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Quote from DxC: “Banned for what? Can someone summarize what jub posted? ” Haha woops, I see your confusion. I was the first response to OP's complaining about mods, but decided I didn't want to get involved. My comment was about their user name, not their post. They must have gotten banned later and now it looks like I was OP.
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Release Notes - 2023-05-30
jubjub bird - - News
PostI've seen reports in the discord of always-visible subs and naval units unable to spot non-stealth ground units, but I don't have an active game to test that for specifics Edit: I see you've already mentioned the subs issue in this thread too
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I disagree that beating a coalition requires gold, but agree that it's often easier to beat a coalition if you can attack them one at a time rather than being surrounded. I haven't played a 22 in a long time but I recall them being mostly noobs and inactives, so I don't think there's much to fear from coalitions or from being sandwiched. Probably different if you're playing AvAs.
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You just have to be the one doing the attacking There's always a tradeoff. Starting from a corner might seem like it's easier to defend, but it's harder to expand and makes morale management harder later in the game. I think new players overemphasize Day 1 safety and don't think about mid/late game considerations. For WaW some countries are clearly better than others, based on layout, resources, province quantity, etc. Hard to make a blanket statement about which one is best, may depend on prefe…
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Release Notes - 2023-05-30
jubjub bird - - News
PostQuote from Fox-Company: “Try winning a WaW with only Cruisers, Subs, and Destroyers as your navy, tell me how that goes, play a Coastal/Navy oriented country, if you insist that Cruisers are better then surely this is no problem, i would honestly and non-sarcastically would like you to show me how you would do it. ” It's a topic for another thread, but navies are absolutely not required to win a WAW and can often be a waste of resources. Using battleships almost always requires keeping destroyer…
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Release Notes - 2023-05-30
jubjub bird - - News
PostWould it be possible to get the actual numbers for some of these changes? The detailed release notes don't say how much infantry costs have been decreased, etc
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Welp this analysis might already be useless after today's balancing changes haha
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Release Notes - 2023-05-30
jubjub bird - - News
PostRrg buff, interesting choice...
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Militia fill that role better imo
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Yea it'd be interesting to look at this across all stacks, not just per stack, and add in a calculation of manpower and resources saved by upgrading starting infantry rather than producing all from scratch. This benefit will dilute as we make more and more stacks but we could probably make some assumptions and figure it out.
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It's an interesting question, tough to answer. My guess is that Urban is the most common terrain for melee battles and so it might be worth strengthening our stack in Urban terrain. More generally, it seems like faster stacks or doctrines can choose their battle location better than slow stacks or doctrines, so faster stacks may be able to go all-out on particular terrains while slow stacks may want to smooth over weaknesses and be more balanced across all terrains. Running the numbers with some…
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Towards the end of the HT spam thread there was a discussion on which unit would best complement a heavy tank. I put some thoughts down early in that thread, when I was determining my stack composition strategy, and wanted to revisit and run some numbers. In these situations, I've assumed no doctrine, no terrain boosts, and the following levels: - Heavy Tank L2, avail. day 10 - Infantry L4, day 8 - Anti Air L4, day 10 - Mot Inf L3, day 8 - Mech Inf L2, day 8 so that all are available at comparab…
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Most folks are aware of the relationship between morale and construction/production times: above 80% morale, construction and production times are normal. Once morale dips below 80% construction/production times start to increase, accelerating as morale approaches zero. I also assume that most folks are aware of some of the key / most common morale adjustments: - 70% morale (starting morale) slows C/P by 13% (or expressed as a time multiplier, 1.13) - 50% morale (nice round number) slows C/P by …
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Quote from Brando Dilla: “(Hidden Content) ” Yea this is a handy trick. It works for any combat within 5km, so you can also do it when you're near enemy units to initiate melee combat. A good way to judge distance (to know whether you're within the 5km limit) is to use the movement arrow. 5km is about the length of the center of the movement arrow when all the way zoomed in.