GENERAL UPDATE (191211)

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    • GENERAL UPDATE (191211)


      + + + + GENERAL UPDATE + + + +
      Greetings Commanders,
      With today’s update we are shifting the role that seasonal elite units take up on the battlefield. Rather than acting as complimentary units, seasonal elite units have been re-balanced to completely replace their standard counterparts. Damages, mobilization costs, and research costs, as well as the research pre-requisites for the Elite MBT have been adjusted accordingly.
      Main Battle Tanks and Artillery units have also been revisited in an effort to boost the MBT’s viability in a world of predominantly ranged warfare. Finally, we have also made some small tweaks to Special Forces in regards to mobility.
      Be sure to check out the latest developer diary to get a peek and what is coming over the following weeks.

      Changes

      • Optimized graphical assets ingame to reduce memory footprint (Sprites, Units, Background maps and Portrait images)
      • Added Population Growth rate to Building info

      Unit Balancing

      Mechanized Infantry
      • Adjusted Damage vs Armored from 4/5/6/7/7/8 to 5/6/7/8/8/9
      Special Forces
      • Unit now uses full movement speed in enemy territory
      • Increased movement speed in tough terrain
        • Mountain
        • Jungle
      Naval Infantry
      • Reduce HP from 20/22/22/25/27/30 to 19/20/21/24/25/28
      Towed Artillery
      • Adjusted Damage vs Armored from 2/2/3/3/3/3.5/4 to 3/3/3.5/3.5/3.5/4/4
      Mobile Artillery
      • Adjusted Damage vs Infantry from 3/3.5/4/4.5/5/5.5 to 3.5/3.5/4/4.5/5/5.5
      • Adjusted Damage vs Armored from 4/4.5/5/6/7/9 to 4/4.5/5/6/7/8
      • Adjusted Mobilization Costs
        • Supplies from 1,100/1,100/1,100/1,250/1,250/1,500 to 1400/1500/1600/1700/1800/1900
        • Components from 1,400/1,400/1,400/1,550/1,550/1,700/350 to 1400/1475/1550/1625/1700/1800
        • Manpower from 400/400/400/575/575/725 to 400/475/550/625/700/725
        • Money from 1,250/1,250/1,250/1,500/1,500/1,750 to 1400/1550/1700/1850/2000/2200
      Multiple Rocket Launcher
      • Adjusted Damage vs Infantry from 4/4.5/5/6/7 to 4.5/5/5/6/7
      Main Battle Tank
      • Increased European Doctrine base speed from 1/1/1.3/1.3/1.3/1.3/1.3 to 1.3/1.3/1.5/1.5/1.5/1.5/1.5
      • Reduced Research Costs
        • Supplies from 2000/2200/2400/2600/2800/3000/3200 to 1800/2000/2200/2400/2600/2800/3000
        • Rare Materials from 2525/2780/3030/3285/3535/3790/4040 to 2000/2250/2500/2750/3000/3250/3500
        • Money from 3250/3575/3900/4225/4550/4875/5200 to 2900/3220/3540/3860/4180/4500/4750
      • Adjusted Mobilization Costs
        • Components from 1,950/1,950/1,950/2,250/2,250/2,750/2,750 to 1800/1925/2050/2175/2300/2425/2500
        • Electronics from 800/800/900/1,050/1,050/1,250/1,250 to 800/875/950/1025/1100/1175/1250
        • Manpower from 600/600/600/800/800/1,000/1,000 to 700/775/850/925/1000/1075/1200
        • Money from 2,000/2,000/2,000/2,500/2,500/3,000/3,000 to 1700/1875/2050/2225/2400/2575/2700
      Armored Fighting Vehicle
      • Reduced Research Costs
        • Rare Materials from 2000/2200/2400/2600/2800/3000/3000 to 1900/2075/2250/2425/2600/2775/2900
        • Money from 2650/2915/3180/3445/3710/3975/3975 to 2500/2700/2900/3100/3300/3500/3750
      • Reduced Mobilization Costs
        • Components from 1,800/1,800/1,800/2,000/2,000/2,250/2,250 to 1600/1675/1750/1825/1900/1975/2100
        • Electronics from 650/650/650/850/850/1,000/1,000 to 650/700/750/800/850/900/1000
        • Manpower from 500/500/500/700/700/900/900 to 600/675/750/825/900/975/1100
        • Money from 1,625/1,625/1,625/2,000/2,000/2,500/2,500 to 1625/1775/1925/2075/2225/2375/2500
      Tank Destroyer
      • Adjusted Mobilization Costs
        • Components from 1,250/1,250/1,250/1,500/1,500/1,750/1,750 to 1250/1325/1400/1475/1550/1625/1700
        • Electronics from 500/500/500/625/625/800/800 to 500/550/600/650/700/750/800
        • Manpower from 500/500/500/700/700/900/900 to 500/575/650/725/800/875/900
        • Money from 1,500/1,500/1,500/1,750/1,750/2,000/2,000 to 1500/1575/1650/1725/1800/1875/2000
      Attack Helicopter (Western)
      • Increased building requirement from Airbase lvl 1 to Airbase lvl 2
      Elite Attack Helicopter
      • Increased Damage vs Armor from 9/13/17 to 10/14/19
      • Adjusted Hitpoints from 23/30/40 to 25/30/35
      • Increased Research Costs
        • Supplies from 875/1050/1325 to 1200/1925/3000
        • Rare Materials from 975/1175/1475 to 1325/2125/3325
        • Money from 1725/2225/2575 to 2625/4200/5850
      • Adjusted Mobilization Costs
        • Components from 1000/1150/1375 to 1075/1475/2000
        • Electronics from 1225/1575/1775 to 1125/1900/2625
        • Rare Materials from 0/0/450 to 0/0/750
        • Manpower from 475/675/900 to 550/1000/1450
        • Money from 4025/4550/4975 to 4200/6125/7100
      • Doubled daily maintenance cost
      Elite Main Battle Tank
      • Eastern Elite MBT
        • Adjust Damage vs Helicopter from 1.5/1.5/1.5/2 to 2/2.5/2.5/3
        • Increase HP from 55/57/60/64 to 55/60/65/70
      • Western Elite MBT
        • Adjust Damage vs Helicopter from 1.5/1.5/1.5/2 to 2/2.5/2.5/3
        • Adjust Damage vs Armored from 10/12/12/14 to 10/12/13/16
        • Increase HP from 60/62/76/80 to 60/65/75/80
      • EU Elite MBT
        • Increase HP from 55/57/60/64 to 55/60/65/70
      • ALL ELITE MBTS
        • Research now also accepts Armored Fighting Vehicle or Tank Destroyer as a prerequisite
        • Adjusted Research Costs
          • Supplies from 1650/1800/1950/2100 to 1350/2150/2725/3350
          • Rare Materials from 2150/2250/2450/2600 to 1500/2475/3150/3750
          • Money from 2750/3000/3150/3400 to 2175/3475/4400/5850
        • Adjusted Mobilization Costs
          • Components from 3400/3750/4150/4550 to 2350/3150/3375/4400
          • Electronics from 1600/1750/1950/2150 to 1200/2100/2425/3125
          • Manpower from 1200/1300/1450/1600 to 850/1325/1475/2000
          • Money from 3750/4150/4550/5000 to 2800/4125/4625/6000

      Dorado Games
      Conflict Of Nations

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

    • That is a hell lot of changes. :D

      So Mobile Artillery and armor units are now the only units, were costs increase with every level?
      Will other units get changed too? Normally costs only changed, when a unit reached a new Tier (type).

      Also cost increases of Elite Attack Helicopters seems a bit overboard. For the price of one max level Elite Chopper you can build nearly 2 Stealth Strike Fighters.
      It seems to be still the only aircraft, that needs far more electronics than component aka supply. Feels a bit nerfed to death on a first look.
      Researching Elite Helicopters felt cheap, building them not really.

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

    • Wow, this is a lot to think about. I'll think on it a bit before reacting. However, i see a lot of things that come for users suggestions (like the special forces moving full speed in hostile territory), so thanks.
      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.
    • We did indeed listen to our players a lot - good feedback should be rewarded and there are lots of cases in point.
      Concerning levels: we will eventually pull all Units into a level by level increase. Doesn't make a big difference anyway.
      Comparing Elite Helis with endgame Stealth Strikes is a bit... Apples and Pears nay: Potatoes. Fact is: they are massively deadly early in the game.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • ThePanda wrote:

      How do you factor in unit features in this calculation though? And survivability?
      You are right, I forgot HP in this case.

      Though they are not that different there, even more after the nerf they are getting: 28 : 35 (125%)

      Elite Attack Helicopter has better features, but they get countered by the fact, that the unit is limited in numbers and also some of these features only work in mono-stacks.

      Also the accumulated research costs for Elite Attack Helicopters (needs T3 helicopter) is much greater than those for Stealth Strike Fighter (needs T 2 Strike Fighter).
    • It's up to the players to decide - throwing numbers at us is no proof and above excel list is comparing apples with pears. We need facts on the battlefield - then we now if it worked or not.
      I can see clear reasons for Helis and clear reasons for Strikes - no problem there. If one is more expensive than the other - just don't build it if you think you don't need it.
      Also lovely how @BearI91 is making a clear increase in combat strength sound like a nerf... it's really upside down with you guys.

      NERF???
      • Increased Damage vs Armor from 9/13/17 to 10/14/19
      • Adjusted Hitpoints from 23/30/40 to 25/30/35
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • The T3 efficiency (compared to cost) is contextually a nerf.

      T1 is boosted, in comparison, of course

      But on the other side, you can have 10 of thems :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.
    • Your arguement for the changes is, that he is to strong in early game, so you made him stronger and a bit cheaper in early game but overly expensive in late game?


      Also no idea how it is comparing apples with pears, comparing two high tech stealth anti-ground aircrafts with each other, but okey.

      On top T3 Elite chopper gains 2 attack, but loses 5 HP, so that is neither a nerf, nor a buff.
      • Firstly the Elite Helis are more expensive in research.
      • Secondly they are now more focused on armor.
      • Thirdly only one of the resources used for the mobilization was lowered - the others were adjusted upward.
      • Finally Helis have a different role and special features that discern them clearly from Strikes. So comparing them only based on damage and cost is really misleading because all their special features are not taken into account, nor their speed, nor their HP, etc.
      When we said they were to strong - they were. So we nerfed them 2 weeks ago. And now we reworked them based on those figures. We found the nerf was effective in reducing their threat level but required further economical balancing and fine tuning. Which is what we did.
      In this regards we also rebalanced the Elite Tank - which is of course one of the prime adversaries of the Elite Heli.
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • 100 Electronics less to build is more worth that all those other increases together, in my eyes. Though the doubled upkeep surely is an turnoff, even for level 1.


      I did consider all the other options, but I don't consider them that meaning full for such a huge cost.

      I don't think anybody will build Elite Tanks to counter Elite choppers, ASF are still the main adversary or MAAV second place.


      Generally speaking chopper and strikers are both aircraft designed to fight ground units, but with different advantages and weaknesses.
      That is why some prefer strikers and other prefer choppers, I'm of the later.


      How ever, we will see. :)
    • To be honest in endgame I never have problems with electronics...or petrol...I sit on them...Saying this: I have no problems If some units need petrol for production...

      Still I always have trouble with supply and components(specially when playing with ships).

      So let the game evolve above day 20 and see if you can afford an elite heli.
      Alle sagten: Das geht nicht. Dann kam einer, der wusste das nicht und hat es einfach gemacht.

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

    • kurtvonstein wrote:

      To be honest in endgame I never have problems with electronics...or supply...I sit on them...Saying this: I have no problems If some units need petrol for production...

      Still I always have trouble with supply and components(specially when playing with ships).

      So let the game evolve above day 20 and see if you can afford an elite heli.
      > i never have problems with supplies
      > i always have trouble with supply

      smh make up your mind :D
    • kurtvonstein wrote:

      To be honest in endgame I never have problems with electronics...or supply...I sit on them...Saying this: I have no problems If some units need petrol for production...

      Still I always have trouble with supply and components(specially when playing with ships).

      So let the game evolve above day 20 and see if you can afford an elite heli.
      Day 37, Middle East, Ethiopia, having 30 cities myself, fighting and annihilating the big guy with 65 cities:
      Prod.PNG

      Had to switch from helicopters to SAMs and Rocket Launchers, because he had about 3 stacks of ASFs. Also had to annexe several cities to solve my supply issues.

      It depends a lot on your build, if you have a lot of electronics or not. Go mobile artillery and you will have tons of electrconics, go ASF and helicopter, hardly.

      I had some set backs, like going to bed and forgetting to cancel patrol and stuff :D
      Losses.PNG