Call of War 1.5 round 2!

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    • One comment not sure how the plane dynamics changed but I have noticed that refullng takes alot longer it went from 14 min approx to 30.

      Oh one more thing.

      Not sure why you would build Militia now, as they have the same requirements to build as Infantry. Other, than cost of course.


      Loving it though keep up the good work.

      The post was edited 1 time, last by Akulla3D ().

    • Akulla3D wrote:

      Oh one more thing.


      Not sure why you would build Militia now, as they have the same requirements to build as Infantry. Other, than cost of course.
      I just came online to a player disembarking at one of my cities.3h 30 something mins.
      I i set a militia to build and 4 more with High Command queue.
      At 1 every 45 minutes, I was going to have 5 in city before he reached.
      I Actually destroyed landing party with a destroyer and planes, but these new militia would have done the job
    • f118 wrote:

      It is not division, it is regiment! Also military unit of 3 til 5 battailions. Also for sure nearby equal of squadron of ships.
      Says who? Germany at the start of the WW2 invasion of France fielded about 2.5 million army troops and 2500 tanks (LTs). This sort of starting army is represented in CoW by ~20 inf units + a few AA and AT, and 5 armor. 2,500,000 / 20+ = ~100,000 troops per inf unit. How many tanks or WW2 subs would you need to hold 100,000 troops? (25-50 crew per U-boat!)

      About Destroyer units being meant to represent a Destroyer squadron... Again, did Bytro say this? That doesn't seem to fit with game experience (i.e. they are fast to produce etc.) And I had already edited my original post to clarify that a DD would have maybe a 1% chance of defeating a Cruiser with torpedoes if it could somehow sneak up on it (at night in a fijord or whatever) and it happened to be a torpedo-equipped DD... But the DD would still be sunk by gunnery too in that most lucky case. The guns of bigger ships just overwhelmed smaller ships, and at sea having significantly longer-range guns was like using artillery against a small number of infantry walking across a very long field. (Yes I am fully aware that there are rare cases of a Destroyer sinking a cruiser, mostly with massed attacks in desperation to hold off Japanese surface fleets in the Pacific, or with the Japanese's uniquely long range Type 93 torpedoes.) Like I said, Cruisers are the rock to the Destroyer scissors. If someone told you your enemy had a huge fleet of Destroyers, you should say "We must build more Cruisers then!", because you would know your Cruisers would swat the DDs like flies. That is not represented well here, it seems. Destroyers are just much better all-around units because of their very high attack value vs subs.

      About the 'epic' nature of Battleships, I agree that they aren't that amazing in CoW standard either. (In Supremacy they were more realistically kindof an 'ultimate' unit which would take over the map with their awesome range should one player get them in the water first.) You didn't see them much in CoW standard (never ever in 16-day competitive games) simply because of the prohibitive cost to build one. But if you bring Destroyers to a Battleship fight, you really shouldn't expect to win!
    • Please, please, please do not restrict victory points and building only to cities. As many have said before, this is turning into CoN. I love CoW and have been playing for about 2 years. This would kill my spirit and I really love this game. In the test event, my cities were overrun, and although I am playing a good defense, i cannot produce anything else to oprevent me from losing
    • I posted a concern over cost of upgrading units. I see that new units are produced at the upgraded value, so its only units produced prior to the research upgrade need upgrading. That does somewhat change the dynamics of upgrading. I think now the system may be ok, but needs to take a few things into consideration.

      First of all, having worked in factories upgrading equipment for a lifetime, I can tell you that manpower requirements always go down, not up, when you upgrade. In the game, the cost in manpower to upgrade was very high. While other resources may be required for an upgrade, manpower should not. In fact, you might even consider to bonus back some manpower or other materials after upgrading.
    • Because strategic bombers don't have escorts they have their own Anti-Air.

      Teburu wrote:

      In general:
      - manpower for research feels odd (what exactly are we doing do this poor men? sacrificing them to our demon overlords for superior technology? :D )

      - not a fan of this lack disadvantages on different terrain (like previously tanks would get -50% strenght and half health in cities); now units only have positive modifiers and only on one or max two types of terain, they could def be more effected by terrain

      - i like the focus on cities for unit production; actually gives them some more value over provinces and makes them of some strategical importance

      - the damage/HP scaling seems a bit crazy; tho i have yet to see how that actually plays out

      - i like the diversity of when units become available for research

      - same prices for industrial in cities and provinces doesnt make that much sense; seeing how cities produce a shitton more

      - not really a fan of these extremly short mobilization times cuz this puts you at an extreme disadvantage if you dont have high command

      In detail:
      - wtf why do strategical bombers have more offensive damage against aircraft than tactial; and why do they have it to begin with :D

      - it was mentioned that arty range has been reduced to compensate for more frequent offensive ticks; however ships seem completly unaffected by this (especially battleships profit from this now, they even start with 70 range)

      - i like the changes to carrier capacity scaling


      「紫色の魂。」 -スプラトゥーン




      "Take it."

      "..."


      "It's getting hard to breath."

      "..."

    • Tank destroyers have been made fragile in comparison to the rest of the armor faction, allied light armor/unarmoured units don't fair well against light tanks, and tank destroyers don't deal that much damage defensively, in fact, light tanks will deal more damage to lightly armored units than a tank destroyer will do defensively to light armored units, even medium tanks deal more damage to light armor than a tank destroyer.

      Edit: I think that strategic bombers are unbalanced in terms of dealing damage to units, but you fixed the building damage splendidly, but don't reduce the anti-air damage please.
      Now to my opinion part: The anti-air on strategic bombers could go up as they've not had interceptors able to escort them past level three strategic bombers. (Unless you have elite I believe)


      「紫色の魂。」 -スプラトゥーン




      "Take it."

      "..."


      "It's getting hard to breath."

      "..."

      The post was edited 1 time, last by Violet_Trooper: Added reason and preference on strategic bombers. ().

    • I am not a fan of the elimination of many of the terrain modifiers. For example not having a negative for armor in Urban areas is a mistake. The terrain mods make for a more nuanced game relative to combat decisions and force make up.


      Also echo the absurdity of the manpower costs for upgrade troops.
    • I like the way the ordnance factory was carved in there. It creates a nice tactical decision making point. I also like the creation of the specific factories for producing units wothout any other factories needed. It speeds up things quite a bit in the beginning game as far as troop building.

      What a treat to build Tac Bombers in a lvl 1 air factory so quicky in the game. While I really appreciated the gift, I think it doesn't hurt to requite little investment to get TACS.
    • So i have played a few of the round 2 games and i noticed that the research tab is basically no different from the current one because when you research most of the first level 1 units you have no resources left, by the time your resources replenish everything is already available for research, it would be a better improvement if you fixed it by having our resources replenish faster and the availability of the researchable units spread out so it would take 2 to 3 days longer till you can research a medium and level 2 light tank so we aren't so far behind on our research
    • 1.5 looks good,
      seams to me like the old style of play , been properly tactical about capturing cities is back.

      and that the tarnsport connections will be back as assest both for structural placemenst and targeting.

      i played years ago and just came back,the map sweepers clear maps too quickly in 1.4
    • Violet_Trooper wrote:

      Teburu wrote:

      In general:
      - manpower for research feels odd (what exactly are we doing do this poor men? sacrificing them to our demon overlords for superior technology? :D )

      - not a fan of this lack disadvantages on different terrain (like previously tanks would get -50% strenght and half health in cities); now units only have positive modifiers and only on one or max two types of terain, they could def be more effected by terrain

      - i like the focus on cities for unit production; actually gives them some more value over provinces and makes them of some strategical importance

      - the damage/HP scaling seems a bit crazy; tho i have yet to see how that actually plays out

      - i like the diversity of when units become available for research

      - same prices for industrial in cities and provinces doesnt make that much sense; seeing how cities produce a shitton more

      - not really a fan of these extremly short mobilization times cuz this puts you at an extreme disadvantage if you dont have high command

      In detail:
      - wtf why do strategical bombers have more offensive damage against aircraft than tactial; and why do they have it to begin with :D

      - it was mentioned that arty range has been reduced to compensate for more frequent offensive ticks; however ships seem completly unaffected by this (especially battleships profit from this now, they even start with 70 range)

      - i like the changes to carrier capacity scaling

      then it would make sense to have them have more defense dmg vs aircraft then offense? :D
      Teburu

      GER/EN Forums
      Conflict of Nations Veteran
      I suck at COW
      idk what else to put here :D
    • I also have an idea for the research tab for each nation only in the 25 player map if possible, okay instead of having all nations research all the same why not make it more realistic starting with Germany, Germany was producing panzer I, II, III and IV before the war so those should already be researched and didn't start producing panzer V, VI till 1943 so those shouldn't be researched till you reach the required year i'll make a table on how the whole research tab should look like, and tomorrow ill do a Soviet and USA.

      Naval1939194019411942194319441945Premium
      Destroyerslvl 1 to 5Zerstörer
      1945
      Submarinetype IX
      Type VII
      type XVIItype XXI
      CruiserKönigsberg class
      Deutschland class
      Hipper class
      BattleshipScharnhorst class
      Bayern class
      Bismarck classH45 class
      CarrierSeydlitz classDe Grasse class
      TransportWilhelm GustloffMV Goya
      Days to next5 or 75 or 75 or 75 or 75 or 75 or 75 or 75 or 7


      Air Force1939194019411942194319441945Premium
      FighterBf 109
      Bf 110
      Fw 190Me 262He 162 Ta152 orTa 152
      Tactical bomberJu 88
      He 111
      Ju 188ar 234Hs 132idk
      Strategic bomberDornier Do 19Ju 290
      Heinkel he 177
      Dornier Do 317Me 264Horten H XVIII
      Naval bomberFw 200
      Ju 87
      Do 217Me 410Bv 238
      Days to next5 or 75 or 75 or 75 or 75 or 75 or 75 or 75 or 7


      Infantry
      Class
      1939194019411942194319441945Premium
      Militiatype 34type 40type 45Milia type 50
      Infantrytype 39type 40type 41type42type 43type 44type 45Inf.type 50
      Mot.inftype 34
      type 38
      type 44type 47
      ParatroopersparachuteA.A.Rgreen devils
      Mech.infSd.Kfz 251Sd.Kfz.250idk
      Commando'sStormtroopers502ndJägersBrandenburger
      Days to next5 or 75 or 75 or 75 or 75 or 75 or 75 or 75 or 7


      Tank Class1939194019411942194319441945Premium
      Armored
      Car
      Sd.Kfz 13/Sd.Kfz 221/Sd.Kfz 231Sd.Kfz.234/2Sd.Kfz.
      234/4
      Light
      Panzer
      I
      II
      VK1602
      Leopard
      Medium
      Panzer
      III
      IV
      PantherLeopard I
      Heavy
      Panzer
      Tiger I
      LöweVII
      Tiger IIMouse
      Tank destroyerPanzerjäger IMarder IIjagdpanther
      Elephant
      HetzerJagdtiger
      Days to next year5 or 7 days5 or 7 days5 or 7 days5 or 7 days5 or 7 days5 or 7 days5 or 7 days5 or 7 days

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

    • Fortune12345 wrote:

      Please, please, please do not restrict victory points and building only to cities. As many have said before, this is turning into CoN. I love CoW and have been playing for about 2 years. This would kill my spirit and I really love this game. In the test event, my cities were overrun, and although I am playing a good defense, i cannot produce anything else to oprevent me from losing
      Only certain buildings are restricted to cities, those for manufacturing.

      This makes sense, to build a bunch of manufacturing buildings in the middle of no where with no population to support is unrealistic. The current dynamic makes capturing cities very important.

      I really like the current dynamic please dont change this.
    • Akulla3D wrote:

      Quick question about plane refueling.

      I have noticed that the refueling times change for some reason, sometimes they are 30 min and others they are 45 min or something else -- what is the basis for plane refueling? ?(
      The level of the airbase you are refueling at. (And airbases in cities are less efficient than those in a rural province, similar to infrastructure.)
    • CityOfAngels wrote:

      Akulla3D wrote:

      Quick question about plane refueling.

      I have noticed that the refueling times change for some reason, sometimes they are 30 min and others they are 45 min or something else -- what is the basis for plane refueling? ?(
      The level of the airbase you are refueling at. (And airbases in cities are less efficient than those in a rural province, similar to infrastructure.)
      Cool thanks.