FRIENDLY FIRE UPDATE (181206)

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    • FRIENDLY FIRE UPDATE (181206)


      + + + + UPDATE + + + +


      Dear players,

      With the holidays moving closer we are hard at work making our battlefields even more lethal. The biggest changes we would like to point out specifically (cause they may change the way you play the game) are the devastating Area and Friendly Fire Effects of Nukes and Chems. Additionally, you may want to take note of the removal of the Naval Base mobilization requirement for all Naval Aircraft. Finally, we added some nice surprises for some of the more well known units, such as a Cruise Missile for Air Superiority Fighters or ranged fire for high tier Motorized Infantry.
      IMPORTANT: Keep in mind that all balancing changes are versioned and will only take affect if you join new games created after the update.

      BALANCING

      Units
      • Air Superiority Fighter
        • Added one cruise missile slot for tier 2+
        • Reduced radar range from 75 to 50
      • Naval Air Superiority Fighter
        • Added one cruise missile slot for tier 2+
        • Reduced radar range from 75 to 50
        • Removed building requirement: Naval Base
      • Stealth Air Superiority Fighter
        • Added one cruise missile slot
        • Reduced radar range from 75 to 50

      • Strike Fighter
        • Reduced radar range from 75 to 50
      • Naval Strike Fighter
        • Reduced radar range from 75 to 50
        • Removed building requirement: Naval Base
      • Stealth Strike Fighter
        • Reduced radar range from 75 to 50
      • Helicopter Gunship
        • Reduced radar range from 75 to 50
      • Attack Helicopter
        • Reduced radar range from 75 to 50
      • ASW
        • Increased damage vs Naval From 3/3/3/4.5/5.5/6.5 To 3.5/4/4.5/5.5/6.5/7
        • Increased damage vs Submarines From 7/8.5/8.5/10/12/15 To 7.5/8/8.5/11/13.5/15
        • Added damage vs Infantry: 2/2/2/2.5/2.5/3
        • Added damage vs Armored: 1/1/1/1.5/1.5/2
        • Added damage vs Helicopters: 1.5/1.5/1.5/2/2/2.5
        • Added damage vs Population: 1
        • Removed building requirement: Naval Base
      • Rotary Wing Officer
        • Set radar range for level 1 to 50
        • Set radar range for level 2+ to 75
      • Naval Patrol Aircraft
        • Increased Cruise Missile capacity by 1 on tier 3
        • Adjusted damage vs Submarines From 5/5.5/6/7.5/10 To 5/5.5/6.5/7/8
        • Reduced Viewrange From 32 To 25
        • Reduced Radar Range From 100/150/150/150/150 To 75/100/100/100/100
        • Reduced patrol radius from 50 to 40
        • Removed building requirement: Naval Base
        • Increased building requirement: Airbase lvl 2 to lvl 3

      • Naval AWACS
        • Removed building requirement: Naval Base

      • Aircraft View Ranges
        • View range for fighters and bombers set to 25
        • View range for AWACS and Recon Drones set to 32
        • View range for helicopters set to 32
      • Motorized Infantry
        • Added ranged combat ability to tier 3 with a range of 20

      • Special Forces
        • Increased view range to 40
        • Increased view range in mountain terrain to 50
      • Airborne Officer
        • Removed negative terrain modifiers
        • Increased view range for level 3+ to 40
        • Increased view range in mountain terrain for level 3+ to 50
      • Combat Recon Vehicle
        • Fixed rounding issue with view range in mountain terrain
      • Amphibious Combat Vehicle
        • Removed building requirement: Naval Base
      • Towed Artillery
        • Fixed rounding issue with view range in mountain terrain for lvl 5+
      • Cruiser
        • Increased base speed to 2.25 across all tiers
        • Reduced damage vs Helicopters From 3/3.5/4/4.5/5 To 2/2/2.5/2.5/3.5
      • Destroyer
        • Increased base speed to 2/2.25/2.25/2.25/2.25/2.25/2.25
        • Reduced damage vs Helicopters From 2.5/2.5/3/3/3/4 To 2/2/2/2.5/2.5/3
      • Frigate
        • Reduced damage vs Helicopters From 4/4.5/5/6/7/8/9 To 3/3/3/4/4.5/5/5.5
      FRIENDLY FIRE and AREA OF EFFECT
      • All Weapons of Mass Destruction (WMDs aka nukes and chemicals) now have friendly fire turned on. This means that if you drop a nuke or a chem on or near (see AoE) your own or friendly troops (coalition, right of way - you name it) they will suffer full effects. To our knowledge, gas or nukes do not distinguish...
      • All WMD's now have an increasing Area of Effect (AoE), in which damages (including friendly fire) are dealt
        • Chemical/Nuclear Cruise Missile AoE Range (from center of impact): Tier1: 10 / Tier2: 15 / Tier3: 20
        • Chemical/Nuclear Ballistic Missile AoE Range (from center of impact):Tier1: 25 / Tier2: 30 / Tier3: 35
        • Nuclear Intercontinental Ballistic Missile AoE Range (from center of impact): Tier1: 50 / Tier 2: 75
      *just to point out: we are considering adding a AoE indicator to the UI - for the time being you can simulate this by looking at the ranges of artillery. And yes, that top tier ICBM AoE of 75 is an insanely powerful "Tsar Bomba Style" impact which in some areas may even hit more than one city.
      OTHER CHANGES
      • Embarking/Disembarking units now no longer get their transport ship HP added to their base HP. Landing operations just got a lot more dangerous.
      • Additionally, we updated the naval embarkation/disembarkation timers for all units - making them more effective and generally much faster.
      • Updated the AI settings to be less aggressive on certain maps where the AI was going berserk once again (remember Vanilla anyone?).
      • Fixed a bug with sharing intelligence to other nations.
      UI / UX
      • Added and updated the Arrow Buttons to the Army Bar. You will now be able to toggle through ALL your units, and get a camera recenter with it - focusing on the currently selected unit or stack of units. Of course you can still use the right/left arrow keys to shift through units and cities on map as usual.
      • Removed the annoying nuclear cut-scene, bugging the hell out of everyone including the devs.
      • The damage types in the unit info panel have been reordered for easier understanding.
      • "Coup d'etat" CON news posts are now disabled for players who go inactive... in the age of fake-news you can't trust the content anyway!
      • Updated the actual Bug Report Button text to help players understand how to report issues.
      • Fixed an issue where Aircraft where showing Waypoint and Rush Button without them being active (they actually only work for ground/naval units).
      • Added a Question Mark to the "END GAME?" Button making its purpose more obvious.
      • Re-sorted the order in which the damages are displayed in the Unit Info Screen.
      • Fixed an issue where unidentified targets where classed as infantry although they contained an armored unit.
      MAP UPDATES
      • Updated the border rendering graphics to increase the visibility of certain map features, such as rivers, and decrease province clutter.
      • Fixed a bug on Flashpoint where in the tutorial France had a city slightly over producing resources
      • Fixed Bulgaria issues on Flashpoint (thanks go out to our Bulgarian players)
      • Fixed several naming issues on Flashpoint (leaders, cities, provinces)
      • Fixed several missing harbors in Flashpoint (mystical islands of the coast of Croatia are now easier accessible for our new players)
      • Cleaned several connections between provinces on the Middle East map
      • Adjusted starting units to match newest set-up used in our recent maps on Middle East map (more CRVs, Arty and Inf on the map)
      • Removed Inactive/Abandon timers for all Alliance/Elite Challenges


        //Your CoN Team
      Alphh
      Community Manager
      Conflict Of Nations | Dorado Games

      The post was edited 3 times, last by Germanico ().

    • Interesting changes for the most, but you need some nitpicking after such a smooth update (don't shoot :D)

      I'm unsure if reducing the "radar scout" ability of some aircrafts shouldn't be accompanied by a proportional reduction of the SAM radar at the level 2 (they get 75 to 100 radar as well as 75 to 100 anti-air range).

      SAMs are already a very good unit for anti-airplanes, and range plays a big part.

      We'll see how it is on the game
      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 you know we always welcome constructive criticism ;) and you may well be right with the SAMs - on the other hand they're the only real defense for passive/afk/sleeping players.

      So we wanted to give them a (in my opinion) well deserved lead in range - let's test and see. RL (although that doesn't really matter to much) SAM radar is also much stronger than aircraft radar... just saying.

      //G
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • Wow, lot of changes, tomorrow i will join a new map to test Things out...
      And Opulon has a Point,
      I think I will use SAMs this time they have been buffed indirectly maybe they are usable now :)
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      Dorado Games
      DE - Team Lead
      Conflict of Nations




      "That was not me, it was already broken!"
    • Mot. inf. tier 3 with short range? This unit is spammed from many players. It makes no sense. So even more players were spamming mot. inf.
      Normal the mech inf. has weapon with higher range, also the MBT
      Tank destroyers with short range make sense
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)

      The post was edited 1 time, last by Seele07 ().

    • Guys - what's the beef. It's not that we upped the damage of the plain and silly old infantry.
      We also know that the higher tiers are hardly attractive because they can't really stand up to the stronger units.
      Why research Mot Inf Level 7 when you just as well can invest into Mech inf etc.?
      So let's give them some defensive bonus.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • ok,
      the update for ASW is nice, but I would prefer that the ASW can also look into provinces like the other helicopters, without attack ground units, because it is easier to handle as recon.
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)
    • 1. Naval base requirements removal.

      This is simply great and totally unexpected. I was almost sure that it's impossible in such scale, so I carefully proposed it by little steps - NPA or ASWH. :D But wow, here it is.

      2. "Embarking/Disembarking units now no longer get their transport ship HP added to their base HP. Landing operations just got a lot more dangerous."

      Another great change here. It was pretty annoying when disembarking transports were almost indestructible near your city.

      3. "Additionally, we updated the naval embarkation/disembarkation timers for all units - making them more effective and generally much faster."

      This is bad. "3 x enter per day" players already have problems with naval invasions, because no matter how strong navy you have, it ignores all "neutral" movement at the sea. There is no serious protection against, instead of paranoid turtlling ( or I've missed something ). I would rather like if 3/day activity is enough to be effective, but with 45 mins disembarking the game simply demands more activity from a player. Maybe I speak a heresy now, but in my opinion disembarking should take 3 hours by default. Three units : Special Forces, Marines, Amphibious Vehicle could have 50% base time but that's all.
      Until we won't be able to capture oceanic titles (or at least coastal waters to trigger war) by ships, or something like blockade stance behavior, or be able to slow disembarking time by some improvement (coastal defence, naval base or something), fast embarking/disembarking time is detrimental to the gameplay, but I'm sure ultra active users are happy. :P

      4. "View range for AWACS and Recon Drones set to 32"

      Oh no... Please don't touch drones, unless you like to add them more stealthy features from Tier 1 like - visible only on a radar(?) or visible only to air units(?), etc.

      5. Motorized Infantry Ranged?

      Very strange skill but only in the context of other units.

      Good update overall.
      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: grammar, readability ().

    • We had to overhaul the view and radar ranges - so this is a work in progress to see how it feels.

      Concerning the Disembark: mind you it will still be over an hour due to the enemy terrain. If we find it to short we can slightly up it again of course, but in increments. Factually the old timer was a constant beef of everyone playing naval and often commented on as "boring, way to long, snore etc etc" - and playing naval myself I concur.
      This said, enemy forces cannot land unless they target a port city or harbor (or use marines): so by positioning some defensive units in those players will be able to prevent the worst. Factually of course the usual "bunch up and mass attack" tactics of players will be punished. And I do not think this is a bad thing. Mindless inf-blobbing is totally not what we support in the game.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • Seele07 wrote:

      Mot. inf. level 3 with short range? This unit is spammed from many players. It makes no sense. So even more players were spamming mot. inf.
      Ranged mot. inf. is worse then unranged. mot. inf. was defensive weapon, with advantages on defence in urban/suburban area. If mot. inf. stack will now start fight on range, it lose its defencive advantage if enemy go to closecombat, after mot. inf. using offencive fire. This "bufff" is in really huge disadvantage for mot. inf. user without firecontrol.