CYBER BLACK UPDATE (191128)

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    • CYBER BLACK UPDATE (191128)


      + + + + GENERAL UPDATE + + + +
      Greetings Commanders!

      This week’s update brings you improvements to the UI, new map iterations, and balancing changes.

      Buildings have been streamlined with emphasized roles in regards to population growth, city morale, and unit mobilization speed. With this change we hope to place more control over city growth and the resulting economic output into your hands, and reduce ambiguity about building benefits at the same time. Updates to the UI will follow in the coming weeks to better communicate the impact of current population and morale on a city’s resource output.

      The Chosen insurgent faction’s behavior has been updated on Rising Tides. Enforcers will now push as aggressively as the Undead on Z maps, albeit not quite as numerous. A new building, the Chosen Command Post, has been introduced which increases the spawn rate of The Chosen if it is not destroyed in time.

      Finally, we have reduced the required amount of Victory Points for solo and 2-man coalitions on Rising Tides maps. To compensate for this we have also updated the placements of Victory Sites to increase the difficulty of conquering all sites with one build (namely navy+marines).

      Keep your eyes peeled for our Black Friday deals starting today, and the new special event map that will spawn throughout the weekend!

      Balancing & Changes


      General

      • Updates to AI to make better production decisions
      • Seasonal leader-board now automatically switches to the most recent season

      Units

      • Season 2 Elite Attack Helicopter (affects running games)
        • Adjusted Damages
          • Reduced ATK against Infantry from 6/8/10 to 4/7/10
          • Reduced ATK against Armor from 10/14/17 to 9/13/17
          • Reduced ATK against Aircraft from 2/3.5/4.5 to 1/2/3

        • Adjusted Mobilization Cost
          • Increased Money from 3300/3750/4075 to 4000/4500/4950
      • The Chosen (Rising Tides):
        • Increased damage
          • Against infantry from 3 to 4
          • Against armored from 4.5 to 6
      • Undead (Z):
        • Removed Assault ability (Ignore bunkers)
        • Increased Hitpoints from 12 to 18

      Buildings

      • NEW:Chosen Command Post
        • 12 Hour construction time which begins when the Chosen take over a city
        • Enables spawning of two Enforcers (instead of one)
        • Provides entrenchment bonus
        • Continuously reduces city morale, further increasing the chance of more Enforcers spawning
        • Halts population growth
      • Arms Industry
        • Removed mobilization speed boost and transferred it to Recruiting Office
      • Military Hospital
        • Increased population growth speedup factor from 5%/10%/15%/25%/33% to 20%/30%/40%/55%/75%
        • Removed morale bonus 5/10/15/20/25 and shifted it to Bunkers
      • Recruiting Office
        • Increased mobilization speed boost from 10%/20%/30%/40%/50% to 10%/25%/45%/70%/100%
        • Adjusted flat manpower bonus provided by building to 200 for all levels
      • Underground Bunkers
        • Increased Morale boost from 3%/5%/8%/10%13% to 5%/10%/20%/35%/50%
        • Shield buildings from damage
          • Level 2: Army Base
          • Level 3: Secret Weapons Lab
          • Level 4: Hospital, Naval Base
          • Level 5: Airbase




      Features
      • Game Info screen received some love for better readability

      Maps

      • NEW: Cyber Black Rising Tides 64 player map
        • Adjusted player size from 128 to 64 players, changed background image to cyber black
      • NEW: World War Zombie “Z” 64 player map
        • We’ve taken the Special Event map which made it’s debut in Halloween, and adjusted the player size from 128 to 64 players
      • Rising Tides: The Caledonia island connections were cleaned up and surrounding areas near Strategic Sites polished to encourage competition
        • Reduced VP requirement for Victory
      Dorado Games
      Conflict Of Nations

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

    • Very Very Very interesting. I love specialisation and choices with impact


      Ironically, it makes the arms industry a little bit weak (Maybe they would have deserve a 10/15/30/45/60 to replace the 10/20/30/40/50 ) buuuuuut of course, it's also the building that changes the most the resources output so i can understand you don''t want to meddle with it.

      A bit more of money income maybe ? :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.
    • The new funktions of the bunker are nive. But the arms industry must have mobilization speed. If you have a bigger arms industry you produce faster. It is unlogical that only recruiting office do this.

      After the update I can not log in to my 2 games: 2887640 and 2903488
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)
    • Pitty the new season helicopters got a downgrade...I was close to build them...Also strange thats these changes suddenly apply to existing games...new policy?

      Ripping the hospital from its features means I will only have one lvl 5 hospital...the rest of my cities will get bunkers now...
      @Dorado If you Close the Forum and move everything to Discord you will lose my Feedback for sure.
    • Germanico wrote:

      The helis were globally nerfed due to „cookie cutter“ strategies observed. There are only limited numbers anyway, hence our decision to make this applied to all running and new matches.
      Yeah, way to make something crummier before most people can even play with it. Whoever made that decision probably breaks their kids toys before they give it to them. Seriously, since they ARE limited, why nerf them?

      WORST MOVE EVER.
      *** The Creator of Zombie Farming ***
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      "Death comes to us all. Shall I deal you in?" - DoD
    • Dealer of Death wrote:

      Germanico wrote:

      The helis were globally nerfed due to „cookie cutter“ strategies observed. There are only limited numbers anyway, hence our decision to make this applied to all running and new matches.
      Yeah, way to make something crummier before most people can even play with it. Whoever made that decision probably breaks their kids toys before they give it to them. Seriously, since they ARE limited, why nerf them?
      WORST MOVE EVER.
      I musst agree with you. I liked the idea of having some air defense for the choppers. Now with only 1 Attack point left, whats that worth? If someone attacks me with a an old paperplane then I can be happy to defend? ;)
      You can remove that defense completly as its just confusing.
      Now the season unit its not much difference to the normal anti tank helicopter. A nice nice feature could be the Stealth startgin from lvl 3...but to be honest I never research my normal helicoprts higher then lvl 2. Because the research up the ladder only give 1 attack,or 1 speed or 2 hitpoints. I rather use the research slots for rockets, artillery or Awacs cause I wanne have "bang for my cash".

      I think the real problem was that this season helicopter was just to CHEAP for what he did. I mean look how much you pay to the season tank. I have buidl a single one because its to expansive. But 875 suplly and 975 rares,,,thats cheap. Even the unit cost are cheap, what is 1000 components and 1225 Elektroniks for the anti-tank in the sky?
      @Dorado If you Close the Forum and move everything to Discord you will lose my Feedback for sure.
    • @Dealer of Death as an experienced player you should know that every player can play with the elite helicopters from day one onward ... you only earn them permanently after obtaining enough points. Important difference.

      @kurtvonstein as one of the more prolific guys here on the forum your word carries weight. But it can’t be just to your satisfaction. The big trouble of balancing hero units or elite units or what have you, is the greater game balance. You complain about units being to expensive such as tanks, but then ask for imbalanced units not to be balanced out in stats but in economy - again lifting the price to where it is inhibitive. This just doesn’t make any sense from a fair-play point of view.

      In fact we will be revisiting Elite Tanks pricing in the coming days because you are right. They are probably to expensive - but the issue with the elite helicopters first and foremost was that they were to strong when on the field. Good all round without need to build any other heli or even air defense around them. That’s what defines “cookie cutter”: an automatic build that doesn’t require strategy or good gameplay. And honestly I believe no one of us wants that ... as it would lower the standard of the game.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • I agree that the problem was more cost efficiency thant operational efficiency. The unit was great.

      And it's great to have great units, even if they are very costly (and limited in number)

      I had under the eye twos problems, really :

      1°) The cheap research, that was an absolute bargain, especially considering helicopters are a very important type of unit (when MBT is more... well... :D )
      2°) The cost, that was "better for the stats" than the attack helicopter, for a proportional price.

      So, yeah, of course, to reduce stats reduces cost efficiency, but my feeling was just "make it significantly more expensive in electronics" :D

      We'll see how the nerfed unit behaves in the field, though
      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.