TOPGUN UPDATE (190523)

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    • TOPGUN UPDATE (190523)


      + + + + GENERAL UPDATE + + + +

      Today's update brings you numerous fixes, ease-of-life updates and minor balancing changes. AirToAir combat received a major makeover, with special regards to Air Superiority Fighters whom should now live up to their imposing name. The success rate of Counter-Ops spies should also be more in line with expectations now, so prospective spies beware. On the balancing side, we've slightly brought down ASW stats to make them less of a one-stop-shop against ALL things naval, and all ground based missile launchers are now stealth to keep them attractive compared to alternative launch platforms.

      Finally, a small but much requested feature has been added: You can now copy & paste intercepted messages and translate them with your external tool of choice!

      Balancing

      • Airmobile Officer (Western)
        • Unified research costs with other doctrines
      • ASW Helicopter
        • Reduced Patrol Range from 50 to 40
        • Reduced Radar Range for Levels 1-2 from 100 to 75
        • Reduced Radar Range for Levels 3-6 from 150 to 100
      • Frigate
        • Added Helicopter detection

      • Ground-based Missile Launchers
        • Added stealth feature to all levels

      • Airfield
        • Adjusted the minimum hitpoints required to be operational from 80% to 40% HP (now same as Air Base)


      Changes

      • Tweaked Air-To-Air combat to be more pronounced and better match player expectations (especially Air Superiority Fighters)
      • Tweaked Counter-Ops spies to better fit player expectations in proportion to the number of spies present in a city
      • Updated the Bug report panel to include a timer and FAQ button. We've included this to prevent players from spamming the bug reports section with common questions which are unrelated to bugs. This will allow the support team to tend to your report sooner
      • Moved the Server Connection Status button to be near the ingame settings button, and added a flash graphic when connection issues are occurring
      • Added ferry range to the relevant unit descriptions
      • Added operational health threshold descriptions for Naval Base/Pontoon/Air base and Airfields
      • Intercepted messages can now be copied and used to paste within an external translate tool


      Fixes

      • We fixed a specific case where units which cannot conquer do not engage into combat automatically (when defending against enemy units), unless an attack order on the unit was specifically made
      • Fixed issue where progress was not displayed for Armored Doctrine award levels 6 and 7


      Map changes

      • Adjusted Vietnam starting city resources on 128 Overkill map
      • Reduced VP requirements for 128 Overkill map from 2300 to 1950, which translates to 15% less VP required across the board




      //Your CoN Team
      Dorado Games
      Conflict Of Nations

    • Interesting rebalance for ASW.

      The Frigate is weak against helicopter, but now can see them, while other ships tend to be better against helicopters, but can't see them.

      "Make Mix Navies".

      Why not !
      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.
    • Ground-based Missile Launchers
      • Added stealth feature to all levels
      Hmm... I sense some interesting support to Special forces. :evil:

      Frigate
      • Added Helicopter detection
      Still not sure about that. Better to give only DEF damage to Frigate, and make Cruiser a naval equivalent to MobAA ( against rotary wing ). Cruiser is expensive (but still cheap compared to carrier + 'crew') and needs naval base lv4 so it's a guarantee that ASW will block early Frigate spam.
      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 5 times, last by Efreet: more details, grammar ().

    • Efreet wrote:

      Ground-based Missile Launchers
      • Added stealth feature to all levels
      Hmm... I sense some interesting support to Special forces. :evil:

      Frigate
      • Added Helicopter detection
      Still not sure about that. Better to give only DEF damage to Frigate, and make Cruiser a naval equivalent to MobAA ( against rotary wing ). Cruiser is expensive (but still cheap compared to carrier + 'crew') and needs naval base lv4 so it's a guarantee that ASW will block early Frigate spam.

      Everyone agrees on that (DEF for Frigates), but the problem is that they don't manage to untie OFF/DEF attack and range for frigate. Which means that this optimal solution is technically not doable for our devs.
      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.
    • How to kill any surface fleet:

      You need: Frigates, vision (anything that gives you good vision, such as AWACs), 1 single helicopter, Cruise Missiles, something to shoot CMs (Destroyers/Cruisers)

      1. Find the enemy fleet.

      2. Get close to the enemy fleet. Your fleet should just stay out of the 100km shooting range. Tip: if you cant hit the enemy, the enemy cant hit you either.

      3. Use your helicopter and patrol just a bit in front of your own fleet, so that the helicoper is barely in range of the enemy frigate AA (100km range) (enemy got multiple ships? Get your helicopter deeper so it is in range of all frigates)

      4. Wait until the enemy Frigate anti air got triggered by shooting at your helicopter.

      5. Shoot all the CMs you got at the enemy ships!

      6. Enjoy a raging enemy who just lost all his ships and he couldnt do anything.


      That was fking easy right? Thanks Dorado.


      This really easy trick works against every average player.

      The trick aims at deactivating the entire enemy AA so the CMs can get through with ease, while only suffering minor damages to your helicopter. Whats the enemy gonna do? Send Air Sups to kill that heli? Congrats, you just baited Air Sups, those air sups are gonna get wrecked because they are attacking a target in your AA zone of frigates (deadly agains fixed wing).





      Btw, pls buff Naval Patrol Aircraft. They dont have any real purpose. A radar range of 100km wont do shit. If he can see the enemy ships, the enemy ships can shoot at the naval patrol aircraft. One single shot of a frigate is more than half of the HP a naval patrol aircraft got. More like Naval-Suicide-Aircraft or One-Time-Use-Radar-Aircraft or Unit-that-gives-you-info-on-the-enemy-whereabouts-based-on-its-death. I see no point in using and dedicated an entire research slot to them when the only usage I see is attacking transport convois. Which every unit can do, even Air Sups, thats nothing special.
    • Good advice, I didn't realize that CM spam back to the business. 8o But yeah 3/11/15 hp sounds convincing, I feel I've missed some update. :whistling:
      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 1 time, last by Efreet: grammar ().

    • This works more in mid-late game, where CMs are true ship-busters.

      Early game, low HP cruise missiles globally make this trick fail. (Even destroyers stacks will passively kill them)

      Without gold, it should work around day 16.

      At the moment they get their 11 HP, only full frigate stack (of comparative tech level) can stop CMs in point defense.


      As long as they don't manage to separate the range from high DEF/ no ATK, this will not have a good solution, always. The best solution i see here is to transform the cruiser into an helicopter buster. What would be your take on it, Caaake ?
      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.
    • ( I'm also thinking about using mechanics from SAM to Frigate (technically possible with minimum effort?) - cut of damage to helis, but knowing community this project is unacceptable 8) Also there is interesting concept to give ASF's ability to intercept CM, but on last level CM becomes stealth, so interception needs more advanced stuff.)
      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

      ***



    • @scommysoggys please be advised all changes are generally only available in NEW matches dating to after the update (generally all changes are versioned except if they are system critical).

      Effectively this means that when we say "Adjusted Vietnam starting city resources on 128 Overkill map" you would need to start a new map as Vietnam to experience the re-balanced resources.

      This said, we do NOT balance our maps for equal starting positions and conditions. This is deliberate.

      //G
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • Yak wrote:



      Balancing

      • Airmobile Officer (Western)
        • Unified research costs with other doctrines
      • ASW Helicopter
        • Reduced Patrol Range from 50 to 40
        • Reduced Radar Range for Levels 1-2 from 100 to 75
        • Reduced Radar Range for Levels 3-6 from 150 to 100
      • Frigate
        • Added Helicopter detection

      • Ground-based Missile Launchers
        • Added stealth feature to all levels

      • Airfield
        • Adjusted the minimum hitpoints required to be operational from 80% to 40% HP (now same as Air Base)


      I'm not so sure about this update.

      I liked the fact, that big airports were earlier usable, they were more expensive and it made them more attractive to build.

      Now Airfields are getting more attractive again, because they are cheaper. Before this you had the choice between: airport expensive but earlier usable or airfield: cheap but takes longer.

      Also using aircraft gets dumd down by default, because it is now harder to make those airfields unusable.


      Same goes about the chopper detection for Frigs. As Cake pointed out, it makes now easier to bait Frigs with choppers, Frigs have so ridiculous low damage, the attack does not matter anyway.
      But now you can trigger the AA-attack with a chopper and swoop in with either missile or strikers.


      And searching for subs with only a max range of 100 seems like a pain in the ass. ASW were some nice early AWACs for chopper builds.
    • Little add:

      Purely from logical stand point:

      Frigs should not have any AA against helicopters.

      Helicopters are immune to SAMs and TDS because they can shoot down their rockets.
      But they can't to the same with rockets from Frigs? Or do Frigs have super AA-guns that reach 125? Same logic would apply to navy officer.

      MAA have AA-guns and reach only 26. Similar to cruisers, so how about making cruisers main anti-helicopter ship?
    • Valid points @Kalrakh specifically the hp / usability of airfields vs bases.

      Maybe we can increase the hp for bases and make fields something in between? Just thinking.

      Concerning helicopters and frigs - that's also true for other air units - you could kite them with anything including CMs...
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • Glad, you find them valid. :)

      Do you mean higher HP total for bases and 60% for airfields?



      Sure, you can bait them with everything, but frigs anti-chopper damage is currently so low, choppers don't give a shit about it.

      Frigs could should at them for an our and they would be hardly scratched (slightly exagerating).

      - A used missile has always a cost, because you don't get them back.
      - Fixed wings would get 7 damage per frig upwards
      - Drones would die.
      - 1 damage for choppers? A good hospital does not even need an hour to heal that back, I suspect.