Guys,
This thread started from a spin out of a post asking if the Dompedia description for MRL units (multiple rocket launchers) was wrong, or whether the unit had become broken somehow? Original link here → https://forum.nexonm.com/forum/nexon...cription-wrong
Turns out both are true, lol. The Dompedia description has the attack rating for MRLs about 10x higher than the attack value actually is. And, from the feedback from more experienced players, the MRL unit is generally pretty lousy. Which is why nobody uses them.
But guys comments on the original MRL question got me to thinking that there seem to be a lot of unit classes in Dom that are really unpopular.
So I decided to figure what units attackers are actually using. Below I've listed every attacker in my Defense Log. If the attacking army included that troop type, they add +1 point:
Rifles 23
Infantry 17
Engineers 12
Raiders 11
Fighter planes 9
Tanks 9
Artillery 8
Bombers 3
Assault vehicles 3
Tac helicopter 3
Generals 3
Machine guns 2
Ambulance 2
Paratroops 2
Heavy tank 1
Most attacking armies, in MP, seem to have a core of rifles and/or infantry, tanks and artillery... Pure looters usually went for raiders plus engineers, with maybe some of the other stuff... Fighters were well used too... But less than four armies in my entire defense log chose anything outside that list...
Worth noting that some unit classes were really unpopular and never got chosen by an MP attacker:
Mortars 0
Attack helicopter 0
Commando 0
Bazooka 0
Armored car 0
APC 0
MRL (rocket launcher) 0
The last five are all factory troops so I guess it makes sense that nobody wants to use em to raid for oil in MP, if it's gonna cost you a heap of oil to do it. But given that fighters, bombers, tactical helicopters, heavy tanks and even paratroops, which also cost a ton of oil, DID get used for MP, there's obviously something about the five factory troops that were not chosen that makes them less useful.
Soooooo, where I'm getting to with this, is hey Nexon, it would be really neat if you could maybe consider rebalancing these unpopular units... It's awesome that you've created cool unit classes and fun animations, to make Dominatinons more interesting... but some of these guys, mortars and MRLs especially, are never, ever used...
As an opener, how about these as suggestions...
Mortars - (1) increase DPS (right now mortar DPS is less than infantry DPS, and I've seen enough Tom Hanks films to know that if a mortar hits you, you're not fighting no more), (2) add splash damage vs infantry (from Tom Hanks films again, lol), (3) reduce troop space to maybe 4
Attack helicopter - (1) reduce their vulnerability from troop fire (I don't remember many Vietnam films where a single artillery unit took out a fleet of choppers), (2) increase damage per second (at 49 DPS, an attack helicopter needs nearly 30 seconds to kill one infantryman or a lifetime to kill a regular tank... Guys, have you seen the Road to Basra cockpit videos?!?!)
Commando - actually I kinda like these, and reckon they're used in ww not mp
Bazooka - (1) increase DPS (right now a bazooka needs about >20x hits to kill a regular tank, or 35x hits to kill a heavy tank. In this game, that's not ever going to happen. But I'm guessing 2-3x bazooka hits would do the trick in the real world?), (2) if you increased DPS to something more realistic, to make these guys more useful, then maybe reduce their hp to balance that (a bazooka probably shouldn't have much more hitpoints than a regular infantryman)
Armored car - these are handy for rapid response infantry eaters, in a town center defense role for ww; their oil cost makes them useless as actual raiders tho
APC - almost never seen in MP, but occasionally used for ww, these guys feel useful once you add the library upgrades; could increase the hp a bit tho? Right now an APC hp is 10% of a tank hp, 50% of an armored car, or 75% of a commando. Are APCs really that weak?
MRL - Rocket launchers are an awesome idea. From other WW2 games I've played, German Nebelwerfer and Soviet Katyusha rocket launchers were rapid fire, high impact, infantry killers... Wikipedia reckons four Soviet Katyusha batteries threw out the same amount of TNT as 72 (yes, you read that right, seventy two!) regular artillery guns... to move Dom's MRLs even close to real world, you gotta seriously up their DPS (right now an MRL fires with less DPS than a rifle guy, and enjoys only slightly higher defensive hp than an infantryman, for the bargain price of 600 oil each)... Could maybe add shock suppression versus surrounding enemy troops too... those squealy noises must have been seriously off-putting, right?
Just some quick ideas. You guys are the experts. As always, thanks for a great game! Please take this as the request for minor tweaking that it is. To make the wonderfully wide range of units that you've taken so much effort to create useful to your player base.
I'd love my base to get hit by more than just the usual suspect units... and I'd be happy to use em too...
This thread started from a spin out of a post asking if the Dompedia description for MRL units (multiple rocket launchers) was wrong, or whether the unit had become broken somehow? Original link here → https://forum.nexonm.com/forum/nexon...cription-wrong
Turns out both are true, lol. The Dompedia description has the attack rating for MRLs about 10x higher than the attack value actually is. And, from the feedback from more experienced players, the MRL unit is generally pretty lousy. Which is why nobody uses them.
But guys comments on the original MRL question got me to thinking that there seem to be a lot of unit classes in Dom that are really unpopular.
So I decided to figure what units attackers are actually using. Below I've listed every attacker in my Defense Log. If the attacking army included that troop type, they add +1 point:
Rifles 23
Infantry 17
Engineers 12
Raiders 11
Fighter planes 9
Tanks 9
Artillery 8
Bombers 3
Assault vehicles 3
Tac helicopter 3
Generals 3
Machine guns 2
Ambulance 2
Paratroops 2
Heavy tank 1
Most attacking armies, in MP, seem to have a core of rifles and/or infantry, tanks and artillery... Pure looters usually went for raiders plus engineers, with maybe some of the other stuff... Fighters were well used too... But less than four armies in my entire defense log chose anything outside that list...
Worth noting that some unit classes were really unpopular and never got chosen by an MP attacker:
Mortars 0
Attack helicopter 0
Commando 0
Bazooka 0
Armored car 0
APC 0
MRL (rocket launcher) 0
The last five are all factory troops so I guess it makes sense that nobody wants to use em to raid for oil in MP, if it's gonna cost you a heap of oil to do it. But given that fighters, bombers, tactical helicopters, heavy tanks and even paratroops, which also cost a ton of oil, DID get used for MP, there's obviously something about the five factory troops that were not chosen that makes them less useful.
Soooooo, where I'm getting to with this, is hey Nexon, it would be really neat if you could maybe consider rebalancing these unpopular units... It's awesome that you've created cool unit classes and fun animations, to make Dominatinons more interesting... but some of these guys, mortars and MRLs especially, are never, ever used...
As an opener, how about these as suggestions...
Mortars - (1) increase DPS (right now mortar DPS is less than infantry DPS, and I've seen enough Tom Hanks films to know that if a mortar hits you, you're not fighting no more), (2) add splash damage vs infantry (from Tom Hanks films again, lol), (3) reduce troop space to maybe 4
Attack helicopter - (1) reduce their vulnerability from troop fire (I don't remember many Vietnam films where a single artillery unit took out a fleet of choppers), (2) increase damage per second (at 49 DPS, an attack helicopter needs nearly 30 seconds to kill one infantryman or a lifetime to kill a regular tank... Guys, have you seen the Road to Basra cockpit videos?!?!)
Commando - actually I kinda like these, and reckon they're used in ww not mp
Bazooka - (1) increase DPS (right now a bazooka needs about >20x hits to kill a regular tank, or 35x hits to kill a heavy tank. In this game, that's not ever going to happen. But I'm guessing 2-3x bazooka hits would do the trick in the real world?), (2) if you increased DPS to something more realistic, to make these guys more useful, then maybe reduce their hp to balance that (a bazooka probably shouldn't have much more hitpoints than a regular infantryman)
Armored car - these are handy for rapid response infantry eaters, in a town center defense role for ww; their oil cost makes them useless as actual raiders tho
APC - almost never seen in MP, but occasionally used for ww, these guys feel useful once you add the library upgrades; could increase the hp a bit tho? Right now an APC hp is 10% of a tank hp, 50% of an armored car, or 75% of a commando. Are APCs really that weak?
MRL - Rocket launchers are an awesome idea. From other WW2 games I've played, German Nebelwerfer and Soviet Katyusha rocket launchers were rapid fire, high impact, infantry killers... Wikipedia reckons four Soviet Katyusha batteries threw out the same amount of TNT as 72 (yes, you read that right, seventy two!) regular artillery guns... to move Dom's MRLs even close to real world, you gotta seriously up their DPS (right now an MRL fires with less DPS than a rifle guy, and enjoys only slightly higher defensive hp than an infantryman, for the bargain price of 600 oil each)... Could maybe add shock suppression versus surrounding enemy troops too... those squealy noises must have been seriously off-putting, right?
Just some quick ideas. You guys are the experts. As always, thanks for a great game! Please take this as the request for minor tweaking that it is. To make the wonderfully wide range of units that you've taken so much effort to create useful to your player base.
I'd love my base to get hit by more than just the usual suspect units... and I'd be happy to use em too...
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