TinSoldier
New member
- Joined
- Jun 4, 2017
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Greetings Leaders!
The development team has reviewed results of Stage One and, overall, it was a success. We did see a slight decrease in the overall number of 5-star battles, which was expected. Therefore, we are proceeding forward with Stage Two! We have been reading through all of your proposed suggestions and, as you will see below, some of those ideas are issues we are trying to address as part of the rebalance. We want take a moment to thank you again for voicing your concerns and feedback and to continue telling us what you think!
In this Stage Two spotlight we are covering the changes to defensive buildings as well as many changes for attacking troops and tactics, which will be going live on October 4th. If you’d like to see a basic list of these changes, they can be found at the end of this spotlight. If you missed the introduction or stage one spotlights you can check them out below:
Combat Rebalance Introduction
Combat Rebalance Stage One
To take steps towards our overall goal of making 5-star battles less common, all defensive buildings will have increased hitpoints and some will have increased damage. More specifically, defenses like Towers and Redoubts will become more effective at dispatching infantry troops. On the other hand, Catapult damage will remain the same or slightly decrease at various levels to compensate for other buildings becoming stronger at eliminating infantry troops. The increases to building hitpoints start small in the Classical Age and ramp up into the later ages as players field significantly larger forces with the Stronghold and Airstrip on top of their Barracks troops and mercenaries.
Although defenses will be getting stronger, we want to make sure that airplanes and certain tactics/troops still remain viable and important parts of a well-rounded army needed for achieving the perfect victory, so some of those troops and tactics will be improved as well. The troop that will receive the most drastic changes in this stage is the Attack Helicopter, so it deserves a little more explanation.
The primary role of this troop is a ‘tank’ troop: one that is good at dealing with defenses and mitigating incoming damage. Heavy cavalry fill this role well by having high hitpoints. They soak up a lot of damage while distracting defenses from attacking your other troops. Since helicopters are lightly armored and have low hitpoints, they need to fill this role differently by destroying defenses quickly before they pose a significant threat to your troops. Their damage output was not quite high enough to make them effective in this way, so these changes should make them feel more useful. They will, however, require some different supporting troops/tactics/strategies as compared to heavy cavalry to ensure they are not overwhelmed by defenders. Their training costs will also be reduced to make them a more compelling choice to fill the ‘tank’ role in an army.
While on the topic of distracting defenses and mitigating incoming damage, we do need to address the power of Decoys. Their high hitpoints and long duration have made them too easy of a choice in the current tactics balance, so reductions to both of those values will make them feel more appropriate compared to the other tactics. This is partly because the resource training cost of some tactics (Barrage, First Aid, Demolition, and Decoys) will be reduced by half in support of one of our other goals for this rebalance initiative: making sure strong attackers bring home more resources..
One of the trends we have been seeing in the data for PvP battles is that players are doing more small-scale raids, using only a handful of troops, for resources rather than all-out assaults. The full-scale battles that require tactics, planes, and other forces are the most fun, but also require the most lucrative targets to execute. We want players to do more of these types of attacks, so we are making several changes to make victories more profitable. As mentioned above, the resource training cost of Barrage, First Aid, Demolition, and Decoys will be reduced by half, making them more cost-effective choices compared to the other tactics. Additionally, airplane oil training costs will be decreased by about 10% for all levels. The DOMINATION! Bonus was also introduced to help make victories more profitable for this goal.
With 5-star battles being tougher to achieve, we are also making some changes to the National Trade Good(NTG) drop rates. When players do get NTGs from a 5-star victory, they will be guaranteed to get two, rather than only having a chance to get two. Additionally, the Alliance Perk Allied Plunder will be increased to provide you with three NTGs instead of two. Other bonuses that provide additional NTGs from battles will still function the same.
While our ultimate goal for this rebalance is to make battles tougher, the complimentary changes to troops, tactics, and rewards should ensure that well-prepared attackers can still dominate their opponents and return home with a plethora of resources.
In the next design spotlight, I’m going to cover the changes to defenders, Machine Guns, Bazookas, and more!
- Brad
Change List
The development team has reviewed results of Stage One and, overall, it was a success. We did see a slight decrease in the overall number of 5-star battles, which was expected. Therefore, we are proceeding forward with Stage Two! We have been reading through all of your proposed suggestions and, as you will see below, some of those ideas are issues we are trying to address as part of the rebalance. We want take a moment to thank you again for voicing your concerns and feedback and to continue telling us what you think!
In this Stage Two spotlight we are covering the changes to defensive buildings as well as many changes for attacking troops and tactics, which will be going live on October 4th. If you’d like to see a basic list of these changes, they can be found at the end of this spotlight. If you missed the introduction or stage one spotlights you can check them out below:
Combat Rebalance Introduction
Combat Rebalance Stage One
To take steps towards our overall goal of making 5-star battles less common, all defensive buildings will have increased hitpoints and some will have increased damage. More specifically, defenses like Towers and Redoubts will become more effective at dispatching infantry troops. On the other hand, Catapult damage will remain the same or slightly decrease at various levels to compensate for other buildings becoming stronger at eliminating infantry troops. The increases to building hitpoints start small in the Classical Age and ramp up into the later ages as players field significantly larger forces with the Stronghold and Airstrip on top of their Barracks troops and mercenaries.
Although defenses will be getting stronger, we want to make sure that airplanes and certain tactics/troops still remain viable and important parts of a well-rounded army needed for achieving the perfect victory, so some of those troops and tactics will be improved as well. The troop that will receive the most drastic changes in this stage is the Attack Helicopter, so it deserves a little more explanation.
The primary role of this troop is a ‘tank’ troop: one that is good at dealing with defenses and mitigating incoming damage. Heavy cavalry fill this role well by having high hitpoints. They soak up a lot of damage while distracting defenses from attacking your other troops. Since helicopters are lightly armored and have low hitpoints, they need to fill this role differently by destroying defenses quickly before they pose a significant threat to your troops. Their damage output was not quite high enough to make them effective in this way, so these changes should make them feel more useful. They will, however, require some different supporting troops/tactics/strategies as compared to heavy cavalry to ensure they are not overwhelmed by defenders. Their training costs will also be reduced to make them a more compelling choice to fill the ‘tank’ role in an army.
While on the topic of distracting defenses and mitigating incoming damage, we do need to address the power of Decoys. Their high hitpoints and long duration have made them too easy of a choice in the current tactics balance, so reductions to both of those values will make them feel more appropriate compared to the other tactics. This is partly because the resource training cost of some tactics (Barrage, First Aid, Demolition, and Decoys) will be reduced by half in support of one of our other goals for this rebalance initiative: making sure strong attackers bring home more resources..
One of the trends we have been seeing in the data for PvP battles is that players are doing more small-scale raids, using only a handful of troops, for resources rather than all-out assaults. The full-scale battles that require tactics, planes, and other forces are the most fun, but also require the most lucrative targets to execute. We want players to do more of these types of attacks, so we are making several changes to make victories more profitable. As mentioned above, the resource training cost of Barrage, First Aid, Demolition, and Decoys will be reduced by half, making them more cost-effective choices compared to the other tactics. Additionally, airplane oil training costs will be decreased by about 10% for all levels. The DOMINATION! Bonus was also introduced to help make victories more profitable for this goal.
With 5-star battles being tougher to achieve, we are also making some changes to the National Trade Good(NTG) drop rates. When players do get NTGs from a 5-star victory, they will be guaranteed to get two, rather than only having a chance to get two. Additionally, the Alliance Perk Allied Plunder will be increased to provide you with three NTGs instead of two. Other bonuses that provide additional NTGs from battles will still function the same.
While our ultimate goal for this rebalance is to make battles tougher, the complimentary changes to troops, tactics, and rewards should ensure that well-prepared attackers can still dominate their opponents and return home with a plethora of resources.
In the next design spotlight, I’m going to cover the changes to defenders, Machine Guns, Bazookas, and more!
- Brad
Change List
- Troops
- Airplanes/Paratroopers
- Damage greatly increased
- Hitpoints increased slightly
- Training costs decreased slightly
- Commando
- Damage bonus against defensive buildings greatly increased
- Hitpoints increased slightly
- Heavy Tank
- Damage increased significantly
- Tactical Helicopter/MRL/Wall Miner/Ballista/Supply Cart/Mortar
- Hitpoints increased slightly
- Attack Helicopter
- Damage increased
- Damage bonus against defensive buildings increased
- Hitpoints increased
- Training costs and time decreased
- Zero (Expedition troop)
- Damage increased
- Hitpoints increased
- Mangonel (Mongolian coalition troop)
- Hitpoints increased slightly
- Airplanes/Paratroopers
- Event Troops
- Ninja/Shinobi/Elite Commando
- Damage bonus against defensive buildings greatly increased
- Hitpoints increased slightly
- B-17 Bomber
- Damage increased greatly
- Hitpoints increased slightly
- C-119 Flying Boxcar
- Hitpoints increased slightly
- Supply Convoy
- Hitpoints increased slightly
- Armored Vehicle (deployed from the C-119 Flying Boxcar)
- Damage increased greatly
- Hitpoints increased slightly
- Attack Helicopter/Heavy Attack Helicopter
- Damage increased
- Damage bonus against buildings increased
- Hitpoints increased slightly
- Training costs and time decreased
- Veteran Combat Engineer
- Hitpoints increased slightly
- Cannon/Field Howitzer/Heavy Artillery
- Hitpoints increased slightly
- Mortar/Heavy Field Mortar/Guard Mortar
- Hitpoints increased slightly
- Heavy Tank Mk3/Mk4/Mk6
- Damage increased significantly
- Red Baron
- Damage greatly increased
- Hitpoints increased slightly
- Night Witch
- Damage greatly increased
- Hitpoints increased slightly
- B-45 Tornado
- Damage greatly increased
- Hitpoints increased slightly
- Supply Cart
- Hitpoints increased slightly
- Ha-To Heavy Mortar
- Hitpoints increased slightly
- Hwacha
- Hitpoints increased slightly
- Plague Doctor
- Hitpoints increased slightly
- Master Assassin
- Assassin decoy duration decreased to 12 seconds
- Plague Catapult
- Hitpoints increased slightly
- Tactical Helicopter
- Hitpoints increased slightly
- P-51 Red Tail
- Damage greatly increased
- Hitpoints increased slightly
- MRL Mk1
- Hitpoints increased slightly
- Ninja/Shinobi/Elite Commando
- Tactics
- Demolition
- Damage increased greatly
- Training cost decreased by half
- Decoys
- Duration greatly decreased
- Decoy infantry and tank hitpoints greatly decreased
- Training cost decreased by half
- Barrage
- Training cost decreased by half
- First Aid
- Training cost decreased by half
- Demolition
- National Trade Goods (Base Drop Rate)
- When you get a National Trade Good from a 5-star victory, you are now guaranteed two
- Alliance Perks
- Allied Plunder - When you get National Trade Goods from a 5-star victory, you are now guaranteed three
- Defensive Buildings
- Air Defense
- Hitpoints greatly increased
- Redoubt
- Damage increased slightly
- Hitpoints greatly increased
- Catapult
- Damage reduced slightly
- Hitpoints greatly increased
- Missile Silo
- Hitpoints greatly increased
- S.A.M. Battery
- Damage increased slightly
- Decoy Trap
- Hitpoints greatly increased
- Garrison
- Hitpoints greatly increased
- Bunker
- Hitpoints greatly increased
- Stable
- Hitpoints greatly increased
- Tower
- Damage increased slightly
- Hitpoints greatly increased
- Ballista Tower
- Hitpoints greatly increased
- Sniper Tower
- Hitpoints greatly increased
- Rocket Arsenal
- Hitpoints greatly increased
- Air Defense
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