GENERAL UPDATE (180613)

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    • GENERAL UPDATE (180613)

      Todays general update tweaks have been made which will affect the way you strategise play and heal. Visual treats and overall polish have been included, as we prepare for the release of upcoming content. In part to general balance we have also overhauled role of the Naval Patrol Aircraft. Its long operational range, high speed, and damage against naval vessels make it the ideal responder to any naval conflicts around the globe.

      Updates
      • Updated Naval Patrol Aircraft
        • Increased Speed from 7.5/7.5/7.5/7.5/7.5 to 7.5/7.5/8/8.5/10
        • Increased ATK Range from 1250/1250/1250/1250/1250 to 1250/1350/1500/2000/3000
        • Increased Damage against Naval vessels from 5/5/8/8/10 to 6/9/11/12/12.5
        • Decreased Damage against Submarines from 5/7/8/10/12 to 5/5.5/6/7.5/10
      • Adjusted unit healing interval to update every hour instead of every twelve hours
      • Adjusted Arms Industry Money output
        • From 100/150/200/250/300 to 100/135/165/185/200
      • Adjusted construction times for the following buildings
        • Secret Weapons Lab
          • From 20/24/28/32/36 to 25/26/28/31/36 hours
        • Military Hospital
          • From 22/26/28/30/32 to 25/26/27/29/32 hours
      • Adjusted missile speeds
        • Ballistic Missile Tier 1
          • From 45 to 30
        • ICBM Tier 2
          • From 60 to 40
      • Adjusted hoursToAbandon from 120 to 80 hours for all normal speed games
      • Updated city grid graphics for levels 4 and 5
      • New logo and landing page
      Fixes
      • Fixed issue where fog of war was creating visual artifacts in game
      • Fixed issue where level 6 Theatre Defense System could not detect stealthed aircraft on its radar
      • Fixed issue where the last level of the European Tank Destroyer did less damage that the previous one
      //Your CoN Team
      Dorado Games Community Manager
      Conflict Of Nations

      "Victory does not always rest with the big guns: but, if we rest in front of them we shall be lost." - Commander Argentius

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

    • "Updated Naval Patrol Aircraft
      • Increased Speed from 7.5/7.5/7.5/7.5/7.5 to 7.5/7.5/8/8.5/10
      • Increased ATK Range from 1250/1250/1250/1250/1250 to 1250/1350/1500/2000/3000
      • Increased Damage against Naval vessels from 5/5/8/8/10 to 6/9/11/12/12.5
      • Decreased Damage against Submarines from 5/7/8/10/12 to 5/5.5/6/7.5/10"


        Sorry, but even with this range... well...
      1°) It is the most vulnerable plane (15 HP T1, 20 HP T3), and it is by design pitted against the most efficient anti-air device (Frigate : 7 offensive - 7 defensive T1, 11-11 T3) of all CoN, save for the offensive SAM (but the average output of the frigate is higher, considering we are talking a "hitting" plane)

      2°) Still slower than every other air option, especially the options that carry missiles

      3°) Still inferior to the naval strike line, in terms of roles. Okay, Naval patrol plane is a bit cheaper (~15%), but beside the tech cost, one is a vulnerable slow plane that struggle to deliver his payload, and the other is a nimble multirole that can not only fire missiles, but also conduct ground strike mission, and even defend itself in air-air.

      4°) Added Range is a good idea, however, the only true role of the Naval Patrol airplane, as of now, is as a sub spotter. Reducing its efficiency against subs is... well... further reducing its desirability, and the 20% increase on ship damage means that ... well... i'm... dealing 20% more damage on the naval strikes i never send those planes into ? :D

      I fail a bit to understand what you want to do with this plane, and i know my feedback isn't the most constructive, but i don't see if you want it to be somekind of an alternative to the AWACS, dedicated to ASW, or if you really want it to be a ship-killer. Depending on the answer, the problem of the naval patrol plane may not be "himself", but more "other units" that deal with that perfectly



      "Adjusted unit healing interval to update every hour instead of every twelve hours"

      This was needed, for users to understand in the long run.


      "Adjusted Arms Industry Money output
      • From 100/150/200/250/300 to 100/135/165/185/200"
      People tend indeed to have too much money, so, this is not a bad thing. However, i still hope to see a solution (i have none) to the market emptiness :/


      "Secret Weapons Lab
      • From 20/24/28/32/36 to 25/26/28/31/36 hours"


      Pushes a bit forward the first cruise missile launch, or optimise gold spending in this area. Nothing to say, it's fair.


      "Military Hospital
      • From 22/26/28/30/32 to 25/26/27/29/32 hours"
      Here, i'm not "against it", lol, but i don't understand ^^. It's to delay a bit the earlier growth bonus ?

      "Adjusted missile speeds
      • Ballistic Missile Tier 1
        • From 45 to 30
      • ICBM Tier 2
        • From 60 to 40
      "

      Indirect buff to missile air-defense. This was needed, since we learned how inefficient was point defense (with a good explanation), but it's good to see the odds of offensive anti-air are raised to compensate
      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.
    • With those stats Naval Patrol Aircraft looks like simple, easy to get and cheap alternative to basic navy, quite powerful if you ask me. Of course not designed to destroy well formed main naval force, more like to eliminate 'prepared targets'.

      You may say use Naval Strike Fighters for everything! But as long as I play I have never be able to max this unit, ( plus Carrier, plus Carrier's escort ). So I personally see perspectives for this one.


      Nice logo.
      Display Spoiler

      ***

      "We rarely recognize how wonderful it is that a person can traverse an entire lifetime without making a single really serious mistake — like putting a fork in one's eye or using a window instead of a door."
      - Marvin Lee Minsky

      ***



      The post was edited 2 times, last by Efreet: more arguments, grammar ().

    • The main problem i see is the contextual "lowest HP anti-ship plane" vs "highest anti-air ship". Frigate is quite popular, to not say that it's the bulk of many navies. It's why i asked what the intent was behind the naval patrol aircraft. If it's really "anti-ship", then i think it deserves more HP, at least a solid 15 ---> 20 in early.
      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.
    • Decreased Damage against Submarines from 5/7/8/10/12 to 5/5.5/6/7.5/10" - That is the only role (to me) that it had, spot the sub, kill the sub. The added range now makes it more viable in the Pacific and Southeast Asia. Now it is more geared to transport killing. The NPA (to me) is critical for countries with alot of coastal cities, subs will be able sit at longest missile range and pound those cities.


      "Adjusted Arms Industry Money output
      • From 100/150/200/250/300 to 100/135/165/185/200" - Now there will be lower number of agents spreading their good charm to the world or keeping your secrets safe.
      "The first time you blow someone away is not an insignificant event. That said, there are some @$$holes in the world that just need to be shot." - Gen. James Mattis USMC