wish list for troop balance

Motaz Tarek

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hi all, i thought of making a post about wishlist for everyone to changes he/she wishes to see happening to any troop come to his/her mind
i'll start with myself, am playing this game since it was released and i've seen all the changes happened to all units, and am putting my wish list for what i think gonna improve units to make all of them useful instead of the usual triad of shooters-howies-healers most of players are using

starting with barracks

1- foot soldiers : increase movement speed
2- shooters: none
3- tanks: increase damage vs walls
4- healers: decrease scan range
5- howitzers: none
6- raiders: none
7- mortars: increase range to 5 and unable to target defenders
8- attack helicopters: more hp more damage
9- wall miners: none

factory troops

1- machine guns: range to 4
2- commandos: dont trigger traps, move speed as ninjas
3- heavy tanks: none
4- APCs: range to 4
5- tactical helios: benefit from cherooke, heal generals and tanks x3 as supply trucks, don't respont to attack rally (it's really bad in wars i prefer supply trucks over it if i have cherooke on)
6-bazookas: range to 4

air troops
1- fighters : don't look for second target
2- bombers: increase hp and move speed
3- transport: none

generals (make them more unique) here are some ideas
1- different types (flying, ground, quick moving, howitzer general)
2- active buffs (heal, move speed boost, attack speed boost)

keep in mind generals will have these buff in defense too so that's not overpowering attack over defense, a howitzer general can shoot like howitzers in defense and wipe out many targets too

tactics
1- barrage: suppression effect on the area it lands for few seconds
2- demolitions max damage 12000 and increase tactic speed to 2 (take down any building for the cost of 2 space)
3- sabotage: none
4- decoy: none
5- heal: effect continues on troops not site-related, once troops recieve the heal they keep getting healed for X duration of time
6- protect: none
7- betrayal: back to 1 space

mercs (add attack helicopter mercs, add howitzer-like mercs, add special merc for each nation, more diversity)

coalitions add airtroops damage coalition

hope u like the ideas guys, feel free to add yours, my point is more diversity since devs are not planning to add new nations or balance existing nations, so everyone has the option to play different nations with different strategies even within the same nation
 

Shadowrunner

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What I want, is a rebalance of what units can and can't shoot over walls.

it doesn't make sense that riflemen and canons can shoot over walls but tanks can't.

in my mind only flyers and mortar should be able to shoot over walls, or every unit should be able to shoot over walls. Think about it, if a tower has free sight to a tank, why won't the tank have free sight back?
 

SiuYin

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I agree most of your point, but different idea for below troop
foot soldiers: Soldiers is kind of little tank and building killer, I expecting they can survive longer . Instead of Speed, I am looking for more HP (900 - 1000 base HP will be nice)
shooter: not shoot over wall
mortars : it is already got 5 range, and I would like them to aim at most building within their range then defender. (if it target at building only, it will be no different with Howie)

tactical helios: Given that it is factory unit, I cant agree that it should benefit from Cherokee, but agree that it should have 3x heal for tank and general, it shouldnt be a better supply cart only

Fighter: I like the current flying route. It make much fun and distinguish between good attacker and bad attacker.

And also, need to reduce training time for below troops
1.commandos: 10 -> 4 min, though 6min could be most appropriate, but it need to be over-buffed due to current utilization
2.Mortar : 14-> 6 min, it is ridiculous for a 6 space unit take 14min
3 Attack Helicopter 13 -> 7 min
4 Bazooka : 5.5 -> 2.5 min, it should be same standard as machine gun
 
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melheor

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Good suggestions for the most part, but I don't see how increasing APC range will help at all. The soldiers guarding it are already in front of it due to their 1.5 range. Its survivability could only be helped by an increase in HP (as I suggested in another thread). Moreover, your suggestion to increase soldier speed would only leave APC more vulnerable as they would separate from it more easily (hence making the HP buff even more necessary).

Also, you made no mention of armored car, as it stands it's completely unusable as a raiding unit (it's primary intent). I suggest reducing its oil cost and giving it ability to pass through gates (like commando does).

For tanks, I don't feel that extra damage vs walls is necessary. We got other specialized units for this, and walls already barely get any HP boost until Atomic Age.

I also don't like the idea of air and howitzer generals, leave them as is. But I do like the unique buff aura idea you mentioned in your second bullet, and it has been discussed in other threads before. It would definitely make your choice of general more strategic.

As for air troop damage coalition, isn't that what American coalition already does?

Finally, for the dreaded missile silo, its cooldown time needs to be higher than the rally to make rally usable again, and its damage should be lowered (probably to 50% of what it is now).
 

Hurtzilla

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So a bow and arrow can shoot over a wall but a machine gun and bazooka can’t???? That boggles me!
 

Motaz Tarek

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APCs die mostly to anti tank guns, yea they die to towers too, but not as often as anti tank guns one shot, i chose distance to make them out of anti tank range, high hp won't benefit them against traps or anti tank guns the most killers of APCs imo

foot soldiers move speed will make them ahead of ur troops quickly protecting them and reach their target much quicker, previously idk if u know that, they were able to shoot over walls, the idea is to make them a good front line troops

am afraid armored cars is used only by loot raiders and mostly to hunt oil so they will go with the motorcycle option no matter what

if u use tanks, u will know they got a different AI from other units, if u rally they tend to stuck at walls in like 90% of the cases, i know we have options for walls miners, but occasionally tanks get stuck inside like forever cuz they chose to target a white wall while other troops chose to take another way to reach the rally

am open to any thing that makes generals more unique and more critical in battle, they shouldn't just serve as a tank and get stuck at the first few defenders they meet on their way
 

Motaz Tarek

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i like how bazookas can shoot walls they open gaps so quickly for other troops, unfortunately machine guns damage against walls is almost nothing, but it's ok if they give it more survivability than the current one by increasing it's range
 

Motaz Tarek

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the key difference between mortars and howies is that mortars got higher hp lower damage and howies got lower hp higher damage, that's what it should be choosing a tanky seige or a squishy but strong one

shooters not shooting overwalls will make defense so powerful, their damage against white walls will never open it and they r too squishy to spend much time infront of the walls

soldiers are really good tanky units now I just wanted them to be more punishing in battle and take down buildings quicker
 

Motaz Tarek

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i understand what u mean, it's not always logic like how come shooters got more range than tanks, this is how strategy game works in most cases, i added the increased damage of tanks against walls cuz they really take too much time infront of it, miners are only available for the first 1-2 wall layers but not for the rest of wall blocks and layers that's why tanks should do a better job in taking down walls like bazookas
 

SiuYin

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Good suggestions for the most part, but I don't see how increasing APC range will help at all. The soldiers guarding it are already in front of it due to their 1.5 range. Its survivability could only be helped by an increase in HP (as I suggested in another thread). Moreover, your suggestion to increase soldier speed would only leave APC more vulnerable as they would separate from it more easily (hence making the HP buff even more necessary).

Also, you made no mention of armored car, as it stands it's completely unusable as a raiding unit (it's primary intent). I suggest reducing its oil cost and giving it ability to pass through gates (like commando does).

For tanks, I don't feel that extra damage vs walls is necessary. We got other specialized units for this, and walls already barely get any HP boost until Atomic Age.

I also don't like the idea of air and howitzer generals, leave them as is. But I do like the unique buff aura idea you mentioned in your second bullet, and it has been discussed in other threads before. It would definitely make your choice of general more strategic.

As for air troop damage coalition, isn't that what American coalition already does?

Finally, for the dreaded missile silo, its cooldown time needs to be higher than the rally to make rally usable again, and its damage should be lowered (probably to 50% of what it is now).

Tank is range 3, if apc or other troop shared the same range, they will get hit by the collateral damage. Range 4 will make them much more safe
 

Motaz Tarek

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and tactical helio is a 1ry healer imo, i agree it shouldn't be a stronger healer than supply trucks given that it has more hp, but the gap is huge when it comes combined with cherooke, cuz ur troops get bonus hp and their hp is even higher than normal while helicopters still have very low healing capacity, making the cherooke useless as ur troops will never regain that much hp, while supply trucks can fill it pretty much quicker cuz of the bonus healing
 

SiuYin

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Mortar should be an AoE siege
So I expect it will
1. Behave as a siege
2. aim at building and damage all unit / building nearby
3. when no building but defender within range, kill defender before move forward
 

melheor

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Troop space is limited, most players that choose APC use them instead of tanks, hence the range difference isn't an issue. It's rare that your tank would protect the APC.
 

melheor

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I like the concept of APC a lot, which is why I keep using the unit despite it being sub-optimal right now. I also don't mind it dying to anti-tank towers, that's part of the game. What I do mind, however, is when my APC dies to a spike trap that predates Enlightenment Age, or Ballista Tower from Enlightenment Age. I feel that Atomic Age unit should have a little more durability, especially when the A in its name stands for Armored, and I don't feel like range would help against things like spike traps or even the missile silo.
 
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Pepyto

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Don't wannabe a hater, and always trying to give constructive suggestions, but developers said on Reddit they aren't planing rebalancing current nations or units, unfortunately ...
It would be really nice to know what are Nexon main current efforts (what they are working on besides cold war) and plans for developing game in future, so maybe we can help them a little bit, so TinSoldier can you give us a hint on this or I ask to much ? 😁
 

LordJestix

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good luck getting any balance in the game when we have to factor in university research. im sure it could be done if we had a proper development team but i have no faith in the current team to accomplish a good troop balance.
 

Motaz Tarek

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yea but it's primary job is to deploy soldiers not t rush and hit buildings with almost no damage, so what's the point of making them rush to front lines if their damage won't do any better?
 

Motaz Tarek

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melheor that's when it comes to MP but in war ur using heavy tanks and generals as tanks so APCs should have a decent chance of survival in this case if it has 4 range
 
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