Balancing changes - 2024-06-25

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    • Balancing changes - 2024-06-25




      Economic rebalance! Changed production costs for ALL units.

      In this update we’re going to have a look at one of the most fundamental aspects of Call of War: The Economy! More specifically, we are going to change production costs for all units in the game.

      We are aiming for multiple effects with our changes:
      • Economic choices, and what units are prioritized in production, matter more in the early game
      • We want to shine a spotlight on higher level units, so we are simplifying the access to them
      • Bigger focus on preserving and upgrading already existing units, rewarding long term strategic planning.
      To that end, we are slightly raising resource requirements for production in the early game, while lowering costs a bit in the late game. Compared to the current balancing, prices rise the most for Lvl. 1. Each following level is seeing a smaller increase. The overall tipping point happens at gameday 10, after which unit levels become progressively less and less expensive.

      For a detailed, by the numbers breakdown of the changes, please head to the detailed Release Notes.



      All balancing changes are now available on newly created maps, so go test them out!

      We are going to deploy more frequent balance changes so that our best and brightest commanders can show off their skills, coming up with new strategies as the battlefield evolves. To make these balancing iterations a success, we are relying on your feedback. We have set up a dedicated feedback channel on Discord for everything balance related, so that you can make your voice be heard.

      We are looking forward to hearing your stories from the battlefield, your thoughts on the changes or what your vision for future updates is!

      Your Bytro Team
      Discord: Call of War
      Facebook: Call of War
      Twitter: Call of War
    • I've been playing Bytro games since 2009, and what has been done recently is heavily against the players.Another "balance" update, but it's actually about reducing the number of units on the maps. A very simple way to fix optimization issues and to use increasingly cheaper servers.The 100-player x4 map with reduced resources. Increasing unit costs... then research costs, and now increasing the prices of all units. On small maps, the game ends after 8 days... and sometimes it's the same on historical maps. Where will these changes be utilized? Nowhere. It is just a PLAIN LIMITATION OF UNITS ON THE MAP TO SAVE ON SERVERS AND POOR OPTIMIZATION.
      No regards. :tumbleweed: :wallbash
      Shaya will come for you. And you will do nothing. Because you can do nothing
    • I wonder what will it do. Usually as Panasians i built Artillery lvl1 early and then switched to tanks, so i dont waste goods but this playstyle got heavily nerfed. Axis has nice melee early game units but upgrading them is still expensive if they are damaged so they are nerfed as well.

      Isn't it buff for Allies and Comintern then? Just play safe early game and scale to later stages. It sounds perfect for Comintern which spams artillery and will preserve most early game units. Allies obviously will access those cheaper higher tier units before other doctrines so pretty nice for them.
    • Experienced players: please correct me if I am wrong. But here are my initial thoughts

      Let's take a look at the four doctrines and see how they are affected by this update (ranked by my previous preference)

      Pan Asian seems to be the least affected here, as their units aren't inherently weaker/stronger than average, so having less of them would not seem to be a big deal. (They do have less HP but usually deal more damage so it's close to a wash). I am not sure how the update affects early game rushes for them yet. Overall I think they are slightly nerfed.

      Axis seems buffed quite a bit here. Let me explain with an (exaggerated) example . Let's say that you are axis and your opponent is comitern. There is a 25% damage and production cost difference. is it going to be easier to win with 20 axis units vs 25 comitern or 100 vs 125? Axis is just going to be harder to overwhelm with limited units and less damage output. This is not even mentioning that late game units (which axis has plenty of) got buffed overall. Those axis MTs are looking unstoppable about now.

      Comitern just got trashed. big time. Your numbers advantage is greatly reduced, it is gonna be just about impossible to survive in the early/mid game with a like this. you don't even have too many late game units to help. Just MTs (that are inferior to axis) and sp rocket rt.

      Allies got way better with the update. They are a mid/late game doc so the unit prices right away aren't that big of a deal. you can research faster so it won't be long before you have doom stacks of sp rt, TDs, SP AA, and ACs. commandos are good too.

      My new (tentative, I have to play before I say for certain) doctrine rankings.

      Axis
      Pan asian
      Allies
      Comitern

      The post was edited 5 times, last by overnor ().

    • I disagree with Axis and Comintern. Axis has a lot of early game units that are melee, therefore it will cost them way more than before to expand quickly and they will have to compromise building industries. But they will be able to spam more RRGs later.

      Comintern likes early game cost increases bcs they will be able to afford all their units anyway and they have buffed production times which is often the issue - to build all the units they can afford in reasonable time, maybe they can save now on not doubling production buildings. It will be easier to survive untill having SPRA, SPAA and recently buffed HTs.

      Later on i can see reduced costs being the issue, when you need a lot of production buildings on high level to even spend your resources.

      Generally seems like quick expansion will be affected the most while those passive players waiting untill their neighbors start fighting will get rewarded even more. Also way more fighting bots since it will be more difficult to take out inactive players before bots take over which is pure pain.
    • Those "recently buffed HTs" are still sub optimal in most cases. The problem is that the docs with HT buffs (axis and comitern) are the same ones with MT buffs.

      Axis will be just fine with the update because their early game units can still kick everyone else around, and late game they have MTs, SPAA, rocket fighters, and RRGs.
    • Axis MTs got trashed by Comintern HTs which cost about the same, not to mention other Comintern units like ATs and Artillery. Comintern has very strong SPRA when paired with SPAA is countered only by Axis RRG so the only late game unit that Axis has is RRG which comes in quite late and if u want to have the economy to build them you will struggle balancing even more expensive early units that wear off and building industries.
    • Looking at the update this rewards highly aggressive players and actually benefits Axis the most.

      First day won't be the problem until a player finished using their starting resources. At that point your army will be 1-2 units smaller than the old economy.

      The ratio of new units vs Starting units is now smaller so starting unit strength becomes more important & Axis has more powerful units overall.

      second factor is the reduced manpower requirements. Whenever I play axis my hard limit is how much manpower I have. I can conquer territory and get resources with the capture bonus but there is no equivalent boost for manpower.
      I also can't get manpower on the market.

      This resource cost increase and manpower decrease rewards fast and hard expansion.
    • mindfields wrote:

      Looking at the update this rewards highly aggressive players and actually benefits Axis the most.

      First day won't be the problem until a player finished using their starting resources. At that point your army will be 1-2 units smaller than the old economy.

      The ratio of new units vs Starting units is now smaller so starting unit strength becomes more important & Axis has more powerful units overall.

      second factor is the reduced manpower requirements. Whenever I play axis my hard limit is how much manpower I have. I can conquer territory and get resources with the capture bonus but there is no equivalent boost for manpower.
      I also can't get manpower on the market.

      This resource cost increase and manpower decrease rewards fast and hard expansion.
      100% agree. axis and allies are both going to get stronger from the update.