Hi,
First of all, thank you devs and mods for all your hard work in studying the game and continuously trying and keeping it balanced.
Appreciate all the work!
Now for the constructive feedback:
This is regarding Most recent update (and perhaps some older updates if relevant)
1. What does lvl 1 fort at 50% construction give? Previously it used to give 50% defence bonus - the highest jump for a partially built fort.
Suggestion:I believe lvl 1 should be as before, and then they can go 1, at 50%-> 50%, 1 complete->60%, lvl 2->70%, lvl 3->80, lvl 4->85% lvl 5->90%
2. Mixed stack (With respect to: "The survivability of units with a high hitpoint pool w....") - in mixed stacks, infantry seems to take 1st damage, before everyone else. What's the point of having a tank batallion with infantry...when the infantry is tanking the damage first? Also, how do we estimate how much is the dodge rate? is it given somewhere?
Suggestion: either make stack organizable where the user can move 'tanks in the front, arti in the rear' or vice versa. or place them by default, higher hp units in the front, infantry in the middle or along with the tanks, range at the back as it is usually done in the real world.
Suggestion 2: If you do consider the stack manually organizable - you may have your range units be able to damage in a specific order (Eg: Bombers attack rear of the stack first, Railgun attck the middle, arti attack random, etc...)
Finally the most imporant one:
Quote
- Balloons can reveal submarines and fortresses now. As Fighters can reveal submarines and fortresses because they are high up in the sky, which is also true for the balloon, we enable balloons to scout submarines and fortresses from the sky too.
This is terribly game breaking, and should be either repealed, or have a very short range (like a fighter's patrol circle) where it can reveal hidden units.
Reason is simple - a 5000 money, 1k wood, 1k gas unit (longest is 1 day construct time) is able to nullify both 8000 iron 8000 money + 2 days of investment (lvl 2 fort, and more if higher) or even worse....a factory 2 unit (Submarine), costing 20k money, 3k iron, 2k wood and 3k oil.
The problem does not end at such a cheap unit nullifying such a relatively expensive unit. Atleast with fighters or spies, the investment to detect stealth is similar or based on chance. The stealth of a sub, and the fighter needing to actively scout the seas is a good balance.....which gets thrown out by this new update. This also makes fighters only to provide cover while bombers attack, as they cant be in the same stack of bombers when attacking due to the damage and purpose mismatch.
This also means, if you put a balloon with a battleship, it will effectively render the main in-game anti-battleship defense useless. The only other anti-BS unit is bombers, which is tied to land based airports unlike COW.
also, this would make 1-BS, 1 Balloon, 2-4 LC stack game-breakingly powerful - with the last counter being attrition warfare. An unsightly option for a strategy game.
Not to forget, an LC and 1 balloon can wipe out several subs just due to speed - which begs the question, why have the only anti-navy navy unit, when it can be nullified this easily?
Suggestion: Roll this upgrade back.
Suggestion 2: If you want to keep it, let the detection range be limited, and like a circle around like an LC. Atleast let subs get a chance to sneak to its targets...else what's the point if its just a slow moving melee unit?
Other bugs or suggestions:
* when a province is captured, the travel time through the province does not get automatically updated. a new command needs to be given to get friendly territory movement boost.
* Espionage reports do not update automatically after day change. the game needs to be closed/page refreshed before we see new information.
* When a range unit is given an attack command that makes it move towards a target which is also moving towards your range unit, the unit does not automatically attack when in range. It continuously to move till the point it was supposed to be at when the command was first given - this does not fit the description of "fire at will", when the command originally is to fire....
* Melee (Non-range units) combat prevents GoldMark healing, which is nice - but is there a reason why this does not carry over to ranged combat or one side attacking, other receiving damage? Is it because they can (essentially) move out of range?
* Ceasefire does not disengage active combating melee armies. it only stops range units from attacking each other. Can this be fixed? Its not doing its intended job. When its coalition vs coalition - peace trade does not achieve disengagement. One has to do ROW/Sharemap for disengagement, which again....is not available if its coalition member vs coalition member.
* Why are there two penalties of the same kind? Expansion and distance from capital are the same thing, its like provinces are being double taxed. This tax on morale needs to be franked/removed/modified. You can have upto 7o% penalties cummulative of both. to counter you'd need lvl 5 fort(+25%), (lvl 4 factory +12%), railway (+7%) and harbor (7%), if possible. You're sitting at max around 51% regain. With the new update of slower build rate with below 80% morale, this makes holding and having reasonable morale on further away provinces not possible. Now that attacks bring down morale, this COW's feature will strain S1914 players.
Ty
OMT