GENERAL UPDATE (181004)

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    • GENERAL UPDATE (181004)


      + + + + GENERAL UPDATE + + + +



      Dear players,
      This weeks update has a wealth of changes touching on all areas of the game. You will find some much requested features make a return, such as; Resource trading (Alliance Challenges - ONLY). Some balancing changes were done to bring a units strengths into focus, giving them a better edge at what they do. This holds true for the building changes too, making bunkers more feasible but still costly. In the end the balance changes listed have been adjusted in a way that the units/buildings which are mentioned are better at what they are meant to do and what they need to achieve. This update includes goodies:


      ALLIANCE MED MAP (Balanced, 7v7, no AI)



      • Real-time stats are back!
      • New alliance challenge map - 7v7 Mediterranean Theater
      • End Game button - The End game button option in the news article has been duplicated to appear near your settings when it becomes available
      • Relation/Resource trading is now enabled for Alliance Challenges and Elite World Challenges
      • Flashpoint Europe scenario map background updated to new standard (blue hue removed)


      Fixes:
      • Air assault command is now cancelable before takeoff again
      • Aircraft sent on patrol now attacks immediately after arrival
      • Units with range Anti-air capabilities now lock in combat properly
      • Units can no longer retreat into another country territory and have to pass at least one owned province center
      • Rank icons in Ranking tab are now centered properly


      Balancing:
      (These changes will come into effect ONLY in games created AFTER the update)
      UNITS:
      • Adjusted movement speeds to keep up with armored units on higher tiers for these units:
        • Motorized Infantry
        • Naval Infantry
        • National Guard
        • Special Forces
        • Mobile Radar
        • Mobile Artillery
        • Multiple Rocket Launcher

      • Naval Patrol Aircraft:
        • Ground radar range now matches naval radar range
      • UAV:
        • Adjusted Air Base requirement to level 1
      • MBT:
        • Adjusted lvl 7 ATK Rating against Armored from 12.5 to 13
        • Adjusted European MBT ATK Rating against Infantry by +1 across all levels
        • Swapped ATK/DEF Modifiers in Urban and Suburban areas for all levels
      • Tank Destroyer:
        • Adjusted Components Cost across tiers to 1250/1500/1750
        • Adjusted Money Cost across tiers to 1500/1750/2000
        • Adjusted ATK Modifiers from -50% to -25% in Mountain/Jungle regions
        • Removed debuff on Forest terrain
      • Armored Fighting Vehicle:
        • Removed debuff on Mountain terrain
      • Towed Artillery:
        • Adjusted Costs for all levels (Supplies/Electronics/Manpower/Money)
        • Level 1: 1000/500/400/1000
        • Level 2: 1000/500/400/1000
        • Level 3: 1100/650/500/1250
        • Level 4: 1100/650/500/1250
        • Level 5: 1100/650/500/1250
        • Level 6: 1250/850/650/1500
        • Level 7: 1250/850/650/1500
        • Adjusted Army Base requirement to level 2
      • Mobile Artillery:
        • Adjusted Costs for all levels (Supplies/Components/Manpower/Money)
        • Level 1: 1100/1400/400/1250
        • Level 2: 1100/1400/400/1250
        • Level 3: 1100/1400/400/1250
        • Level 4: 1250/1550/575/1500
        • Level 5: 1250/1550/575/1500
        • Level 6: 1500/1700/725/1750
        • Increased Hitpoints to 24/24/27/30/30/35
        • Increased ATK Rating against Infantry to 3/3/4/4/5
        • Increased ATK Rating against Armored to 4/4.5/5/6.5/7/9
        • Adjusted Army Base requirement to level 3
      • Multiple Rocket Launcher:
        • Adjusted Costs for all levels (Supplies/Electronics/Manpower/Money)
        • Level 1: 1500/750/500/1500
        • Level 2: 1500/750/500/1500
        • Level 3: 1500/750/500/1500
        • Level 4: 1750/900/675/2000
        • Level 5: 2250/1100/800/2500
        • Increased ATK Rating against Infantry to 4/5/5/6/7.5
        • Increased ATK Rating against Armored to 4/4/5/6/7.5
        • Increased ATK Rating against Naval to 3/3/3/4/5
      • Mobile Radar:
        • Adjusted Army Base requirement to level 2
      • Frigate:
        • Adjusted Naval Base requirement to level 2


      BUILDINGS:
      • Military Hospital:
        • Removed rare materials cost across all levels
        • Adjusted cost to (Supplies/Fuel/Electronics/Components/Money):
        • Level 1: 500/250/500/250/1350
        • Level 2: 750/500/650/375/2000
        • Level 3: 1000/700/750/500/4000
        • Level 4: 1500/850/1000/625/6000
        • Level 5: 2000/1000/1500/750/7500
      • Field Hospital:
        • Adjusted cost to (Fuel/Components/Money):
        • Level 1: 750/750/1250
        • Level 2: 1000/900/1750
        • Level 3: 1250/1100/3500
      • Underground Bunkers:
        • Lowered constructions times towards higher levels to 9/12/15/17/20
        • Increased hitpoints towards higher levels to 20/40/75/100/125




      //Your CoN Team
      Dorado Games
      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 6 times, last by Germanico ().

    • "Adjusted some infantry movement speeds to keep up with armored units on higher tiers" ---> nice.

      "Naval Patrol Aircraft" ---> nice.

      "MBT" --> Nice for the swap, but did this unit REALLY needed to be buffed against soft targets ? :D

      "UAV:" ---> The unit may be unlocked one day earlier, no ?


      "Tank Destroyer" ---> i see the goal, but sadly, i think that this kind of "economical" balancing to make the unit more competitive will not work due to players just plainly... failing to see such design. I can see very well that know, 2 tanks destroyers have only a "slightly" higher cost than the MBT, and will totally wreck the said MBT in fight, but i fear this will not "penetrate" the player mindset.

      "Armored Fighting Vehicle:" ---> I don't see why, but why not.


      "Towed Artillery:" ---> Artilleries were "very desirable" and indeed needed a nerf. This changes some things, especially in challenges, and force for more economical management. It will also disallow us from spamming them, and i can tell you it's exactly what i was doing.

      "Mobile Artillery": --> same than towed, except i don't know if i like that much the "army base lvl 3" pre-requisite, but only because now, i don't see a situation where the unit can be reasonably deployed (especially in challenges), even with the Eastern Doctrine. Outside of the "challenge" scope, it seems reasonable, with the buff.


      "Multiple Rocket Launcher" : Now an artillery with some anti-naval ability ---> why not. But i think you "overdid it" in terms of cost reduction in late (i think that for a 125 range multipurpose artillery with anti-naval sub-role, 800 electronics is too low :D)



      "Mobile Radar:" ---> this was needed, to be an "potential alternative" to the SAM


      "Frigate:" ---> why not. More flexibility for navies in early.


      "Military Hospital:" ---> interesting. Will see how it turns.


      "Underground Bunkers:" ---> Ok. Rarely used bunker beyond level 1-2 before the late


      "New alliance challenge map - 7v7 Mediterranean Theater" - Eager to see that :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.
    • MBT - it's actually only the EU version if i remember correctly which got a anti-inf buff. Imprecise description ...

      TD - it's a viable unit and it is used. Will it ever be as popular as a tank? No. Simple answer. But now you know there is something out there lurking...

      Mobile Arty is really beefy now with it's HP. It's more armor focussed and easily compliments armored units - so we believe it will find it's friends.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • @Germanico : Yes. It's just that now, it can't be "spammed" in a challenge or something like that. It's a more specialised unit and... well... it's not bad :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.
    • All good changes except the towed artillery change to Level 2 Army base, that bothers me a lot. What is the day 2-4 counter to the Infantry doomstacks?
      "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
    • I think the nerf was exactly that : forbidding to make the usual 6 towed artillery day 3 (limiting them to 2 or 3), that made all too easy to defend against said doomstacks.

      Now, with the industrial metabolism, you can produce ~ half the same amount. Actually, quite an clever early nerf. It also changes a lot of things in challenges. Considering that, let's be honest, we were all SPAMMING artilleries, it's interesting to see what alternatives we'll need to find
      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 regards to res trading is this the trading for $1 that was not working in elite challenges ? Is that fixed or is this a different thing all together ?
      Min Market Price: 1 $ (players can trade resources at minimum value)
      "There are only two types of aircraft — fighters and targets."
      — Doyle 'Wahoo' Nicholson, USMC.
    • Opulon wrote:

      I think the nerf was exactly that : forbidding to make the usual 6 towed artillery day 3 (limiting them to 2 or 3), that made all too easy to defend against said doomstacks.

      Now, with the industrial metabolism, you can produce ~ half the same amount. Actually, quite an clever early nerf. It also changes a lot of things in challenges. Considering that, let's be honest, we were all SPAMMING artilleries, it's interesting to see what alternatives we'll need to find
      Looking at the European doctrine, it looks like CRV's are the replacement on day 1, if I have Army base 2's it will be producing MBTs not artillery.
      "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
    • Germanico wrote:

      MBT - it's actually only the EU version if i remember correctly which got a anti-inf buff. Imprecise description ...
      I started a new game with western doctrin and also the western doctrin have +1 buff of inf.
      I hope the european tank get also a special buff.

      And Hamburg needs a harbour the maps must change the river Elbe into the North Sea.

      The fastest Infantry ground unit is now the Marines western doctrin level 4 with 1,6 speed. But the other doctrin have only slower inf. units.

      The most changes are nice :thumbup:
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)

      The post was edited 2 times, last by Seele07 ().