What I saw on 4/12/2023 on the Manufactory

Blanchard Serge

Well-known member
Joined
Mar 13, 2019
Messages
12
The major impacts

1) Big advantage for the attack on the 16 ammunition, the distribution is as follows:

11 munitions for the offensive.
2 mixed ammunition
3 ammunition for defense.

2) The allocation of ammunition is done by type of building or unit. The problem is that for defense, there are 6 Tower type buildings and 4 defender production type buildings. This means that to counter an attacker you need to make 20 rounds of ammunition. Whereas for an attacker it will be enough to produce at least 2 munitions to be at the top on a composition of 39 infantry mortars. There seems to be a problem!!!

3) The distribution across the units is not homogeneous. You favor some units over others, like with the council and the museum.

4) If the attack speed is not limited the artillery and infantry mortars with the Mongols coalition will fire faster than their shadow. Currently we are at 24 tenths for artillery and infantry mortars. With the new bonuses we arrive at 13 tenths for artillery and 18 tenths for mortars. If we also use 8 Offensive Rally with the 15% bonus from the “communication relay” ammunition, it becomes a machine gun!

5) The assignment of certain ammunition can only be done at a certain level of the element. I don't really see the point other than complicating the game.

6) No information on the cost in production and assembly to obtain level 10 ammunition, nor the time.


Request for clarification on bonuses and initial value

You have added bonuses or penalties based on new criteria. To avoid misunderstandings, can we know the details of these and on what initial value they apply. Below is the list of criteria

- Movement speed - initial value?

- Attack speed of defensive buildings - initial value?

- Care received: on what initial value? Military convoy necessary?

- Offensive rallying effect applies to the 3 values (Duration, Speed, Damage)?

- Area damage radius - initial value?


Misunderstandings about certain ammunition.

Munitions :


Rapid Deployment Radio:

Caps 2/10 seconds for defensive buildings
MTB reload goes to 5.1s and the first?
Who are assigned the 22 Life Point percentages?
What does “produced units benefit from level 1 protection” mean?

E.H.T shots:

What does “bonus damage” mean? What’s the difference with just “damage”?

Others
Are Debuffs still limited (CAPs 2s/10s) for defender production with the new ammo bonuses ?

If I allocate an ammunition to a CCP unit in my barracks, is this ammunition also taken for CCP that are produced by tank depots? We have no way of verifying this value.
 

Harlems369th

BHG Community Manager
Staff member
Joined
May 6, 2022
Messages
679
The major impacts

1) Big advantage for the attack on the 16 ammunition, the distribution is as follows:

11 munitions for the offensive.
2 mixed ammunition
3 ammunition for defense.

2) The allocation of ammunition is done by type of building or unit. The problem is that for defense, there are 6 Tower type buildings and 4 defender production type buildings. This means that to counter an attacker you need to make 20 rounds of ammunition. Whereas for an attacker it will be enough to produce at least 2 munitions to be at the top on a composition of 39 infantry mortars. There seems to be a problem!!!

3) The distribution across the units is not homogeneous. You favor some units over others, like with the council and the museum.

4) If the attack speed is not limited the artillery and infantry mortars with the Mongols coalition will fire faster than their shadow. Currently we are at 24 tenths for artillery and infantry mortars. With the new bonuses we arrive at 13 tenths for artillery and 18 tenths for mortars. If we also use 8 Offensive Rally with the 15% bonus from the “communication relay” ammunition, it becomes a machine gun!

5) The assignment of certain ammunition can only be done at a certain level of the element. I don't really see the point other than complicating the game.

6) No information on the cost in production and assembly to obtain level 10 ammunition, nor the time.


Request for clarification on bonuses and initial value

You have added bonuses or penalties based on new criteria. To avoid misunderstandings, can we know the details of these and on what initial value they apply. Below is the list of criteria

- Movement speed - initial value?

- Attack speed of defensive buildings - initial value?

- Care received: on what initial value? Military convoy necessary?

- Offensive rallying effect applies to the 3 values (Duration, Speed, Damage)?

- Area damage radius - initial value?


Misunderstandings about certain ammunition.

Munitions :


Rapid Deployment Radio:

Caps 2/10 seconds for defensive buildings
MTB reload goes to 5.1s and the first?
Who are assigned the 22 Life Point percentages?
What does “produced units benefit from level 1 protection” mean?

E.H.T shots:

What does “bonus damage” mean? What’s the difference with just “damage”?

Others
Are Debuffs still limited (CAPs 2s/10s) for defender production with the new ammo bonuses ?

If I allocate an ammunition to a CCP unit in my barracks, is this ammunition also taken for CCP that are produced by tank depots? We have no way of verifying this value.
I might be misunderstanding your question.

A lot of the information you're seeking is in the unit's information window. Munitions will increase the base state of a unit or building "base stat = initial value". Movement speed is the only one that isn't shared through the information window, but there are ways to show speed differences in-game through some friendly challenge setups.

HTE Rounds (I think this is what you meant)
Bonus Damage is the damage dealt against a unit's multiplier target. ex. Heavy Tanks deal bonus DMG to Cavalry and Generals

Rapid Deployment Radio
A unit spawns with Protect at this munition level (protect strength is based on the strength of your Protect Tactic in the war academy).
Same for other munitions, whichever unit you equip the munition to gains the strength of the munition (for the attack and defense version of the troop). I'm not sure what you mean by MTB reload? Is this about the Spawn speed of Stables?
 
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