What is the Most Useless CoW Unit?

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  • What is the Most Useless CoW Unit?

    Hello everyone,

    We would like to know what you think is the most useless unit in Call of War is? Let us know your thoughts.

    The loser (most useless) will be improved by Bytro (Game Developers) to be more useful and most importantly help the unwanted unit to get a nice new home with lots of new friends.

    Please take a few moments to vote in the below polls and even leave a comment naming the unit you do not like to use and why so

    To make it easy wehave divided each of the 5 class’s in separate polls so you can vote from each.


    This vote will close on August 31st 2016 at 11:59pm (September 1st)
    Chánfucius
    Community Support

    The post was edited 2 times, last by Dr. Leipreachán ().

  • What is the Most Useless CoW Unit? (Armor) 46
    1.  
      Heavy tank (13) 28%
    2.  
      Armored car (11) 24%
    3.  
      Tank destroyer (10) 22%
    4.  
      SP Artillery (4) 9%
    5.  
      SP Anti Air (4) 9%
    6.  
      Anti tank (3) 7%
    7.  
      Anti Air (1) 2%
    8.  
      Artillery (0) 0%
    9.  
      Light tank (0) 0%
    10.  
      Medium tank (0) 0%
    Ends September 1st 2016
    Chánfucius
    Community Support
  • What is the Most Useless CoW Unit? (Secret) 45
    1.  
      Rocket Fighter (22) 49%
    2.  
      Railroadgun (12) 27%
    3.  
      Commandos (4) 9%
    4.  
      Nuclear Battleship (4) 9%
    5.  
      Rocket (1) 2%
    6.  
      Nuclear Bomber (1) 2%
    7.  
      Nuclear Rocekt (1) 2%
    8.  
      Nuclear Carrier (0) 0%
    9.  
      Nuclear Submarine (0) 0%
    Ends September 1st 2016
    Chánfucius
    Community Support
  • My justifications:

    Militia - Have yet to figure out what they are good for.
    Heavy tank - Just too slow to be useful, even for a slow player like myself.
    Strategic bomber - All the others are useful, so I had to throw out the one I use the least.
    Cruiser - Easily replaced with other units.
    Secret - Wish there were no nuclear options!
  • Paramunac wrote:

    It would maybe be better if you didn't reveal that unit(s) with the most votes will be improved, it might lead to... not so honest voting. Some people may decide to vote for some units just because they want them to become stronger.

    oceanhawk wrote:

    Needs to be an anonymous vote :P

    no results display :)
    it's impossible to not show results in cow polls
    Estoy dispuesto a darlo todo, a luchar por lo que soy, a ser libre dentro de mi, a guerrear mientras viva.

    Manual: Básico y Machiavelli
  • nemuritor98_ wrote:

    Paramunac wrote:

    It would maybe be better if you didn't reveal that unit(s) with the most votes will be improved, it might lead to... not so honest voting. Some people may decide to vote for some units just because they want them to become stronger.

    oceanhawk wrote:

    Needs to be an anonymous vote :P

    no results display :)
    it's impossible to not show results in cow polls
    Thought the admins had special powers :S



    If Socialists understood Economics, they wouldn't be socialists
    -Friedrich von Haye


  • Are we supposed to vote in each category? Or just the overall? Anyway I never built a nuclear ship of any kind, so I can't say if they are useful or not, Of the remaining, the rocket fighter has the least use due to range, not combat effectiveness. As far as combat effectiveness once actually in a battle, they are OP. Getting them in a battle though is more than a little tricky. You might improve them by allowing them a faster convoy speed as they get trucked to an airfield in range of the enemy. Or as I mentioned in the suggestions thread, letting them operate from a certain level carrier. Maybe level 4 or 5 carriers could hold Rocket fighters? Then the ships could take the risk of closing to their effect range of the enemy, if they wanted.

    The post was edited 3 times, last by Redd Baron ().

  • I only voted in 1 category, for the Armored Car, but I also feel Tank Destroyers and Artillery have notable issues. I will explain why. I also feel I should mention I did not vote in other categories because I feel most of it is already adequate. But I do have comments on some units.

    For the Armored Car I must note it is underpowered, especially in the later lvls, in Real life by the end of the war many armored cars were using main guns equal to medium tanks to allow them to hit heavier targets. Armored Cars are already faster than light tanks, have weaker armor, but the game lacks the detail they should have fire power at least equal to Light tanks, or at least as the tech level goes up the gap should be closed some.

    Artillery is deficient in its anti-naval power, in real life Coastal Artillery was a key defense with I'm sure AP Shells to penetrate ship's hulls. In the game this is not reflected and in fact once Artillery goes past tech lvl 3 the naval damage drops to 0.2 from 0.3, this actually makes it better not to research high lvl artillery. I believe the early tech damage of 0.3 is acceptable only if at tech level 4 the damage is increased to 0.4.

    Tank Destroyers seem... unneeded. They don't really out shine even medium tanks which are more reasonable to produce but in real life TDs were just cheaper ways to mount heavy AT-guns. Giving them an additional 25% Damage bonus on Plains and Hill regions may make them more tactical to use as in real life they would gain and edge in long range sniping across open ground or ambushes from hills.

    I find the Infantry and Air Units to be adequate for now, Naval power is also reasonably balanced but Destroyers may benefit with some kind of bonus in close combat with other ships when the units are literally in the same spot and cannot disengage... in real life this kind of close fighting would allow Destroyers to deploy torpedoes effectively allowing them to even do some serious damage to battleships. But that would probably be a whole new line of stats and a lot of work for game staff.

    I find the special units adequate as well but I feel as though Rockets are too dependable. In real life many rockets, like the V1 and V2 were not accurate and could just land in an open field far from the target. I think they need to be scaled down and perhaps even add a moderate chance of some rockets not doing any damage as they miss the target, that chance would decline as the tech level goes up of course.