Blanchard Serge
Well-known member
- Joined
- Mar 13, 2019
- Messages
- 12
Greetings, BHG leaders,
The Factory building accentuates the imbalance of the game between attack and defense. Attackers who use the Infantry Mortar/Artillery/Paratrooper composition with PROTECT tactic have far too many bonuses at their disposal. There are several reasons for this imbalance:
It's not normal for infantry mortars to benefit from the percentages of siege units. So we can have 4 positions on Weapon and Armor artifacts at the museum, the same at the council etc…
Too much attack speed on infantry mortars and siege units.
The duration of the PROTECT tactic is too long, with the Léonidas committee on the board, we get close to 28 seconds per tactic. With 6 Aegis on my infantry mortars already with 281% life points become immortals (70% Aegis damage reduction and the 8% of the Obstruction Emitter ammunition).
The firing speed is excessive with the Mongols coalition 76% and 11% of the 2 ammunition. The defenders produced by defensive buildings become ineffective against infantry mortars. The range of defenders is 3 compared to a range of 6 for infantry mortars.
The range of 1 on Tower type defensive buildings is not enough to counterbalance. Whether it's towers, sniper towers, mortars, machine guns, they don't do enough damage on a unit with 78% damage reduction.
Anti-tank guns take too long to target a unit.
With this composition the air defenses are of little use, the transporters do not fly over the base.
A defender has too much ammunition to produce to deal with attackers.
Game balancing
Remove bonuses from mortar siege units.
Reduce the duration of the PROTECT tactic. Like you did with the SABOTAGE tactic, or neutralize it with a Drone directive.
Reduce mortar attack speed.
The PROTECT tactic causes cheating over time. I have seen players using 3 aegis when dropping troops, retaining the PROTECT throughout the fight.
The Factory building accentuates the imbalance of the game between attack and defense. Attackers who use the Infantry Mortar/Artillery/Paratrooper composition with PROTECT tactic have far too many bonuses at their disposal. There are several reasons for this imbalance:
It's not normal for infantry mortars to benefit from the percentages of siege units. So we can have 4 positions on Weapon and Armor artifacts at the museum, the same at the council etc…
Too much attack speed on infantry mortars and siege units.
The duration of the PROTECT tactic is too long, with the Léonidas committee on the board, we get close to 28 seconds per tactic. With 6 Aegis on my infantry mortars already with 281% life points become immortals (70% Aegis damage reduction and the 8% of the Obstruction Emitter ammunition).
The firing speed is excessive with the Mongols coalition 76% and 11% of the 2 ammunition. The defenders produced by defensive buildings become ineffective against infantry mortars. The range of defenders is 3 compared to a range of 6 for infantry mortars.
The range of 1 on Tower type defensive buildings is not enough to counterbalance. Whether it's towers, sniper towers, mortars, machine guns, they don't do enough damage on a unit with 78% damage reduction.
Anti-tank guns take too long to target a unit.
With this composition the air defenses are of little use, the transporters do not fly over the base.
A defender has too much ammunition to produce to deal with attackers.
Game balancing
Remove bonuses from mortar siege units.
Reduce the duration of the PROTECT tactic. Like you did with the SABOTAGE tactic, or neutralize it with a Drone directive.
Reduce mortar attack speed.
The PROTECT tactic causes cheating over time. I have seen players using 3 aegis when dropping troops, retaining the PROTECT throughout the fight.