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World Warfare
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    • Peter

      App Available on Android Now   08/16/2016

      Commanders, the Android Official Version has released, please go to Google Play to get it. To those commanders who participated the open beta, you can continue your previous progress in the official version. More info, please check the specific post.


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Bolt last won the day on April 5 2016

Bolt had the most liked content!

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About Bolt

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    Project Manager
  1. August 23rd Update preview

    There are more reveals to come!
  2. Maintenance & Update on August 9th

    We discovered an issue where it was necessary to take him out of the store temporarily. We will bring him back soon with a full 30 days again. Sorry about that!
  3. What does Defense do? (Explained)

    Those are a visual aid to give you an idea of where this unit ranks overall. In your example, they would have the same survivability since currently there aren't any effects that specifically distinguish between light and heavy tanks.
  4. Commanders, What is Defense? what does it do? Defense lowers the damage your units take from any source. The more Defense your unit has, the less damage it will take when attacked. But how much? Read on to find out! Defense works as follows: (Def/1000+Def )= Damage Mitigation For example, if you have a Unit with Defense 200, then: (200/1,200)=0.1666 This translates into 16.66% damage mitigation. What is damage mitigation? how much less damage you take when attacked. In this example, when your Unit with 200 Defense is attacked, for every 100 points of damage, it ignores 16.66 of it, taking only 100-16.66=83.34. Not a big difference, right? Let's see what happens when you crank up the Defense Stat: 500 Defense (500/1500)=33.33% 600 Defense (600/1600)=37.5% 700 Defense = 41.17% 1000 Defense = 50% 1500 Defense = 60% 2100 Defense = 67.74% And so on. At 2,100 Defense, instead of taking 100 points of damage, you take 32.26! Defense is a very important stat to consider when evaluating a Units survivability. Units with both high HP and Defense are incredibly durable. I hope this Intel helps inform your Battlefield decisions Commander!
  5. Class Tech Introduction

    Yes, this kind of tech does triple indeed!
  6. Class Tech Introduction

    Tech researched in one class only applies to that class, even if it is the same tech across all three classes. For example, if you research 'Advanced Oil Pumps' as a Tanker, you only gain the bonus as a Tanker and need to research it separately for each Class. They do not stack. There is one exception: Tech that specifically says it works even when you equip other Classes. You will find Tier 4 tech that says "You receive this bonus even if you equip the X and Y Classes". In this case, once you research that Tech, it will always be "on".
  7. Hello Commanders, We are doing some research on how mobile gaming intersects with PC gaming in our community. This research is for one of our partners to help them plan for the future. It isn't relevant to our own development for World Warfare but we would still greatly appreciate taking a minute to give us your feedback. Thank you in advance! In addition to the poll, please give us feedback on the following: For any strategy game that is similar to World Warfare, what kind of differences or new features would you want on PC?
  8. New Officers of April

    Thank you for the detailed feedback! Officers are meant to be powerful tools that add another layer of strategic consideration, enhancing your current plan or possibly opening up new strategic options. We have been busy adding officers to add to the number of options that you have to choose from and to fit different players' and Leagues' play-style and needs. Players always surprise us with their ingenuity and we always look forward to seeing what kind of combinations of Officers players use on the Battlefield. You make a very valid point that because of the experience and level up system, changing officers in a Battlefield is not common since Officers can be under-powered if swapped due to a lack of experience; this favors picking 5 Officers and sticking with them for the whole battle. We believe this stifles choice and the benefits of owning a large roster of Officers. We've considered removing the exp system and simply allowing officers to provide their maximum bonus at all times; however, some Officers are designed around growing more powerful later in the Battlefield and leveling up officers provides it's own form of satisfaction. We have settled on a different solution that we will release in our next update: all Officers, regardless of whether they are summoned or not, gain full EXP as you progress in the Battlefield. This will allow all Officers to be useful as you gain experience, allowing you to choose Officers based on the situation, not on whether or not they have leveled up. This keeps the level up system intact, allowing officers to grow in power as designed.
  9. Unit Balance Changes(Feb.16th)

    There was no delusion that the change to the Gigs HP was going to single handedly "solve" a new player's negative experience with Gigs. As you pointed out, a bigger issue is that effective AA options available to new players are limited. Strengthening the AA rating on Turrets and restoring the Gigs HP is what we are inclined to test out instead. Any thoughts and feedback are welcome!
  10. Combat Scenario 0A1

    Commanders, Let's play a short Military Exercise. You are tasked with destroying the following army: Eight M40 Gun Motor Carriages One L-3 Grasshopper Scout Four Flakpanzer Mobile AA Guns Five Strategic Bombers You can use any combination of 16 units with the following limitations: No more than 3 of any unit No Naval Units The Battlefield: Open Field, with no cities, water, roads, forests, or any outside interference. Battle starts at a distance of 400 and imagine you have any formation you want. The Enemy: Imagine a competent enemy that will play well and has no obvious strategic weakness. The units are arranged in a half-moon formation avoiding heavy clustering. The Scout remains behind, avoiding engagements and providing line of sight. For this scenario, imagine no unit has any upgrades (not the enemy units or yours). Tell us: What Units you select and why Describe your strategy on how to defeat the enemy If we get a fair number of participants, we will choose one or more to receive Diamonds as a reward. So have at it!
  11. Unit Balance Changes(Feb.16th)

    Can you think of any other scenarios where there is a 'negative' effect if players could direct the targeting on the turret?
  12. Unit Balance Changes(Feb.16th)

    Thank you everyone for your continued and passionate feedback on this subject. Just to clarify a few things, the -15%hp only applies to the base hp for the unit, it does not affect the tech upgrades. All said, a fully upgraded (tech) Gigant lost about 11.71% 'survivability'. I don't agree that this change affects newer players more negatively than veteran players for the simply fact that newer players don't normally use Gigant, but instead use the C47 (often they don't really have a choice). To be honest, there are a myriad of ways we could go about trying to positively affect the balance in the game, at both the new player level and veteran level. We have buffed up some units that we felt were underwhelming. This change to the Gigant was not meant to be very disruptive but because it is a powerful unit that has a significant impact in the game it is bound to be far more controversial than the previous changes. Often times the effects of "-15%hp" are just theoretical while on paper, they have to be experienced in the battlefield to be truly understood. We are more than willing to accommodate our players and revert this change, but since this change is indeed live I would love to take the opportunity to ask more questions seeing as how you have already experienced 6-7 days of "Nerfed Gigants". Impactful changes are a rare opportunity to get a glimpse into behavior that is hard to put into words, I would love it if you guys could give us some feedback, such as: How has this change impacted your strategy? Have you made any adjustments to what units you build? Any anecdotes of battles lost or won due to the change? Do you find Gigants significantly easier to shoot down? Have you noticed any significant changes in the way other players use this Unit? The C47 is inferior in several ways compared to the Gigant. Do you think it should be buffed? Thanks!
  13. Unit Balance Changes(Feb.16th)

    Hey guys, Thank you for all of your input on the unit changes, your feedback is very helpful! To give you some context into the changes, here are some thoughts to consider: Experienced players always find the most efficient and optimal strategies on how to overcome obstacles or achieve an objective as efficiently as possible. Optimally, there are several good options to choose from and your choice is influenced by tactical considerations, play style and teamwork. However, if there are strategies that are overwhelmingly better than others (which can occur at times due to a flaw in the design), then players will naturally use that strategy repeatedly since other options are not as efficient. Before the change, the Gigant had 42% more hp than the C47 Skytrain. After the change, it has 21% more hp than the C47. It is still very efficient at being a "meat shield", just not as overwhelmingly so. The reason to test this balance change is not to kill a favored tactic, which is still valid; the change is meant to open up some "strategic space" so that other solutions can become just as viable as the Gigant "meat shield". If there is little or no benefit to this change then we can easily reverse it. Now, some of you may be thinking "I figured out a long time ago how to deal with Gigants, why are you making such a big deal out of this?" You are correct that many players already make room in their army for the proper counters. I would venture to say most of the players who visit this forum understand the unit balance in the game and are not overwhelmed by Gigants buzzing overhead, or "Bomber Spam", or any other favored strategies. Veteran players can adapt very easily to a small change like this; what remains to be seen is if this change can in some small way improve the experience for newer players who are still learning the game. In conclusion, we hope you can keep an open mind and take time to experience the game and any subtle shifts that can come from a change like this. Then come back and tell us in your own words what your experience has been. Thank you for reading!
  14. Commanders, Units are one of the most important factors in a war game. With our next update we plan on simplifying the way you unlock and upgrade units: 1.Tech tree adjusted. 2.Blueprints adjusted. 3.You will unlock units by leveling up their munitions factory. 4.You will build advanced units in the league city munitions factory. Give us your feedback below! Note:Blueprint will be adjusted but not removed; they will be an important item in a future update. You should hold on to them for now.
  15. New Units Release Today!!!

    Great discussion guys. After playing with the new units, does it change your perception of the existing units like the Jeep, the transport or the other naval units?