GENERAL UPDATE (180816)

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    • GENERAL UPDATE (180816)


      + + + + UPDATE + + + +

      Dear players, in our latest update we focused on refining Naval, Missile and Air balancing which has become prevalent since the AA overhaul. In addition to the balancing changes, you will notice some changes which are being made in preparation for the Rank & Stats overhaul update.


      Update:
      • Ranks:
        • Ranks have been overhauled to use a bracket system, meaning you will have multiple stages to achieve the next rank (Private → Private 2nd class (1/3) → Private 2nd class (2/3)... etc)
        • Graphics and Names have also been updated
      • Tweaked province borders to make them distinguishable compared to paths
      Balancing:
      • Adjusted Electronics costs for all Frigates from 775/775/775/950/950/1100/1100 to 1100/1100/1100/1350/1350/1500/1500
      • Adjusted max AA range for Frigates down to 125 from 150
      • Reduced visible range of Drones / UAVs from 60 to 50
      • Adjusted Heavy Bomber Hit Points From /20/22/22/25/25/30/30 to 15/16/16/18/18/20/20
      • Air Sup Aircraft ATK from 5/7/8/10/12/14/15 to 6/7/11/14/15/18/18
      • Strike Fighter Aircraft ATK from 2/2/4/5/5/7/7 to 2/2/3.5/4.5/4.5/6/6
      • Naval Air Sup Aircraft ATK from 7/11/15 to 9/14/18
      • Naval Strike Aircraft ATK from 3/5/7 to 3/4.5/6
      • Stealth Air Sup Aircraft ATK from 20 to 21
      • Stealth Strike Fighter Aircraft ATK from 8.5 to 7

      • Cruiser Missile ATK from 1/1/2/2/2 to 2/2/3/3/3.5
      • Frigate Missile ATK from 2/2/2.5/3/3/3/3.5 to 2/2/3/4/4/4/5
      • Destroyer Missile ATK from 0.5/0.5/0.5/1/1/1.5 to /1/1/1/2/2/3
      • Aircraft Carrier Missile ATK from 1/1/1.5/2/2/2.5 to 2/2/3/4/4/5
      Fix:
      • Description error for Destroyers
      • Fixed Issue where terrain would influence missile speed




      //Dorado
      Dorado Games
      Conflict Of Nations

    • Nice update. The nerf on the frigate is really severe, but it has the double benefit to refine it as more specialised, especially with upped missile damage, and deletes (partially) the doctrin of Frigate being the multipurpose good ship vs anything.

      It also makes Corvette the "real" cheap ship with decent abilities.

      I like the reduction of Strike AA ability, which will reduce some "misunderstood" operational results of AS fighters vs Strike Fighters, in stacks.

      I like the reduction of visibility of the drone : 60 was really huge. 50 still is great, but it's less OP in terms of reco :D



      "Adjusted Heavy Bomber Hit Points From /20/22/22/25/25/30/30 to 15/16/16/18/18/20/20"

      However, this, i don't understand. I mean, it's really a huge reduction. BAM, 25% in early to 33% in late. I would like to ask, what was the spotted problem with Heavy Bombers, for you to consider this nerf ? i'm not an heavy heavy (lol) user, so i do not see...
      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.
    • "Reduced visible range of Drones / UAVs from 60 to 50"

      You know, problem with drones is that everyone can see them at Tier1 and 2. They can spy AI territory well, but simply dying in pvp, until get stealth skill. They should probably be visible only to units with a radar, or should be available to master at day 20 both with stealth detection to mobile radars.

      "Adjusted Heavy Bomber Hit Points From /20/22/22/25/25/30/30 to 15/16/16/18/18/20/20"

      I see some logic in that point - big slow objects are easier to hit, but I think we are about to jump into AA systems epoch, where 15hp means "insta kill". Bombers are a great duo with UAVs, so they can be delicate as it is now, but UAV must be more "stealthy".

      "Air Sup Aircraft ATK from 5/7/8/10/12/14/15 to 6/7/11/14/15/18/18
      Naval Air Sup Aircraft ATK from 7/11/15 to 9/14/18
      Strike Fighter Aircraft ATK from 2/2/4/5/5/7/7 to 2/2/3.5/4.5/4.5/6/6
      Naval Strike Aircraft ATK from 3/5/7 to 3/4.5/6"

      Love this one. Now those strikers take a lesson. :D Actually I play western doctrine, where ASF on Tier 2 have 15 AA dmg :o. So, I think - forget about strike fighting without mixing them with ASF, or - clear the sky before you try something. This could add more diversity in the skies, probably. By the way, ASF is the fastest unit in the game, so watching on bombers, ASF should have the biggest air hp (not a suggestion). : )

      "Cruiser Missile ATK from 1/1/2/2/2 to 2/2/3/3/3.5
      Frigate Missile ATK from 2/2/2.5/3/3/3/3.5 to 2/2/3/4/4/4/5
      Destroyer Missile ATK from 0.5/0.5/0.5/1/1/1.5 to /1/1/1/2/2/3
      Aircraft Carrier Missile ATK from 1/1/1.5/2/2/2.5 to 2/2/3/4/4/5"

      It marginalized subs even more. So... awful change, but maybe realistic. I can agree only with frigates, which can protect coasts from ballistics again. : )

      Other balance thoughts:

      1) I'm wondering why land artillery units have more damage to armored units, and less to ships. Is there some reason? For example I would like to build some improvised coastal fortress and push ships out of the coast with use of land artillery.

      2) National guard (NG) - I think their stats are perfect now, but hp dependency to morale should be cutted off, because they are designed to "times of danger", but honestly, they have aroud 60% hp when show up, and shouldn't move anywhere to heal - It make them useles, because they will reach a full strength after around two days, where won't be anything left to defend. Other units are also "manpower" so they should be also affected by morale, but are not. Additionally, NG could be able to "master" in day 20, so they could be useful also in mid game.

      3) Mobile Radar Army Base requirements reduction to lv2

      4) Attack subs:
      Att 10/12.5/15; Def 5/6/7 - naval surface ships
      Att&Def 5/7.5/10; - against submarines
      +25% Att&Def at deep sea
      -50% Att&Def at coastal waters

      5) Naval Patrol Aircraft could require airport lv3 and no naval base + sight range same as drone

      Good job with the ranks! : )
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      "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 6 times, last by Efreet: more precision ().

    • "1) I'm wondering why land artillery units have more damage to armored units, and less to ships. Is there some reason? For example I would like to build some improvised coastal fortress and push ships out of the coast with use of land artillery."

      Yeah. In previous balances, the artillery was used extensively as a long-rang ship killer. Globally, the idea is that Land and Ship will not "directy" kill each other through bombardment, hence the "relatively" low damage output they do on each other

      This said, artillery is enough to deter ships from remaining close to the shore :D
      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.
    • Yes. Anti-Ship warfare has dedicated units. This said, through pure attrition, artillery wins, at equal spending, against ships except for cruisers
      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.
    • Yak wrote:

      Adjusted Heavy Bomber Hit Points From /20/22/22/25/25/30/30 to 15/16/16/18/18/20/20

      Air Sup Aircraft ATK from 5/7/8/10/12/14/15 to 6/7/11/14/15/18/18
      It is really devastating change. If ASF returned high anti air damage, then it should return lower anti landunit damage like before. Now is ASF OP-Unit, and bomber is now several times more expencive then BM with more range but less power.
    • Well, I don't know why ASF are OP now, they don't damage infrastructure, they have no missiles on board, poor damage to land, ships, only effective in destroying lone "runners" and strike fighters, strictly defensive, expensive, they slow expansion if you specialize in them instead of strikes. Of coz have some advantages : easy to get, will surely smash strike fighters like it should be from the beginning, probably 5:1 in looses against complete stack of euro SF, was 5:3 -which was crazy and not worth the name "superiority".

      I think in this new era land units stacking penalty should begin form 6 like other types. Now it is funny because land units have 11, and air units have 6 (logistics problems in the skies? :S ), should be even inverted. :D
      From some time I think that well prepared (have some AA protection) land offense is almost unstoppable from air (even gunships dies easily confronted with doom stack 10x mechanized infantry).
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      "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

      ***



    • Frigates were actually buffed in one critical aspect: anti missile. Same goes for several other naval units, so we expect a fleet to have an overall much improved survivabilty vs. cruise missiles.
      Subs are not marginalized in our opinion - we are just increasing the general survivability of surface fleets and that I believe is in the interest of most players.
      Bombers were OP as flying tanks and our air defenses just couldn’t cope with them so this should settle things.

      Last but not least:
      Strikes vs ASF - anyone really wanting to put his money onto ASF as multiroles : good luck with that... no way Jose.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • @Opulon
      Bombers could not be a flying tanks if SAM and ASF be so powerful like it is now :D. I agree with their actual hp because of realism, they are "strategic", so it means - prepare target before action - to me.

      @Germanico
      Attack Subs:
      - expensive,
      - they damage research progress (rare resources, but that's fine due to nuclear power),
      - low hp comparable with... a corvette (which is also good, they should be delicate, but with strong attack),
      - only naval unit that has no artillery fire (which means that specialised to sea fight, but It's actually not dangerous there),
      - halved efficeincy at coastal waters (which makes them specialised to deep sea),
      - 3 units dedicated to haunt them (like they are a serious danger :D )
      - destroyers are popular (they are simply good, and don't touch them),
      - stack of destroyers can now intercept cruise missiles alone (so my last hope fall, but It seems realistic ex. CIWS).

      Attack Subs are not worth the effort i know better ways to intercept sea transports (NPA, destroyers), spying (drones, intel, special forces ) or deliver cruise missiles (destroyers, cruisers, bombers, NPA).

      I don't know, maybe there are some tricks that makes subs "fine" in your opinion, or they present well in some background battle simulators, but to simple mortal - they were good before this huge navy hp boost (which is also good). Attack subs were good a year ago, but now I consider them as a waste, they completely loosed proportions, they were forgotten in some update. I don't want to begin endless discussion so I shut up in that matter. Time makes miracles in this game. :D
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      "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 7 times, last by Efreet: grammar, more details ().

    • Efreet wrote:

      Well, I don't know why ASF are OP now, they don't damage infrastructure, they have no missiles on board, poor damage to land, ships, only effective in destroying lone "runners" and strike fighters, strictly defensive, expensive, they slow expansion if you specialize in them instead of strikes. Of coz have some advantages : easy to get, will surely smash strike fighters like it should be from the beginning, probably 5:1 in looses against complete stack of euro SF, was 5:3 -which was crazy and not worth the name "superiority".

      I think in this new era land units stacking penalty should begin form 6 like other types. Now it is funny because land units have 11, and air units have 6 (logistics problems in the skies? :S ), should be even inverted. :D
      From some time I think that well prepared (have some AA protection) land offense is almost unstoppable from air (even gunships dies easily confronted with doom stack 10x mechanized infantry).
      10 is perfect for running my Armored Divisions, which mine is 3 Towed Artillery, 2 Motorized Infantry, 1 Mobile AAV, 1 Mobile SAM, 1 Mobile Radar, 1 CRV, and 1 AFV. On a side note, if I add an officer to one of those divisions i think the name should change from XX Armored Division to XX Guards Armored Division.
      "For what shall it profit a man, if he gain the whole world, and suffer the loss of his soul?" -
    • @MallahanJr

      I'm probably mediocre player still learning arcanas, tricks, dirty tricks, game bugs etc., but I never believed in efficiency of so high variety of stacks, looks like a waste of research time and resources. :D
      I would rather keep artillery back in second support stack same as SAM, radar... But who knows, maybe It's wrong play. : )
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      "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 1 time, last by Efreet ().

    • Depends on the day of the game.

      I doubt Mallahan tries to do those stack Day 5, but in late, why not.


      Not giving any real opinion on such a "tries to do a bit of everything stack" (i like autonomous battle groups but i think we must accept some weaknesses) , i'll just have an remark :

      Towed artillery, in late, get an optics upgrade that raises its visual sight to 35 (like the CRV). In your stack, so, i have troubles to see the exact point of the CRV, as towed artillery will spot from the same distance. Maybe replace it by an additional motorised infantry to balance Hard/Soft HP

      Also, i suppose that not every stack has got a mobile radar in it, due to coverage redundance.
      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.