UPDATE NEWS 170510: MAY BALANCING / THEATER DEFENSE SYSTEM

    This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

    • UPDATE NEWS 170510: MAY BALANCING / THEATER DEFENSE SYSTEM

      This week’s update features the newly envisioned Theater Defense System. These monsters are, in one word- effective.
      The US Terminal High Altitude Area Defense, or THAAD for short, is an anti-ballistic Theater Defense System designed in response to the Scud missile attacks experienced by the US in the Gulf War in ‘91. Most notably with this system, in order to minimize risk of explosion, missiles are not armed with warheads, instead relying upon kinetic energy to detonate both low and high altitude missile attacks.
      The massive Russian S-400 Triumf incorporates four missile types in its performance envelope. Designed to address any type of threat, be that short-range (with the 9M96E) or very-long-range (with the 40N6), the S-400, known as the Growler, is deserving of its name and reputation, as a rapidly deployable, highly survivable, and lethal piece of gear.
      And lastly, the highly automated EU’s SAMP/T is designed to counter current and future airborne threats. It fires a total of eight Aster 15 and Aster 30 Interceptors within ten seconds, each equipped with blast fragmentation warheads capable of destroying UAV’s, cruise missiles, short-range ballistic missiles, and yes, not to omit, fighter aircraft.

      NEW MODELS
      US THEATER DEFENSE SYSTEM PROGRESSION
      1. MIM-14 Nike
      2. MIM-104 Patriot
      3. THAAD Missile Defense
      RUSSIAN PROGRESSION
      1. S-125 Neva
      2. S-300
      3. S-400 Triumf
      EUROPEAN PROGRESSION
      1. Bloodhound
      2. Meads
      3. SAMP/T


      BALANCING
      • Increased Victory Point Requirement on the 26 player map by 250
      • Increased Victory Point Requirement on the 45 player map by 250
      • Lowered and unified starting research costs for all doctrines to allow an easier start to the game
      • Introduced gradually increasing resource research costs to make shifting to another branch more attractive
      • Introduced gradually increasing money prices for higher level unit mobilization to partially compensate for the influx of conquered resources
      • Reduced Hit Points for most units in the mid/late game tiers to allow faster fight resolution in the mid/late game, shifted focus to higher technology units to even out chances
      • Shifted resources needed for unit mobilization to make more sense and free up needed supplies
      • Changed Streamlined Production Research from lowering price to increasing production speed
      • Removed on-map resources from minor country cities on the 26 player map
      • Shifted some resource types for minor country cities on 26 player map
      • Slightly reduced starting HP for Mechanized Infantry
      • Adjusted money price for Aircraft Carriers, Stealth Bombers and several other high profile units
      CHANGELOG
      • Fixed: Aircraft now remain on their aircraft carrier and won’t be lost over the ocean when splitting the carrier out of the fleet.
      • Disabled inter-player Unit Trading due to bugs related to this mechanic
      • Disabled inter-player Resource Trading due to abuse by cheaters, ruining the game experience for everyone else
      • Removed Rare Materials from the market for balancing reasons
      As always your insights, suggestions, and comments are valuable components of our game development.
      The world is your battlefield, make it yours.

      //Your CON Crew

    • wait does this mean that ais don't have rss in mini like in the 45 play maps? so like AI no rss?
      I usually can get over stuff and support the devs but... that would really be awful...
      As always just my 2 cents

      Use Helicopters, Special forces or Stealth. Use your head to play - not the missile button. - Germanico

      These terrorists aren't trying to kill us because we offended them. They attack us because they want to impose their view of the world on as many people as they can, and America is standing in their way. - Marco Rubio
    • Registered only to answer to this update :

      I'm strongly opposed to the taste of this update.


      Disabled inter-player Unit Trading due to bugs related to this mechanic ---> i suppose this means the feature will be back. If you intend to keep it disabled, please reconsider ---> unit trading remains an important part of any upcoming team fight system you would put in place. If abuse are what worry you, enforce a supremacy-like rule of a harsh "per-day" percentage of military strength tradable.

      Disabled inter-player Resource Trading due to abuse by cheaters, ruining the game experience for everyone else ---> You underestimate the agility most of cheaters and multiaccounts can be capable of. No more inter-player resource trading ? Resources will be bought/selled on the market high/low prices between the accounts, in order to transfer the resources. This will virtually change nothing to the situation, while impeding a normal feature of such a game. Worst, this will impede the work of your moderation crew against such pushers, as they will struggle more and more to actually find them. I understand that you try to reduce the potential cheating with rare materials, that are often a very critical resource (and a such, one that is really tempting to purchase gold to generate it), but forbidding trading between players is just like blowing your own railways because you know some people don't pay their ticket. You can speak with your Game Operators, they are on the first line against such behaviors, and will give you pragmatic insights about what could reduce those behaviors. I'm also pretty sure that most of them wouldn't complain of being asked to survey it. What about the MAD system ? We know it's not perfect, but it was a good investigating tool !

      Reduced Hit Points for most units in the mid/late game tiers to allow faster fight resolution in the mid/late game, shifted focus to higher technology units to even out chances ---> Speeding the fight resolution is not a bad idea, depending on taste, but i feel that the recent change make soft HP (infantry HP) units much more weaker than before (comparatively to hard HP units). In terms of game design, it makes the infantry really uneffective, cost-speaking ---> basic infantry always made me think in this game "hello, i'm here to pile bodies before you in order to gain time for my true army to get on you !". I would suggest another course of action : Why not keeping basic infantry HP progression line (15-20-25-30) as before, but buffing the soft damage output of mid-game units specialised in anti-inf ?



      Introduced gradually increasing resource research costs to make shifting to another branch more attractive / Removed on-map resources from minor country cities on the 26 player map ---> Radical change of design thinking. Theoratically, would help Team game "process" and PvP. People will rage upon that, however.



      As for the rest, Kudos to your 3D graphists. They always produce a marvelous eye candy work

      PS : Are Insurgent parts of the HP reduction update ? Because i would be displeased [warcrime convicted general mode on] if some long-haired smelly barbarians in pick up would manage to expel my glorious soldiers from cities
      Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
    • Opulon wrote:


      If abuse are what worry you, enforce a supremacy-like rule of a harsh "per-day" percentage of military strength tradable.
      game has it already (10% per day of all own unit number). First no money trading (easy to bypass but still pain in the bottom), now no resources for AI, no units/rare materials trading. Germanico once told something like: you still have AI resource cities on 26 player map. Well we don't, not any more. Perhaps someone should inform Bytro Labs what is going on here (sorry but it's not intended as trolling or something - simply this game is drifting so much away from ideas behind their games that I wonder).

      About this update in specifics, well I lack words to write my feedback here. When I started reading it I thought: not bad, some nice things but deeper in the woods the more shocked I became - and I still am. Perhaps it's time to find new game... When or if If will overcome shock this update inflicted I'll comment it more thoroughly.

      PS
      Devs, perhaps before you make such a big changes, would you consider asking players what would they think about it?
    • Wemedge wrote:

      Introduced gradually increasing money prices for higher level unit mobilization to partially compensate for the influx of conquered resources
      Sorry what? Wich influx? I had luck of ressourses before this update, cause haveing TOP3 strikeforces on map (every game i've played) is expensive... But now it is impossible.

      Wemedge wrote:

      Reduced Hit Points for most units in the mid/late game tiers to allow faster fight resolution in the mid/late game, shifted focus to higher technology units to even out chances
      it is not so bad, since every one has same HP (of same lvl/doctrin), but make game faster is bad idea, average player has no chances any more vs hartcore (d was censored) player with 20/24 h online time.
      some one log in on saturday morning in, log off make week end in RL, came back on sunday 22:00 --> game is almost over, all units are destroyed???? WTF??? Browser games like this aren't prepared for teens, who wanna fast fights or instantaneous victories. And CoN has already example with CoW and NWE and a parents project s1914 how to handle it. It was a flair of CoN to have 100+ days gameplay. With weeklong breaks, i had, if i return in my opened game after 2, 3 or even 4 weeks, my nation under AI was still alive. but now...; I know why you doing this: kids would pay faster and get of, new kids come in, play pay and leave, new kids come in, pay play and leave...

      WTF, i payed 1 year VIP, i bought 1st (and now definitly last one) purchase sale another 50€. also 100 € for 1 year gameplay, and you destroy it after 1 week?

      Most players, and i call players, not game spammers, also true players, fans of taktiks and strategies, dont want 20-days rounds. Sure You want, every new round can be good generator.... ok, ....

      low HP--> fast die, players need new units, nobody has enough ressources for enough units. also... you know, i know, every one know what you want... You dream smart players leave this project forever.... Are you sure, that without strong players, dream user of content would stay long enough here? To fight AI? To fight other unexperienced dreamusers of content?

      Not long enough! may be...

      Wemedge wrote:

      Removed on-map resources from minor country cities on the 26 player map
      tripple WTF, (and like i said thousand time before: i speak not for me, i speak for average players, with average online time and average skills of gaming/read/taktik etc.,) i can handle every change, but fun of game get lost, cause AI are weaker as before. a way weaker. Sure it can be usefull for "simcity taktik"-players (also player who build economic power, but dont "waste ressourses for military too early). Also Simcity taktiker can sell ressources to AI, but... he can't buy it any more. And nobody has all ressourses at every point f gameround.
      before we could buy it on market. After small AI are ressoursesless, market will be often empty.

      Wemedge wrote:

      Disabled inter-player Resource Trading due to abuse by cheaters, ruining the game experience for everyone else
      i can understand it, but comltete disabling is not what we wanted. i asked for example for reduction of max value and frecuency of trading, not for disabling. And im not alone .

      Wemedge wrote:

      Removed Rare Materials from the market for balancing reasons
      ... every one know why it was done... and every one know it will be returned.... bet it? :) my suggestion: disable rares from market for first 3 day of each round. But turn on it later. so you get what you wanted, but dont destroy game completly.

      Wemedge wrote:

      Disabled inter-player Unit Trading due to bugs related to this mechanic
      like i said before, for example my suggestion was reducting of value and frecuency, not removing whole ability. repeat my suggest: players with low victrory points cant not sell more then x units to player with higher victory points. X can raise with lowering diferense of VP of both traders. So, even cheater must invest life time to play with AltACC, and so cant have enough time to play other rounds same time, and every new round at same time with more then 1 acc increase risk to be detected and banned. Also reduced value and frecuency and requirement of low Victory points differences between traders are really best way to prevent cheaters...



      P.S. really bad update, even candysweet changes of new skills for TDS, (many players have asked and waiting for it) can not make whole update good.


      Worst update ever. (I am not only lone player with this opinion, you are wrong of it)

      P.P.S. sure you have more then 100k accounts, but believe me you have not enough players...

      Feed back of content user is not eqaul to feed back of experienced player. Since we even cant know how old those content users are. We cant be sure they are allowed to pay with may be credit card of parents.

      my opinion is more importent as opinion of 10 average players... belive me...

      (and opinion of single average player is more important as another one of 10 common content users)
    • As usual, was looking forward to the Wednesday update. Love the new skins, really add a nice a feel to the game. Still would like to see more skins. But these look great... but wait what the f*'ck is this?
      This week’s update features the newly envisioned Theater Defense System. These monsters are, in one word- effective.

      Wemedge wrote:


      [list][*]
      [/list]
      • Disabled inter-player Unit Trading due to bugs related to this mechanic
      • Disabled inter-player Resource Trading due to abuse by cheaters, ruining the game experience for everyone else

      Im sorry, but what the fu5k? Im am so disappointed with this right now. If someone one is cheating in the game, I can assure you, by not allowing them to send oil to one another isnt going to stop or deter things. Secondly, the cost of this far out-weights whatever gain you believe comes from banning this.

      I have never been so ticked off at an update, this is not on. Not being able to trade units is a joke. Myself and an Ally, I do air supremacy and he does SAMs. We can help eachother out as we can concentrate on upgrading and advancing their levels.. Now we cant?

      I am strongly encouraging the Devs to review this immediately. Having gone through this thread, I do not believe I am the only one here who feels this way. The worst part is, there is more for me to rant about....




      Wemedge wrote:



      • Introduced gradually increasing resource research costs to make shifting to another branch more attractive
      • Introduced gradually increasing money prices for higher level unit mobilization to partially compensate for the influx of conquered resources
      • Reduced Hit Points for most units in the mid/late game tiers to allow faster fight resolution in the mid/late game, shifted focus to higher technology units to even out chances

      Just no"!


      1- The speliastion is what I like. I can use strike fighters, attack helicopters, cruise missiles or tank destroyers with the air assault. To deter tanks. I will upgrade them all the way. This is just p1$$sing on someones hopes to concentrate their research and specialise units.


      2 -Influx of conquered resources? Emm hello, you do realise that Annexing cities has its costs? And we dont get resources from AI nations? (which I was fine with until this) Conquered provences do not produce that much mate. At this rate in order to field an aircraft carrier and have a half full deck. I would need all Of Europe and Africa! Annexed with level 5 arms industries on every city!

      I spend ages researching my marines as they are great, now at the later stage they are less effective than someone who just makes level 1 Motor infantry...... But wait a second, the point above you said you wanted to deter people from advancingtheir research and switch to other trees...


      Im extremely disappointed, come on guys... I usually dont get ticked off like this, but this has just more or less "ruined" a lot of the game. Cant think of another word other than ruin tbh....
      The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants
      - Thomas Jefferson

      Underlying most arguments against the free market is a lack of belief in freedom itself.
      - Milton Friedman

      Know your enemy and know yourself and you can fight a hundred battles without disaster.
      - Sun Tzu
    • And what happened? TDS and Mobile SAMs had heli stats, now they are gone.... There was a huge debate over this before, and it was reasonable then to have lower stats for TDS and stats for Mobile SAM....
      The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants
      - Thomas Jefferson

      Underlying most arguments against the free market is a lack of belief in freedom itself.
      - Milton Friedman

      Know your enemy and know yourself and you can fight a hundred battles without disaster.
      - Sun Tzu
    • Wemedge wrote:

      Disabled inter-player Unit Trading due to bugs related to this mechanic

      Disabled inter-player Resource Trading due to abuse by cheaters, ruining the game experience for everyone else

      Removed Rare Materials from the market for balancing reasons
      I cannot believe this.
      First off,I think I voice the role-playing community in saying, that those aforementioned updates render role-playing on Conflict of Nations almost impossible, which is a shame.

      I love playing and leading role-play games on CoN, because of it opening doors that were closed to us on the game's, such as S1914, CoW, 30k and NWE, in that we can play using modern units, in a modern of even future setting.
      I do not understand why you could not implement something like, when, as someone else pointed out earlier, you could use a system similar to Supremacy 1914's, in restricting the amount at once.

      Secondly, playing in teams on any map, just got so much harder, and less fun.
      How can we play, without having the tactical opportunities that are given to us via trading?
      This update cuts my interest on this game hugely, and I hope you change this.

      I would warn you, this route may lead to what is 30 Kingdoms, because this heavily goes against the whole community's wishes.
      So, Please, change this update, to add back trading units, resources and add back rare materials onto the market.
      Thank you, and I hope you do as we all have asked.
      :)

      Long Live the RPU!
    • Oceanhawk wrote:

      And what happened? TDS and Mobile SAMs had heli stats, now they are gone.... There was a huge debate over this before, and it was reasonable then to have lower stats for TDS and stats for Mobile SAM....
      Dear Devs, you know what I really don't like? When you do not point out clearly such a changes. Thanks Oceanhawk for paying attention, if it was not for you I would not fricking know that now my anti air land units are useless against helicopters!
    • Eternus wrote:

      Oceanhawk wrote:

      And what happened? TDS and Mobile SAMs had heli stats, now they are gone.... There was a huge debate over this before, and it was reasonable then to have lower stats for TDS and stats for Mobile SAM....
      Dear Devs, you know what I really don't like? When you do not point out clearly such a changes. Thanks Oceanhawk for paying attention, if it was not for you I would not fricking know that now my anti air land units are useless against helicopters!
      Guys - I understand you are upset about changes but please don't throw everything together. Please let me quote from our 05 April change log from over a month ago:
      • Mobile SAM Launcher
        • Unified radar range and AA envelopes to 50/75
        • Removed all attack/offensive anti-heli damage, retaining only a very low defense (they can't track them)
      • Theater Defense System
        • Unified radar range and AA envelopes to 125/150
        • Removed all attack/offensive anti-heli damage, retaining only a very low defense (they can't track them)


      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • I'm really liking this game and was humming and hawing about getting S.C. membership but apart from the unit additions all the "balancing" changes are absolutely terrible. I have one active game where the changes don't seem to have taken effect. It will most likely be my last now :(


      EDIT
      Removed on-map resources from minor country cities on the 26 player map

      Wemedge wrote:


      Shifted some resource types for minor country cities on 26 player map
      These are contradictory statements. Which is correct?

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

    • Germanico wrote:

      Eternus wrote:

      Oceanhawk wrote:

      And what happened? TDS and Mobile SAMs had heli stats, now they are gone.... There was a huge debate over this before, and it was reasonable then to have lower stats for TDS and stats for Mobile SAM....
      Dear Devs, you know what I really don't like? When you do not point out clearly such a changes. Thanks Oceanhawk for paying attention, if it was not for you I would not fricking know that now my anti air land units are useless against helicopters!
      Guys - I understand you are upset about changes but please don't throw everything together. Please let me quote from our 05 April change log from over a month ago:
      • Mobile SAM Launcher
        • Unified radar range and AA envelopes to 50/75
        • Removed all attack/offensive anti-heli damage, retaining only a very low defense (they can't track them)
      • Theater Defense System
        • Unified radar range and AA envelopes to 125/150
        • Removed all attack/offensive anti-heli damage, retaining only a very low defense (they can't track them)

      Then what the hell is the "only very low defense" ????
      The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants
      - Thomas Jefferson

      Underlying most arguments against the free market is a lack of belief in freedom itself.
      - Milton Friedman

      Know your enemy and know yourself and you can fight a hundred battles without disaster.
      - Sun Tzu
    • I Quote WCD


      "They literally killed the game in one update, they pulled a NWE in CoN"

      I dont play NWE, but I see his point...

      This is also a real punch below the belt for the RP community.
      The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants
      - Thomas Jefferson

      Underlying most arguments against the free market is a lack of belief in freedom itself.
      - Milton Friedman

      Know your enemy and know yourself and you can fight a hundred battles without disaster.
      - Sun Tzu