Release Notes - 2021-11-10

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  • Release Notes - 2021-11-10


    Balancing:

    Note:
    All balancing changes only apply to new game rounds, running game rounds are not affected by these changes.
    “Costs” = Research costs, production costs, and upkeep costs.
    “Slightly” = less than 5%.

    All Doctrines:
    • All aircraft:
      • The defense capabilities of aircrafts were improved by reducing the gap between attacking damage and defensive damage (attack/defense damage ratio).
        • For Interceptors from a factor of 2:1 to 1.5:1
        • For Rocket Fighters from 4:1 to 2:1
        • For all other aircraft from 3:1 to 2:1
      • This is a follow-up change to the recent fixing of wrongly applied anti aircraft damage values when planes were fighting.
    • Commandos:
      • One additional level was implemented to give more opportunities to differentiate and increase stealth fighting capabilities earlier in the game.
        • The stats of existing Commando levels were adjusted according to the new number of levels.
      • Historic pictures and names were added.
    • Flying Bomb:
      • Costs decreased slightly.
      • Hitpoints increased from 10 to 15.
    • Light Tank:
      • Movement speed increased by +5 per level.
    • Medium Tank:
      • Production time increased slightly.
    • Heavy Tank:
      • Production time increased slightly.
    • Infantry:
      • Movement speed decreased by -1 for level 6 and -2 for level 7.
      • Costs decreased slightly.
    • Militia:
      • Costs decreased.
      • Damage values decreased.
    • Nuclear Bombers:
      • Range increased from 750/850/1000 to 1200/1400/1600.
    • Paratroopers:
      • Movement speed increased by +4 per level.
      • Mobilization time after dropping decreased from 12/10/8/6 to 9/8/7/6.
    • Railroad Gun:
      • Research time increased slightly.
    • Rocket:
      • Costs decreased slightly.
      • Hitpoints increased by +5 on each level.
    • Rocket Artillery:
      • Damage reduced slightly.
      • Costs increased slightly.
      • Production time increased slightly.
      • Research time increased slightly.
    • SP Artillery:
      • Costs increased slightly.
      • Production time increased slightly.
    • SP Rocket Artillery:
      • Costs increased slightly.
      • Production time increased slightly.
      • Research time increased slightly.
    • Strategic Bombers:
      • Range increased from 400/500/600/750/900/1050/1200 to 600/800/1000/1200/1400/1600/1800.
      • Anti air defense damage increased.
      • Costs increased slightly.
    • Tank Destroyer:
      • Costs decreased slightly.
    Doctrine Specific:
    • We analyzed win rates of the different Doctrines since their implementation and noticed a slightly lower win rate of Allies and Comintern compared to Axis and Panasian Doctrines; the following buffs are designed to level the playing field more.
    • Allies:
      • Commandos:
        • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
      • Destroyers:
        • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
      • Nuclear Bombers received the same buffs as Strategic Bombers.
        • +15% Range
        • +15% Hitpoints
      • Strategic Bombers:
        • Hitpoints were increased from +10% to +15%
      • Paratroopers:
        • A hitpoint buff of +10% was added.
      • Tank Destroyers:
        • The Production Costs buff was increased from -10% to -15%.
    • Axis:
      • Commandos:
        • An incorrectly assigned speed buff of +15% was removed.
      • Destroyers:
        • An incorrectly assigned speed buff of +15% was removed.
      • Heavy Tanks:
        • A Damage buff of +10% vs. all armor classes was added.
    • Comintern:
      • The upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%.
      • Medium Tanks:
        • A Damage buff of +10% vs. all armor classes was added.
        • A production time improvement of -15% was added.
    • Panasian:
      • The view range bonus of the Panasian Doctrine was decreased from +35% to +30%.
      • Flying Bombs:
        • The production time bonus was increased from -20% to -30%.
    • The Doctrine graphic on the Call of War Wiki was adjusted accordingly.
    Economy Changes:
    • The production times of later unit levels were slightly decreased to make leveling up units more worthwhile.
    • Missing daily costs were added to aircraft transports and transport ships.
    • Costs for all early game unit levels were increased and costs for late game unit levels were slightly decreased to make unit upgrading more worthwhile and to bring the game pacing more in line with game design expectations.
      • To take Infantry as an example, its costs changed per level by +20% +17% +12% +5% +0% -2% -5%.
    • Starting resources in new game rounds were adjusted:
      • Manpower at the beginning of a game round was decreased from 20,000 to 12,500.
      • Rare Materials at the beginning of a game round were decreased from 15,000 to 10,000.
    Misc. Improvements:
    • Fortifications and Bunkers take 50% of the damage that would have been dealt to other buildings in the province, in case any are present.
      • This change makes bunkers and fortifications shield other buildings from taking damage, as announced when the revamp of the building damage calculations was released in the beginning of 2021.
    • Missing information was added to the description of rocket fighters. It is now specifically mentioned that it needs airstrip/aircraft factory to fly
    • The AI was adjusted.
      • The AI produces more useful units it can control.
      • The AI is more likely to research more useful units which it can control.
      • The AI is slightly less likely to declare war on a player who is fighting in many wars already.
    General:
    • Two new tick boxes have been added to your inbox. These boxes allow you to display or hide “Player messages” and/or “System messages” in your inbox.
    • Articles about trade embargoes have been removed from the Daily European to make sure that you do not miss any essential information in the newspaper.
    • Clicking on an offer on the screen directly opens the shop.
    • Gold rounds and gold features are now marked with an icon and a tooltip when creating private game rounds in the beta client (Already the case in the standard client).
    Bug Fixes:
    • A bug was fixed that caused the second attack countdown to start right after the first attack, even though the plane returned to its home airstrip to refuel first. The second attack countdown now starts only after the refueling is completed and the plane starts for the next attack.
    • An issue was resolved that could cause the flight corridor of planes to be displayed incorrectly if a refueled stack of planes was split and sent to a specific area from its refueling location.
    • A bug was fixed that could prevent hidden units from taking damage by patrolling planes. Patrolling planes deal damage against enemy units that have been scouted/revealed by a friendly scout unit. When the enemy units become invisible to the player again (Scout unit moves out of view range) then the patrolling planes do not deal any more patrol damage to the unit.
    • An issue was resolved that prevented terrain bonuses to be applied on army unit’s damage output. Terrain damage bonuses are calculated and applied into the final damage output according to the display in the army info now.
    • A bug was fixed that caused an error message to be triggered when a coalition leader tried to kick or reassign leadership to another member of his coalition.
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  • Arcorian wrote:


    Balancing:

    Note:
    All balancing changes only apply to new game rounds, running game rounds are not affected by these changes.
    “Costs” = Research costs, production costs, and upkeep costs.
    “Slightly” = less than 5%.

    All Doctrines:
    • All aircraft:
      • The defense capabilities of aircrafts were improved by reducing the gap between attacking damage and defensive damage (attack/defense damage ratio).
        • For Interceptors from a factor of 2:1 to 1.5:1
        • For Rocket Fighters from 4:1 to 2:1
        • For all other aircraft from 3:1 to 2:1
      • This is a follow-up change to the recent fixing of wrongly applied anti aircraft damage values when planes were fighting.
    • Commandos:
      • One additional level was implemented to give more opportunities to differentiate and increase stealth fighting capabilities earlier in the game.
        • The stats of existing Commando levels were adjusted according to the new number of levels.
      • Historic pictures and names were added.
    • Flying Bomb:
      • Costs decreased slightly.
      • Hitpoints increased from 10 to 15.
    • Light Tank:
      • Movement speed increased by +5 per level.
    • Medium Tank:
      • Production time increased slightly.
    • Heavy Tank:
      • Production time increased slightly.
    • Infantry:
      • Movement speed decreased by -1 for level 6 and -2 for level 7.
      • Costs decreased slightly.
    • Militia:
      • Costs decreased.
      • Damage values decreased.
    • Nuclear Bombers:
      • Range increased from 750/850/1000 to 1200/1400/1600.
    • Paratroopers:
      • Movement speed increased by +4 per level.
      • Mobilization time after dropping decreased from 12/10/8/6 to 9/8/7/6.
    • Railroad Gun:
      • Research time increased slightly.
    • Rocket:
      • Costs decreased slightly.
      • Hitpoints increased by +5 on each level.
    • Rocket Artillery:
      • Damage reduced slightly.
      • Costs increased slightly.
      • Production time increased slightly.
      • Research time increased slightly.
    • SP Artillery:
      • Costs increased slightly.
      • Production time increased slightly.
    • SP Rocket Artillery:
      • Costs increased slightly.
      • Production time increased slightly.
      • Research time increased slightly.
    • Strategic Bombers:
      • Range increased from 400/500/600/750/900/1050/1200 to 600/800/1000/1200/1400/1600/1800.
      • Anti air defense damage increased.
      • Costs increased slightly.
    • Tank Destroyer:
      • Costs decreased slightly.
    Doctrine Specific:
    • We analyzed win rates of the different Doctrines since their implementation and noticed a slightly lower win rate of Allies and Comintern compared to Axis and Panasian Doctrines; the following buffs are designed to level the playing field more.
    • Allies:
      • Commandos:
        • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
      • Destroyers:
        • Missing speed buff of +15% was added. This buff was incorrectly assigned to the Axis Doctrine before.
      • Nuclear Bombers received the same buffs as Strategic Bombers.
        • +15% Range
        • +15% Hitpoints
      • Strategic Bombers:
        • Hitpoints were increased from +10% to +15%
      • Paratroopers:
        • A hitpoint buff of +10% was added.
      • Tank Destroyers:
        • The Production Costs buff was increased from -10% to -15%.
    • Axis:
      • Commandos:
        • An incorrectly assigned speed buff of +15% was removed.
      • Destroyers:
        • An incorrectly assigned speed buff of +15% was removed.
      • Heavy Tanks:
        • A Damage buff of +10% vs. all armor classes was added.
    • Comintern:
      • The upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%.
      • Medium Tanks:
        • A Damage buff of +10% vs. all armor classes was added.
        • A production time improvement of -15% was added.
    • Panasian:
      • The view range bonus of the Panasian Doctrine was decreased from +35% to +30%.
      • Flying Bombs:
        • The production time bonus was increased from -20% to -30%.
    • The Doctrine graphic on the <a href="https://wiki.callofwar.com/wiki/DOCTRINES" target="_blank">Call of War Wiki</a> was adjusted accordingly.
    Economy Changes:
    • The production times of later unit levels were slightly decreased to make leveling up units more worthwhile.
    • Missing daily costs were added to aircraft transports and transport ships.
    • Costs for all early game unit levels were increased and costs for late game unit levels were slightly decreased to make unit upgrading more worthwhile and to bring the game pacing more in line with game design expectations.
      • To take Infantry as an example, its costs changed per level by +20% +17% +12% +5% +0% -2% -5%.
    • Starting resources in new game rounds were adjusted:
      • Manpower at the beginning of a game round was decreased from 20,000 to 12,500.
      • Rare Materials at the beginning of a game round were decreased from 15,000 to 10,000.
    Misc. Improvements:
    • Fortifications and Bunkers take 50% of the damage that would have been dealt to other buildings in the province, in case any are present.
      • This change makes bunkers and fortifications shield other buildings from taking damage, as announced when the revamp of the building damage calculations was released in the beginning of 2021.
    • Missing information was added to the description of rocket fighters. It is now specifically mentioned that it needs airstrip/aircraft factory to fly
    • The AI was adjusted.
      • The AI produces more useful units it can control.
      • The AI is more likely to research more useful units which it can control.
      • The AI is slightly less likely to declare war on a player who is fighting in many wars already.
    General:
    • Two new tick boxes have been added to your inbox. These boxes allow you to display or hide “Player messages” and/or “System messages” in your inbox.
    • Articles about trade embargoes have been removed from the Daily European to make sure that you do not miss any essential information in the newspaper.
    • Clicking on an offer on the screen directly opens the shop.
    • Gold rounds and gold features are now marked with an icon and a tooltip when creating private game rounds in the beta client (Already the case in the standard client).
    Bug Fixes:
    • A bug was fixed that caused the second attack countdown to start right after the first attack, even though the plane returned to its home airstrip to refuel first. The second attack countdown now starts only after the refueling is completed and the plane starts for the next attack.
    • An issue was resolved that could cause the flight corridor of planes to be displayed incorrectly if a refueled stack of planes was split and sent to a specific area from its refueling location.
    • A bug was fixed that could prevent hidden units from taking damage by patrolling planes. Patrolling planes deal damage against enemy units that have been scouted/revealed by a friendly scout unit. When the enemy units become invisible to the player again (Scout unit moves out of view range) then the patrolling planes do not deal any more patrol damage to the unit.
    • An issue was resolved that prevented terrain bonuses to be applied on army unit’s damage output. Terrain damage bonuses are calculated and applied into the final damage output according to the display in the army info now.
    • A bug was fixed that caused an error message to be triggered when a coalition leader tried to kick or reassign leadership to another member of his coalition.

    Nice. I have been looking forward to a lot of the features.
    Kind regards,
    Donk
    Bytro game addict and avid CoW player.

    "Þ" > "th"



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  • As a famous Call of War philosopher said: "Dinosaurs died because they didn't evolve, luckily COW did. Let's embrace this instead of complaining."

    BMfox - Mod EN
    "The Call of War has shown us time and time again that, at times, it is the most winding paths that lead us to the most desired outcomes."

    =S El Gambino S=
  • i have been loading forums for quite some time and i see this post. TODAY!?

    (Shows posted on yesterday for me, probably a glitch ig)
    "In my humble opinion, on the subject matter, topic and content discussed beforehand; I would like to humbly propose, convey my idea on the subject and remark; this, with the help of the afforementioned post" - Karl von Krass

    "The Golden Spire is looking for members, Anyone with good sense of game mechanics and a discord account can apply"

    Secretary of Nova0213
  • Donk2.0 wrote:

    Nice. I have been looking forward to a lot of the features.
    Thanks but please don't quote the entire Changelog to comment, if everyone does it the thread would become very long and hard to read :D

    Karl von Krass wrote:

    i have been loading forums for quite some time and i see this post. TODAY!?

    (Shows posted on yesterday for me, probably a glitch ig)
    The post was indeed created yesterday, but remained hidden while it was prepared. It was published today.
  • particularly liked the doctrine balance and the terrain bug fix.

    The Patrol Defense errs me a bit but before the update it was alreasy too powerful.
    "In my humble opinion, on the subject matter, topic and content discussed beforehand; I would like to humbly propose, convey my idea on the subject and remark; this, with the help of the afforementioned post" - Karl von Krass

    "The Golden Spire is looking for members, Anyone with good sense of game mechanics and a discord account can apply"

    Secretary of Nova0213
  • Damn, the rare resources and manpower have been reduced. This is very bad news for the comintern doctrine.
    On top of it Rocket Artillery: Damage reduced slightly, Costs increased slightly, Production time increased slightly, Research time increased slightly.

    Luckily for comintern there's a least a little light at the end of the tunnel being the fact that the upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%. Medium Tanks: a Damage buff of +10% vs. all armor classes was added and a production time improvement of -15% was added.

    I think the victory ratios for comintern are about to drop.

    Interceptors that have been nerfed, that's no surprise 2/1 wasn't fair for the defender. So now it's more balanced.

    Also all artillery kinds have been nerfed, even though a bit it will still have it's impact.

    I'm happy with the AI changes though. Finally it's over with the AA spams and they will actually use more useful units. In return this means that players will have more fun attacking them.

    Players will be happy that the chance has decreased that the AI won't attack you when you have a lot of wars going on. The last you need is that an AI makes your situation even worse.

    That the trade embargo isn't published anymore in the newspaper is a good thing. It just resulted in a huge spam for large maps.

    Finally the decreased manpower and rare resources in the start of a new game will have some serious complications for the Alliance vs Alliance in the current Alliance World Cup 4. I'm not sure how that will turn out, but we'll discover sooner rather than later.

    For the ones interested, I made a YouTube video on my channel about these release notes:
    BMfox
    Moderator
    EN Community Support | Bytro Gmbh

    Check out my YouTube channel: https://www.youtube.com/c/BMfoxCallofWar


    Found a bug or need help? Send a ticket here!
  • BMfox wrote:

    Damn, the rare resources and manpower have been reduced. This is very bad news for the comintern doctrine.
    On top of it Rocket Artillery: Damage reduced slightly, Costs increased slightly, Production time increased slightly, Research time increased slightly.

    Luckily for comintern there's a least a little light at the end of the tunnel being the fact that the upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%. Medium Tanks: a Damage buff of +10% vs. all armor classes was added and a production time improvement of -15% was added.

    I think the victory ratios for comintern are about to drop.

    Interceptors that have been nerfed, that's no surprise 2/1 wasn't fair for the defender. So now it's more balanced.

    Also all artillery kinds have been nerfed, even though a bit it will still have it's impact.

    I'm happy with the AI changes though. Finally it's over with the AA spams and they will actually use more useful units. In return this means that players will have more fun attacking them.

    Players will be happy that the chance has decreased that the AI won't attack you when you have a lot of wars going on. The last you need is that an AI makes your situation even worse.

    That the trade embargo isn't published anymore in the newspaper is a good thing. It just resulted in a huge spam for large maps.

    Finally the decreased manpower and rare resources in the start of a new game will have some serious complications for the Alliance vs Alliance in the current Alliance World Cup 4. I'm not sure how that will turn out, but we'll discover sooner rather than later.

    For the ones interested, I made a YouTube video on my channel about these release notes:
    Nice video! I thought you looked different for some reason. I guess that's what happens when you don't actually know how someone looks like until you see an actual picture. Anyway, are you going to be making these videos for each update? Of so, I'm really excited for that.
    Kind regards,
    Donk
    Bytro game addict and avid CoW player.

    "Þ" > "th"



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  • Donk2.0 wrote:

    BMfox wrote:

    Damn, the rare resources and manpower have been reduced. This is very bad news for the comintern doctrine.
    On top of it Rocket Artillery: Damage reduced slightly, Costs increased slightly, Production time increased slightly, Research time increased slightly.

    Luckily for comintern there's a least a little light at the end of the tunnel being the fact that the upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%. Medium Tanks: a Damage buff of +10% vs. all armor classes was added and a production time improvement of -15% was added.

    I think the victory ratios for comintern are about to drop.

    Interceptors that have been nerfed, that's no surprise 2/1 wasn't fair for the defender. So now it's more balanced.

    Also all artillery kinds have been nerfed, even though a bit it will still have it's impact.

    I'm happy with the AI changes though. Finally it's over with the AA spams and they will actually use more useful units. In return this means that players will have more fun attacking them.

    Players will be happy that the chance has decreased that the AI won't attack you when you have a lot of wars going on. The last you need is that an AI makes your situation even worse.

    That the trade embargo isn't published anymore in the newspaper is a good thing. It just resulted in a huge spam for large maps.

    Finally the decreased manpower and rare resources in the start of a new game will have some serious complications for the Alliance vs Alliance in the current Alliance World Cup 4. I'm not sure how that will turn out, but we'll discover sooner rather than later.

    For the ones interested, I made a YouTube video on my channel about these release notes:
    Nice video! I thought you looked different for some reason. I guess that's what happens when you don't actually know how someone looks like until you see an actual picture. Anyway, are you going to be making these videos for each update? Of so, I'm really excited for that.
    Also, how did you get $300 worth of gold lol
    Kind regards,
    Donk
    Bytro game addict and avid CoW player.

    "Þ" > "th"



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  • BMfox wrote:

    Damn, the rare resources and manpower have been reduced. This is very bad news for the comintern doctrine.
    On top of it Rocket Artillery: Damage reduced slightly, Costs increased slightly, Production time increased slightly, Research time increased slightly.

    Luckily for comintern there's a least a little light at the end of the tunnel being the fact that the upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%. Medium Tanks: a Damage buff of +10% vs. all armor classes was added and a production time improvement of -15% was added.

    I think the victory ratios for comintern are about to drop.

    Interceptors that have been nerfed, that's no surprise 2/1 wasn't fair for the defender. So now it's more balanced.

    Also all artillery kinds have been nerfed, even though a bit it will still have it's impact.

    I'm happy with the AI changes though. Finally it's over with the AA spams and they will actually use more useful units. In return this means that players will have more fun attacking them.

    Players will be happy that the chance has decreased that the AI won't attack you when you have a lot of wars going on. The last you need is that an AI makes your situation even worse.

    That the trade embargo isn't published anymore in the newspaper is a good thing. It just resulted in a huge spam for large maps.

    Finally the decreased manpower and rare resources in the start of a new game will have some serious complications for the Alliance vs Alliance in the current Alliance World Cup 4. I'm not sure how that will turn out, but we'll discover sooner rather than later.

    For the ones interested, I made a YouTube video on my channel about these release notes:
    I think less manpower favor Comintern, all the others doctrine will run low on manpower earlier, the problem with Comintern was production times, but now this is going to be irrelevant if you don't have resources to keep producing units. Comintern by comparison can keep spamming when others will run out of manpower
    "Si crees que esto tendrá un final feliz, es que no has estado prestando atención"
  • Donk2.0 wrote:

    Nice video! I thought you looked different for some reason. I guess that's what happens when you don't actually know how someone looks like until you see an actual picture. Anyway, are you going to be making these videos for each update? Of so, I'm really excited for that.
    Thanks, it's all still very new to me. I only plan to do it for the bigger updates and changes to the game mechanics. The regular updates are bugfixes and small changes really. I don't think that it would be interesting enough to make a video about such minor things.


    Donk2.0 wrote:

    Also, how did you get $300 worth of gold lol
    I was second in a "Free for all which was 50k. I won 48 games, mostly I play World at War maps which gives 7k victory pay out. I have also completed a lot of achievements. Then you also have the video adds. Finally as a moderator you get a small gold pay-out every month, which I've been doing for two years now. Basically, that gold is worth 3 years of savings. I rarely use gold unless I meet a player that uses gold against me. It is my dream to meet a whale one day and to have a huge gold vs gold battle and to beat that whale into his own game.


    Danieliyoverde123 wrote:

    I think less manpower favor Comintern, all the others doctrine will run low on manpower earlier, the problem with Comintern was production times, but now this is going to be irrelevant if you don't have resources to keep producing units. Comintern by comparison can keep spamming when others will run out of manpower
    The strength of the comintern doctrine is their fast start in the game. They can produce Rocket Artillery at day one, which is one day sooner than all other doctrines. Rocket Artillery is the perfect early game unit as it versus unarmoured units. Coincidence, everyone at the start of the game only has unarmoured units in the first place. The comintern doctrine have this nice powerful baby just sitting there ready to use. Thanks to the day one Rocket Artillery, comintern doctrine can have a good and fast start where he lies good economical foundations. Now that the rare units have been nerfed however comitern players won't have enough resources to make this early game Rocket Artillery spam. Which is probably the developers reason for this change in the first place.
    BMfox
    Moderator
    EN Community Support | Bytro Gmbh

    Check out my YouTube channel: https://www.youtube.com/c/BMfoxCallofWar


    Found a bug or need help? Send a ticket here!
  • BMfox wrote:



    Danieliyoverde123 wrote:

    I think less manpower favor Comintern, all the others doctrine will run low on manpower earlier, the problem with Comintern was production times, but now this is going to be irrelevant if you don't have resources to keep producing units. Comintern by comparison can keep spamming when others will run out of manpower
    The strength of the comintern doctrine is their fast start in the game. They can produce Rocket Artillery at day one, which is one day sooner than all other doctrines. Rocket Artillery is the perfect early game unit as it versus unarmoured units. Coincidence, everyone at the start of the game only has unarmoured units in the first place. The comintern doctrine have this nice powerful baby just sitting there ready to use. Thanks to the day one Rocket Artillery, comintern doctrine can have a good and fast start where he lies good economical foundations. Now that the rare units have been nerfed however comitern players won't have enough resources to make this early game Rocket Artillery spam. Which is probably the developers reason for this change in the first place.
    rare resources was never a problem before you should still be able to keep producing rckt artillery on 2 cities with comintern, second the increase of time and resources it's Soo minimal on first lvls that I don't think will affect too much
    "Si crees que esto tendrá un final feliz, es que no has estado prestando atención"
  • BMfox wrote:

    Damn, the rare resources and manpower have been reduced. This is very bad news for the comintern doctrine.
    Since the costs changed for all Doctrines I don't see why this change should be particularly bad for Comintern. Compared relatively to the other Doctrines it will still have the same cost advantages.

    Ok day 1 rocket arty spam was nerfed slightly as well but it got to my ears that this is a rather broken strategy, so the nerf should be justified. It should still be a strong but more balanced one.

    I will check out your video! :)
  • Donk2.0 wrote:

    BMfox wrote:

    Damn, the rare resources and manpower have been reduced. This is very bad news for the comintern doctrine.
    On top of it Rocket Artillery: Damage reduced slightly, Costs increased slightly, Production time increased slightly, Research time increased slightly.

    Luckily for comintern there's a least a little light at the end of the tunnel being the fact that the upkeep cost reduction of the Comintern Doctrine was increased from -25% to -30%. Medium Tanks: a Damage buff of +10% vs. all armor classes was added and a production time improvement of -15% was added.

    I think the victory ratios for comintern are about to drop.

    Interceptors that have been nerfed, that's no surprise 2/1 wasn't fair for the defender. So now it's more balanced.

    Also all artillery kinds have been nerfed, even though a bit it will still have it's impact.

    I'm happy with the AI changes though. Finally it's over with the AA spams and they will actually use more useful units. In return this means that players will have more fun attacking them.

    Players will be happy that the chance has decreased that the AI won't attack you when you have a lot of wars going on. The last you need is that an AI makes your situation even worse.

    That the trade embargo isn't published anymore in the newspaper is a good thing. It just resulted in a huge spam for large maps.

    Finally the decreased manpower and rare resources in the start of a new game will have some serious complications for the Alliance vs Alliance in the current Alliance World Cup 4. I'm not sure how that will turn out, but we'll discover sooner rather than later.

    For the ones interested, I made a YouTube video on my channel about these release notes:
    Nice video! I thought you looked different for some reason. I guess that's what happens when you don't actually know how someone looks like until you see an actual picture. Anyway, are you going to be making these videos for each update? Of so, I'm really excited for that.
    hey, if you read again, its actually a buff to the aircraft in defence, not a nerf.
  • GeneralElJeffy wrote:

    hey, if you read again, its actually a buff to the aircraft in defence, not a nerf.
    No it's a nerf for the attacking planes. For the defending planes nothing has changed, they still have the same damage output. 2/1 had been nerfed to 1,5/1
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