How would you guys feel about these troop changes being put in place?

Seraph

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1) Mortar troops need slightly more damage whether it be to enemy defenders or in general. Right now there is very little reason to use them over other types of artillery troops.

2) Let commandos move faster. Right now they are a pretty useless troop but if they moved as fast as raiders they would be slightly better I believe.

3) Machine gunners need 1 more range. 3 range gets them killed by too much. Either that or more health to survive a bit more damage.

4) Bazookas need to move slower and have one more range. As they are now they just run out and die like suicidal maniacs.

5) Attack choppers need more health and ever so slightly more damage. Right now one missile silo shot takes them out and their damage is piss poor for how flimsy they are.

6) I think Elite Infantry need a slight rework. They need to deal slightly less damage but not have the weakness to enemy troops where they deal a third of their damage... I think it would make them a bit more viable.

7) Bomber still needs more health. Not a lot more but slightly more. They still die really easily and 4 to 5 strike jets are far more efficient.

8) Armored cars just are a bad troop. I don't know what to do with them but possibly rework them into a different purpose. A raid troop that takes 350 oil to make is worthless since oil is best resource

9) Assault vehicles I will have in 6 days. They seem like they will be solid. I don't really see any problem with them except for possibly getting hit by anti tank guns since they are in the same line of fire as tanks.

10) I will have MRL in 10 days but they seem like they will still be out shined by either rifleman (especially british), artillery or more practically, the combo of both. Time will tell and I'll get back to the post when I test them out and max out the Library tech for it.

With these troop changes I think we'll see more of a diverse selection of attacks because right now the same 3 attack strategies are kinda lame and make the game boring. I would also suggest an overall lowering of troop train time by 25%. In AA and CWA making troops takes entirely too long especially if you're not french even with the training blessing. I hope someone from nexon reads this and passes it along. Thanks!


EDIT:

Commandos instead of moving faster should not spawn troops OR be immune to traps. This would help their viability more. If they didn't spawn troops then trap placement would be essential and protecting your gates would make a world of difference.

Assault vehicles need more health OR some sort of splash on their attack. They are pretty nice so far but die really easily since they are generally in the front line and get hit by land mines or anti tank guns (if you aren't watching them 100 %).

Tanks and HT should have 2 range or 1.5 range to put them clearly in the front of every troop except for infantry. This would help them protect all other troops a bit better which could promote a bit more troop diversity.

MRL need to shoot faster... instead of every 6 second maybe every 5 or 4. Maybe also make their splash damage higher. They are firing rockets make it the largest splash damage in the game so far as troops go. Also they need a bit more damage. IF you guys don't want to directly buff them then make their Library update something like 10% more health, 20% more attack, 1.5 second faster attack instead of 10% faster speed, 10% more health again, and larger splash range for attacks instead of 1 extra rocket. This would make them a great troop or so I think.

Planes need less of a train time. Should be about 12 mins for fighter jets, 15 for bomber and 20 for transport since at this point planes are practically a necessity on attacks rather than a luxury like they used to be.

A possible rework for armored cars is have them scan for and destroy traps within a range of 4 around themselves? Have them still keep their stats as is but have this effect. This would give them a unique purpose and have them be a pretty good troop or so I think.
 
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Manifesto

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Well thought out post. Your ideas have been mentioned before but it doesn't hurt for Nexon to see our ideas again and again.
I agree the bazooka should be slower, they're just nuts, but strong with good dps!
I'd like to see the MRL have more splash damage but lesser accuracy than artillery. Make the rockets firing pattern erratic but do good all-round damage.
Unfortunately, after trying the MRL, I had the same problem I had with the mortar unit, the rate of fire. By the time my shooters or artillery have taken out the target, the MRL has blown up some prime real estate!
 
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Seraph

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Yeah I've mentioned this before on their facebook page which is where I was mainly active before recently and I think that games having useless troops hurt the overall health of the game. I also think oil troops need to be worth it since oil is forever the most valued resource. Right now, the only ones worth using are Heavy tanks (if you have mk 5 or 6 and some uni upgrades for them), The support choppers or whatever they are called and APC. Every other troop just doesn't feel that great especially considering their resource and how much you need to upgrade them / the factory to even make them viable.

That sucks about the MRL since I was excited to finally saved enough oil for them. Makes me wish I went for upgrading my airstrip first. Oh well, hopefully there will be an air event soon.
 

shukra

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armored cars do have a purpose ... they are fast cleanup.
i think they only need a little more life to survive the inevitable landmine to fit their role fine.

obviously they are not a 'raider' in the normal oil-needing base...
they are for when you have plenty of oil and want a fast cleanup behind a tank offense.

of course, this is also filled by the 'raider' troop; perhaps it's slighly more efficient to offset the oil cost.
 

_Flash_

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A lot of great ideas!
Agree with most of them.

A few alternate view points.

Bazookas would become nearly invincible with a range increase. They already have a very high HP, and deal massive amounts of damage. The troop is probably balanced right now with the range of 3 to keep them in check.

I would love to have the Elite Infantry the way they are now too. As troops spawned from APCs, I would rather have them deal more damage and have a shorter life expectancy than the other way around (survive longer and deal lesser damage). They might die quickly, but, more can be spawned by the APC.

Overall, a well thought out post!
Cheers and happy gaming! :)
 

ReekyBullet

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Armoured cars are pretty good donated troops, they attack fast and have damage spread. A few coming fast and catching you off guard can be pretty damaging. Maybe make them have some trap resistance so they don't die to a spike trap.

MRL need a bit more speed for sure, great damage though. If you use them to replace both shooters and artillery they do alright, same with mortar troops actually. When they aren't competing with the other long range troops I don't mind using them.

Assault vehicle could use some more health but the extra damage against the tanks and walls pairs quite well with APCs.
 

SiuYin

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My Idea

1. Factory Troop should be a better version of Barrack Troop, cost more, longer training time, and more powerful. In war, full Factory Troop should be encouraged.
But if doing raid with factory troop, you will be in risk that lost more resource from losing some costly troop.

2. Barrack Troop should be weaker compare with factory troop with same size, and mainly used in daily raid.

3. Machine Gun: +1 Range
4. Bazooka :+1 Range, some dps reduction, reduce cost, reduce training time
5. Commando :-2 Troop size, reduce training time
6. Armor Car : Target on closest item, remove bonus dps to resource
7 APC : +1 Range
8 TH : move faster
9 HT : reduce range to 1.5 or 2

10 Attack Chopper: double dps, move it to factory
11. Mortar :Target on furthest target
 

Quovatis

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Agree with most of these. I haven't used nor been attacked by a machine gun, mortar troop, commando, bomber, attack helicopter, or armored car in over a year. These units need major tweaks to see any use by the community.

The only change needed for attack helicopters is to make sniper towers not target air units. They were great units until sniper towers were introduced.
 

Seraph

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There are very few people in the game who have no need for oil. With things like Amelia, generals, airplanes and so on you'll probably always need oil and like you said you can just use the raider troop for cleanup instead.
 

Seraph

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Yeah I was kinda iffy about bazookas having more range but right now they are barely used even being good on paper. Reason is because while they do have decent health, they still get taken out by splash damage, towers, tank guns or whatever else due to being in the same line of fire as tanks and being faster than tanks. Maybe instead of range buff, they could just move slower... maybe match the tank or be slower than the tank so that they aren't first in line to die.

APC spawned troop isn't quite the same as the infantry that's why you upgrade the power of them separately in the library. You could change the behavior and use of the regular ones and have it not affect the APC ones. There was a point in time where infantry had further range... I think it was 2 and could shoot over walls and they were overpowered but now they are just kinda bland.
 

Seraph

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Wow I actually agree wit that. It would be cool to see them immune maybe to traps like some of the troop tactic troops are. That way they must be killed by troops or by buildings. It would make them a viable choice to raid with instead of the normal raiders but only for the rich since they cost 350+ oil per vehicle.

I'm still waiting for MRL but I wonder if it's only okay now because no on really has it maxed out (full library upgrades). Maybe when that happens it'll be an amazing troop. Too bad it'll run you more than 600k oil to do this (250 for factory upgrade then what i'm guessing to be about 300k oil to max out it's tree).

Mortars I have maxed library and almost maxed in the uni and they still feel kinda meh compared to the old rifleman / artillery combo. I've tried using like 9 mortars and rifleman and a bunch of other combos and it's fun for a change up but for serious war like attacks they don't seem to be viable. They do work well as a defensive troop though.

Assault vehicles I'm still waiting on as well and I thought more health would be the only thing they need. They seem like a really good troop for once since most new troops are kind of lack luster.

I just hope nexon sees this post and everyone's views and makes changes to the troops. I'd like to have like 10 diff attack strategies using all varieties of troops but for now like 8 troops need more of their own niche.
 

Seraph

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You're right attack choppers did fall out of favor when sniper towers came in, especially atomic age sniper towers and then fell even further when the missile silo came out. They just are too flimsy and weak to justify how low their damage is. I believe either the change I suggested or your change would work to attack choppers. Make them slightly harder to kill is the general point I was trying to get across.
 

Seraph

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There's no reason to make factory troops just better versions of barrack troops. They just need to be better at what they do. If bazookas are meant to defeat tanks, make them super good at it. If raiders are supposed to defeat troops and resources, make them great at it not some weir middle ground, so on, so forth.

Machine guns we both agree on the same thing, they need more range.

Bazookas we agree both need range up and the other points you named could be an interesting balance to increasing range

Commandos need more than just less troop space. they did that already and are still mediocre. They should be immune to traps or move faster like i said so that they can get to more building and do their job.

APC don't need more range. they are already behind the troops they spawn. If anything the APC may need slightly more health to survive better while they have no spawned troops defending them

TH used to move faster and it put itself into harm's way far too often. I think the lowering of it's health was the bigger prob in making it less favorable but I understand why they did it. People were using it to drop raiders behind defenses and steal oil, making it nearly impossible to save up good oil.

HT why make it have less range? I would understand doing that for the regular tanks so that they can be in the front of everything else but HT aren't meant to be the main target really. Also, having HT leveled up in University to max and having HT Mk5 or 6 makes them super powerful. They don't really need any changes honestly. HT armies using healing tactic are very strong right now among ppl with mk6.

attack chopper doesn't need to bottleneck the factory anymore than it already is being that there's only 2 factories. Also, I agree it needs more dps but not double. Double would cause major probs when you take into consideration it has 7 range... The furthest range in the game. Double damage would mean it hits buildings for 550 (I have two CWA barracks upgraded). That's a massive amount of damage for how far away they are.

Mortars attacking the furthest would cause AI problems. They would move into range of certain buildings to attack the furthest building in range making them a bit wonky in certain situations.
 

Navalis

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I still have my event C-119 Hanger stowed away. If I remember correctly the Armored Cars they dropped did not spawn defending troops. That right there would be a nice ug for the current Armored Car.
 

Quovatis

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Armored cars and Armored Personnel Carriers (APC) are different units. Armored cars do not transport large number of troops in the real world, they are light support vehicles.
 

Manifesto

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The only change needed for attack helicopters is to make sniper towers not target air units. They were great units until sniper towers were introduced.
The weird thing is sniper towers don't attack airplanes, as per the ingame info, but they attack Tactical Helicopters.
Does that mean the attack chopper is also considered a ground unit? If something floats above the ground it should be considered an air unit.
 

Seraph

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The whole chopper thing is weird. Choppers get hit by sniper towers and they get hit by tanks and I think even infantry so long as they are higher than enlightenment age. With all of that it goes back to why I think they need more health at very least.
 

SiuYin

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@Seraph
We need formation:
Infantry at the first line with 1.5 range
Tank / HT for second line with 2 range
Shooter / Bazooka / Machine Gun/ APC for third line with 4 range
Heal / Siege with 5 range

And for each line, we need 2 version cheap and fast training Barrack troop, expensive and slow training Factory troop

for Chopper, it is about 1/4 dps compare with Howie, there is no reason to pick a troop with 1/4 dps but similar size
 
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