What happens when you attack a unit that is in the middle of an upgrade? Do they get their old stats? Or are they so disorganized that they are easy to attack?
Call of War 1.5 iteration 3: Balancing changelog
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Akulla3D wrote:
What happens when you attack a unit that is in the middle of an upgrade? Do they get their old stats? Or are they so disorganized that they are easy to attack?
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freezy wrote:
Balhog wrote:
Got an interesting surprise from 1.5 combat. Apparantly 1st level Infantry units can sink Cruisers. Keep in mind that an infantry unit in early world war 2 carried the equivelent of today's hunting rifle as a weapon.
The infantry actually go into the water and block the cruiser from existing, like a sub. Doesn't make a whole lot of historical combat sense, but hey, if that's the new rule, it changes a lot.
So if you don't want your ships to be hurt by coastal troops, try to not place them directly on the coastline
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Akulla3D wrote:
What happens when you attack a unit that is in the middle of an upgrade? Do they get their old stats? Or are they so disorganized that they are easy to attack?
Tasmine wrote:
And surely they can board the submarine under the water, it's coast area and water is no deep enough to make man drown:)
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freezy wrote:
Akulla3D wrote:
What happens when you attack a unit that is in the middle of an upgrade? Do they get their old stats? Or are they so disorganized that they are easy to attack?
Tasmine wrote:
And surely they can board the submarine under the water, it's coast area and water is no deep enough to make man drown:)
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Akulla3D wrote:
Thanks Freezy. One more question about upgrades, say you are in the middle of an upgrade and suddenly need that unit can you cancel it so you can use the unit.
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Agent47 wrote:
Akulla3D wrote:
Thanks Freezy. One more question about upgrades, say you are in the middle of an upgrade and suddenly need that unit can you cancel it so you can use the unit.
- It would be cool if you were a High Command member that you could que up unit upgrades like you que up other items.
Thanks. -
Economic Balance Issue
Just was shown a game on 3300360
On day two there was a great disparity in economic values and this is a game where no one was allowed to move on days 1 and 2 to attack anyone.
Finland 59551
Canada 56572
Egypt 42125
Now if all countries started with about the same hourly production the difference should be accounted for by factories and morale. However that is not the case.
What you have is some major cities have substantially higher BASE production than others even though the over all country values may be the same. As such when you have some thing like producing 7354 without a factory and another 5394 with a factory there is a problem.. If a country has several provinces with iron deposits the disadvantage is increased because where the first case there is one factory to be built in the other there are 3 ./
I think we need a review of the economics at start with the understanding of the cost of development. -
Hi @EZ Dolittle, at first I also made the mistake to think of that as a bug on the CoW1.5 European map. But at least in my case it was only the bonus that new players receive in their first game.
Some of them are routed onto CoW1.5 European maps instead of the CoW1.0 tutorial maps.
Although I wouldn't have expected this to be the case also for manually created CoW1.5 European maps(as you've obviously joined), I assume that also explains the disparity on your map. Please check if Finland and Canada are very new players. If not, please let us know! -
Canada has played in 120 games
Finland in 50 games.
So the problem is NOT the new player bonus.
Economic Balance Issue
Just was shown a game on 3300360
On day two there was a great disparity in economic values and this is a game where no one was allowed to move on days 1 and 2 to attack anyone.
Finland 59551
Canada 56572
Egypt 42125
Now if all countries started with about the same hourly production the difference should be accounted for by factories and morale. However that is not the case.
What you have is some major cities have substantially higher BASE production than others even though the over all country values may be the same. As such when you have some thing like producing 7354 without a factory and another 5394 with a factory there is a problem.. If a country has several provinces with iron deposits the disadvantage is increased because where the first case there is one factory to be built in the other there are 3 ./
I think we need a review of the economics at start with the understanding of the cost of development. -
Then that's a major bug on your map indeed.
Doesn't affect all CoW1.5 maps - on mine all cities have the same base production. If I were you, I'd file a bug report for this to Support (containing your game ID) in addition to the forum post you made above. -
On a matter of improvement, I went to improve my submarine to level 2, as I had 4, separating the 2 for improvement. And the enemy was coming with a destroyer, so I gathered the 4 submarines and pulled them out. Automatically or submarine that was in the process of improvement was canceled. Is that a mistake?
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Hans A. Pils wrote:
Hi @EZ Dolittle, at first I also made the mistake to think of that as a bug on the CoW1.5 European map. But at least in my case it was only the bonus that new players receive in their first game.
Some of them are routed onto CoW1.5 European maps instead of the CoW1.0 tutorial maps.
Although I wouldn't have expected this to be the case also for manually created CoW1.5 European maps(as you've obviously joined), I assume that also explains the disparity on your map. Please check if Finland and Canada are very new players. If not, please let us know!
EZ Dolittle wrote:
Canada has played in 120 games
Finland in 50 games.
So the problem is NOT the new player bonus.
Economic Balance Issue
Just was shown a game on 3300360
On day two there was a great disparity in economic values and this is a game where no one was allowed to move on days 1 and 2 to attack anyone.
I know it is an issue. I will bring it up in the team again that we should not trigger it on beta anymore. It can't be fixed retroactively for your game though, sorry.
With the map itself everything is fine, there is no balancing issue. -
El Cazador wrote:
<p>On a matter of improvement, I went to improve my submarine to level 2, as I had 4, separating the 2 for improvement. And the enemy was coming with a destroyer, so I gathered the 4 submarines and pulled them out. Automatically or submarine that was in the process of improvement was canceled. Is that a mistake?</p>
edit: We checked but couldnt reproduce this exact situation. For us the upgrading of the submarines was not canceled. So I assume in your case it may not have started properly or was finished already. -
Freezy,
I know very well what I saw. And if that happens again, I will report the problem! -
Freezy a couple of questions about the finer points of the game.
Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
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With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3 -
Akulla3D wrote:
Freezy a couple of questions about the finer points of the game.
Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
The stack limit only includes your 10 strongest units. For your example this means that the 6 level 3 infrantry and 4 of the level 2 infrantry will deal damage to enemy armies. All units still constribute their health points to the army's health so you can still use extra units to soak up damage. -
Akulla3D wrote:
Freezy a couple of questions about the finer points of the game.
Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
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Akulla3D wrote:
Freezy a couple of questions about the finer points of the game.
Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
Regarding the still open questions:
Commandos are visible when at sea.
Once they are out of battle Commandos are stealth again. -
freezy wrote:
Akulla3D wrote:
Freezy a couple of questions about the finer points of the game.
Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
Regarding the still open questions:
Commandos are visible when at sea.
Once they are out of battle Commandos are stealth again.
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