarine naval drones

      Then there are the infantry concepts that the top armies are investing in:

      1. hit and run ATGM crews
      2. Stealth sniper/recon teams

      We could use engineering infantry that can lay/clear mines and build fortifications, but don’t think that’s realistic to expect.

      The post was edited 1 time, last by Mih0 ().

    • MeLarie wrote:

      Dear CoNmanders,

      We read through all your suggestions and have taken them into consideration. We would like to thank you for your input in shaping our game. Together we can create an incredible CoN future!

      Do I win a prize?

      WalterChang wrote:

      Elite Private Military Company.

      This is a bit like an insurgent unit in terms of its combat stats, and is recruitable in any player-controlled city that has a prison (doesn't have to be Homeland).
      The unit is very cheap to mobilize - just costs money, no resources - and can be used as cannon fodder to absorb artillery hits or whatever, thereby protecting you main units.

      Catch is, if you lose too many of them, they have a chance to go rogue and turn into actual insurgents, which will group up and bee-line for your capital city.
    • Mih0 wrote:

      @MeLarie I see now that this is an old thread from June, don’t know why it was pinned.

      As to new military tech, top investment goes to:

      1. Laser weapons (AA)
      2. Drones (attack drones, spy drones, single use drones) - but you have that covered
      3.spy satellites - russia, china and USA are rushing to make and shoot these.
      4. Hypersonic rockets/planes
      5. Surface and submarine naval drones

      Then there are the infantry concepts that the top armies are investing in:

      1. hit and run ATGM crews
      2. Stealth sniper/recon teams

      We could use engineering infantry that can lay/clear mines and build fortifications, but don’t think that’s realistic to expect.
      i think this is good, espeically atgm crews, a tank is not unstoppable and i feel like a tank in con can destroy 3 infantry units on its own atgm crews should have the same damage to a tank if not more and damage should be increased in cities and urban areas. They should also be relatively cheap . and spy sattalites would be a great idea. everything in this is great. i would add paratroopers and the ability for airmobile infantry to ride in cars just like special forces can when landed
    • Meme suggestion:

      Satellite Hammer Time (AKA the Vibe-checker)
      - It does 0.1 damage, yes. Literally 0.1 damage. Like a concentrated ray of light reflected by our satellite disc to burn your eye. "Fuck this guy in particular" is its motto.
      - Limited Mobilization: only 1 per game.
      - Unlimited Range. but can only fire once every 8 hours. Can fire toward unit or city. 5 radius splash damage like normal artillery.

      Its purpose:
      Vibe-checking stacks of healing unit to ensure that they adhere to the international health pool regulation. Imagine yourself knowing for sure that a stack of 20 airplanes at half health is sitting around in a city with level 5 hospital with a blatant violation of standard health code due to crowding problem. Being the conscientious and upstanding warlord yourself, you just want to aggressively poke that stack so that their hospital have more breathing room with 10 less airplanes.
      Special: you can vibe-check yourself and your coalitionmate to raise awareness of the one-bed-one-plane policy (the Vibe-checker's alternative name is Homewrecker)