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Showing content with the highest reputation since 06/12/2020 in all areas

  1. It's October which is the month to support breast cancer awareness. I think it would be awesome if y'all gave the option to purchase Pink skins for 40s and maybe some air units and even tanker units. I know that I myself would buy it just like I did the silver death skin. There are also several other women that play the game that would agree. Please take my suggestion into consideration. 🙏
    10 points
  2. Hello Commanders, As the S2 season is ending, S3 season is around the corner. In S3 season, we will bring in the much-anticipated unit: Submarine. The model is a Balao Class Submarine built by the US Navy during world war 2. Below are some pictures of it in real life. Just imagine how it works in the game. Lol. Please stay tuned! More spoilers are on the way! World Warfare Team
    3 points
  3. This map is broken. Way too many exp from killing rebels. Everyone is farming the map instead of fighting PvP. The worst map ever made for this game
    3 points
  4. I think we all agree that tank class needs improvement, which is why this thread is created in the first place. Yes, with the current game, tank unit such as tiger slowly become a supporting troop after day 1 of a map. However, I am not sure the solution is to “let us just give AoE dmg ability” to tanks. Well, it is a solution but it a cheap way out and will destroy the balance of this game. We don’t want a game where everyone can simply “drop my units, click auto attack, and hope for the best”. We need to offer different gaming experience for people who would prefer to take up to the challenge and figure out ways to counter enemy moves. To improve the playability of tank class, without drastically impacting the existing game balance, we can consider 3 things 1:) improve the defense value of tank class against artillery class. The main purpose of a tank is to be able to get up close and personal with enemy units. We should consider doubling or even tripling the current “artillery defense value” of tiger from 2000 to maybe 6000. This change will not impact AT or bomber’s damage against tank, because that defense bonus is only against artillery 2:) Tank should be able to move a lot faster than artillery in any battlefield. So, we should increase the speed of tank. Maybe a simple way to fix this is to reduce the timer on force march to be a 5 second thing, so they can become mobile instantly, or just triple the base speed of tiger. Need some experiment on this to figure out an acceptable speed value. 3:) before flak was introduced, tigers could actually hold up reasonably well against artillery. But with the introduction of flak, especially, its ability to salvo AoE tigers, AND to ignore the extra defense value of tigers (flak is not considered as an artillery piece), what we have in game now is that 40 well placed flak 36 can easily kill 100 incoming tigers. This need to be fixed, so that flak can only do salvo against air units (which makes sense because bomber can also do AoE damage), but it should not be able to do salvo AoE against tanks. with these 3 changes, tank class will be able to play a much bigger role after day 1 of the map
    3 points
  5. Salvo is a bad idea. tanks require a lot of control. players are used to throwing m40 and aa in one pile and waiting for dozens of healings. tanks are another story. reduce damage against tanks at m40 and flaks, add speed, vision. all have a bonus in the forest, but not tanks. give a bonus in the form of protection to tanks in the forest. make wide roads, tanks often go off-road on roads. transferring tigers from level 10 to level 8 was the best idea in this game. but you forgot about the king tiger. you added the voting game, the field began to close much earlier and the level 14 factory is a rarity. General Guderian is the weakest officer for $ 50 it affects all tanks, but if I manage to get only tigers, and a light tank and a sherman are not relevant, $ 50 is very expensive for + 10% tigers. while the aviator plays the whole game on fighters, bombers and reconnaissance aircraft, the canon on arty, m40 and aa.
    3 points
  6. And adding on to my last post DO NOT make tanks have a splash damage option, I use tanks myself and I think it would make tanks overpowered and there should be a troop that well used that has single fire. The single fire of tanks is also cool how it makes heals useless but if tanks have splash damage then I’am confident they’d win almost all the time against m40. Following my previous suggestion would make them balanced in my opinion and this game would be so much more fun for tankers.
    3 points
  7. For tank optimization I personally think tanks should not have a splash attack damage option and here’s a better way to balance them T-34 should be available at level 1 league city, however they might be a bit weak still and not used and pershings should be available at level 2 league city. Why? Tigers are currently the most used tank for tankers and they are perfect for countering artillery however not much chance against m40 but adding pershings would just be a tiger with more health. Would tigers be useless then? No because tigers would be easier to expand to level 5 and I’am sure pershings would be more expensive. But I do still think tigers need a buff and I see that m40 start at 7.8k hp and go up too 15.1k while tigers start at 8.5k and go too 15k so I’d add 15+ levels for tigers so they would not only gain more health but more defence which would balance them well with pershings. Even if all these changes are added I still think tanks would not be the best in late game fights so I would have king tigers available at level 12 munitions and MAYBE (arguable) have maus at level 4 league city. And this doesn’t buff tanks but would go really well with those updates but having elephant tanks at city munitions level 8-9. Tank destroyers are an airman troop and no one uses them because airman have bombers already and bombers way before they can get tanks destroy and bombers and m40 counter tanks best, not elephant tanks, elephant tanks are just completely useless. And anti tanks are the mini version of elephant tanks and they are still very bad against light tanks so having elephant tanks at level 8-9 city munitions would be better for airman to fight earlier and to possibly weaken tank swarms early on. They’d be good if you have them constantly shooting tanks and all these suggestions would change the meta and make 3 of the least used troops (king tigers, maus and elephant tanks) used a lot more not to the point of overpowered. Thank you if you read all this, please let me know about this suggestion and if you support this then show you support this.
    3 points
  8. good morning. it is not entirely true that tanks are weaker than other units. some players consider them inferior because they do not have "area damage" they cannot attack planes and ships, but a modification of these characteristics makes artillery and planes useless. players would only produce tanks. Tanks are indispensable in the early stages of the game, they are produced first and with the right generals and the right technologies are fine for the first day of play. if you modify the tanks, you risk changing the game in substance. It is true that after the first day of the game they become almost useless, but this is also a prerogative of the game itself, which makes you want to study new technologies and produce other weapons. in my opinion each phase of the war needs different troops. the wagons are used on the first day and that's okay.
    3 points
  9. I have one more suggestion since the developers will be working on an update to implement stronger tanks... There is not enough diversity among the officers/generals of this game. The player community of this game represents people from all over the world. And many are people of color. With backgrounds and cultures ranging from the Middle East, to people of African descent, and Eurasia. The vast majority of generals in the game are white people. You even have a bear lmao. Please consider adding this Officer... or others with ethnic background. James McGee Should make fighter planes and Jets stronger since they are also direct attack (like tanks) and Bombers are overpowered in the game and need to be countered better. Alexander, Arnold, and Dowding are not enough. Give them much more HP, and higher defense vs AA and Turrets. Makes no sense to have Strategic Bombers with over 20,000 HP... but the troop that is supposed to counter it maxes out at less than 1/4th of its durability. https://en.m.wikipedia.org/wiki/Charles_McGee_(Tuskegee_Airman)
    3 points
  10. Merry Christmas, Feliz Navidad, and Happy Holidays to everyone... Hope everyone had a fun and safe Christmas.
    3 points
  11. bridge on the river kwai dirty dozen where eagles dare patton u-boat (i cant remember original name... boot?) letters from iwo jima saving private ryan valkyrie also ww2 motivated: shindler's list, life is beautiful (la vita e bella), casablanca, great escape, pianist...
    3 points
  12. yes, i agree with kursk, new medals are very "fantasy" drew. your design team forgets what is the focus group of this game. majority of players are not children, we are older than 30-40 years, we like ww2, history (realistic weapons and officers), and afterall - this is a strategy game, not some kids' fantasy real-time shooting game... please keep the visual desing as much realistic as possible. thank you.
    3 points
  13. I believe that the changes made to the sub are a step in the right direction, however I think that increasing or decreasing the strike timer will much affect the unit, people running ships with start bringing more or less destroyers to sonar scan more often depending on if the timer is lower or higher, to buff or nerf the sub you would need to increase or decrease the activation range of the unit, allowing more subs to be activated within the range of the ship you want to destroy and then spread out in all directions to outrange the target and eventually shoot it from all directions and destroy it NiNO ID 172967
    2 points
  14. The submarine needs to not be able to launch the strike ability if it is out of attack range. There is little to no way to gauge the attack range out at sea, and having to wait 5 minutes for it to say "Out of Range" is just a slap to the face. So either have it say "Out of Range" upon activating strike, or have the unit auto path until it's in range to the target.
    2 points
  15. Hello Commanders, S3 season is coming soon in May! In this season, we will also add a new feature Officer Group that helps you to manage the officers conveniently. Here is a sneak peek at this feature: 1. Go to the Squad tab, edit the group. You have 2 free groups to edit. In order to get more groups, please acquire more Squad unlock cards which can be claimed from the S3 Battle Manual. 2. Save and activate the group you edited. 3. Remember to unlock the slots under dispatched officer tab. Otherwise, only the first 5 officers you edited will be deployed.
    2 points
  16. 1.)Will the sub reveal its position when the sub attacks a target or becomes attacked? 2.)If a sub is spotted how long does it last? 3.)Will subs have extra defense while submerged? 4.)How big is the sonar detection range of destroyers and how long does the ability last? Was it ment to say you can use the ability every five minutes and it only lasts for 1 sec? 5.)Will destroyers be equipped with dept charges? 6.)What is burst damage? 7.)Also I see you have a picture of the sub unit. Are they solid on the stats for the unit and if so can you tell us? 8.)Increase the speed of the aircraft carrier to the same speed as the Battle ship since the battle ships of ww2 were built to keep up with the aircraft carriers and not the other way around. 9.)Change the amount of LC units able to load on the aircraft carrier to the same as city units..right now I can load 20 avros into a aircraft carrier but only 10 Mitsubishi. 10.)Give bombers with defensive turrets air to air ability. 11.)Give fighters and jets ability to conduct strafing runs against ground units. 12.)Give commandos ability to swim. 13.)Give commandos ability to sabotage buildings and units.
    2 points
  17. Commanders, Here is another sitrep for the submarines. In this volume, we'll introduce the rough mechanic. Some will be optimized before the release. Sub’s role: Surprises the naval units, deals lethal damages and turns the tide. Sub’s status: There are 2 statuses for the subs: On water and Under water. When on water, its mechanic is the same as the other naval troops. But it has a button to Sink. There will be a timer for completing the sinking action. When under water, 1. it turns into invisible to the enemy/neutral but transparent to the ally; 2. it has a debuff of -XX% move speed; 3. it has a button to Rise; takes time to complete this action, too; 4. it has a button “Strike”. To complete launching the strike, it takes XX seconds, then comes into visible and starts to attack. By successfully completing the strike, the sub gains super bonus attack, say XXXX% attack. Considering completing the strike takes time, so it sometimes many not deal any damage, such as the situation where red naval troops moves out of attack range when you are launching the strike. Should you have any questions, please PM me. Thanks. World Warfare Team
    2 points
  18. Good new feature. Would like to see some training videos for newer players.
    2 points
  19. https://youtu.be/MBFT5zuJ590 Name in game : JONEK ID:836913
    2 points
  20. This map can be wonderful if; 1) No free arms or like we use to have in other bfs 2) No this much XP from rebels 3) Enlarge the bf landscape 30% more and add 30% more players. Limit the league players to 10. i believe the speed of the game is ok. Also why don’t you think adding new units like submarines this time?
    2 points
  21. The map is great but the missions are a problem. I think that the map should be a normal map with normal missions. Make the missions not give out arms. The exp gain is crazy. Plz lower it back to normal. Killing troops should not give u arms for better troops that is just plain stupid. The map should be balanced and not just navy based. All classes should be useful in this map. Plz fix the map ASAP!!!
    2 points
  22. Ok so upon first joining the map seemed perfect. There is an equal balance of naval and ground power. Not all cities can be hit by naval so it makes have a ground army useful. The map itself I like. Now the parts that need working: 1) players are given way too many arms from missions way more than any player would use all bf long. This could lead to stalemates as arms are in surplus. However population and cash will slow down builds. Overall there’s just many arms given. 2) there are so many ways to get insane amounts of Xp on this map. Just killing a fort or super battleship and your already battle lvl 30 plus. Along with that the battle score given is insane. This causes the problem of players farming these NPCs just so they are ahead in rank. Overall it becomes a race to kill these NPCs. 3) there seems to be way too much going on in this map where it came be overwhelming. So many NPCs to kill and so many possibilities. This map seems like it would go on for days without much change when it comes to pvp fighting and making gains in the map. It’s going to be focused on staying ahead on points that it’s almost not enjoyable to play.
    2 points
  23. Everything is fine besides that speed is 1x. Fix that and its a perfect map. Thank you for making this.
    2 points
  24. IMPROVE ALL TANKS AND ADD MULTIPLE ATTACKS -If YOU THINK OF IMPROVING DEPOSITS, ALL ARE INCLUDED THE LIGHT, MEDIUM AND HEAVY . THE SOLUTION TO THIS PROBLEM IS EASY: - ADD MULTIPLE ATTACK BUTTONS TO ALL LIGHT, MEDIUM AND HEAVY TANKS, SAME AS THE M40. -UPGRADE ALL TANKS OR THERE WILL BE AN IMBALANCE IF ONLY ONE TANK IMPROVES. -ADD ADD THIS TANK T-32 GALLIOPE TANK KATYUZKA 100% REAL CREATE NEW TROOP T32 CALLIOPE Create the Sherman T32 CALLIOPE would be an equivalent to the katyuska, but we would have it with a city of lv.11 - Remember it's a rocket launcher sherman - If you can give it speed + 150% the same as the artillery has -Game lord choose stats - And also create command cards for him. -This sherman is exclusive to normal cities BETTER ADDING THIS TROOP WOULD BE MORE USEFUL.
    2 points
  25. One thing I forgot to mention is my opinion on salvo ability for tanks. Please ignore anyone who mentions this as an option. I’m a tanker and I live with the struggles of my units being all hit simultaneously by area damage units. As much as I’d love for my tanks to have that kind of power, it is completely ridiculous to consider this. I run groupings on my tanks to prevent them from over killing m40 in 20 second refreshes. With this in mind, I could make 5 tigers with a full tac and activate salvo ability and kill any amount of m40 in a 20 second refresh. Please do not consider this. I strongly believe the solution is not to simply do one drastic change but rather to make many little changes such as those I listed previously that don’t risk reversing the balance of the game. I have no problem killing 20 m40 with 20 tigers. Be sure to consider that some tankers know how to spread and play the game mechanics to their advantage so any drastic change could ruin the game completely. One last thing that’s should be taken into account but has nothing to do with tank optimization is the use of elephant tank destroyers. An anti tank gun can be made at level 4 munition (between light tanks and Shermans) I believe elephant tanks should be able to be made at munition level 9 assuming king tiger tanks are brought down to level 11 munition. That will allow airman to create a counter to tanks and properly follow the triangle of this game where tankers counter cannoneers, cannoneers counter airman and airman counter tankers. Airman also have very little progression. Would be nice if they could produce tank destroyers before bombers so that they don’t end up making AT guns until bombers. Cheers, TheMachine
    2 points
  26. After reading some of the other comments that also made a lot of sense,... what about this?: Move m40 to lvl 4 LC - these are quite the trump unit. T34 to lvl 2 LC Pershing to lvl 3 LC maus to lvl 4 LC (keep them slow) LC bombers to lvl 4 jets to lvl 5 move king tiger down to lvl 11/12 munitions add a bf tech for each tank (except light/med tanks) for “high explosive shells” that increases damage by 150% for 5 mins with 30min cool down. slightly increase the firing range for each tank - the speed of them will be fine. no AOE required. we should see more tank battles with this and less reliance on m40, especially in the early/mid game. end game will result in a very good mix of armies and group strategies will be more prevailing. you won’t be doing much to alter ‘tanks’ other than slightly increasing range and adding the bf tech. Just moving their availability in the game timeline. This should balance quite nicely.
    2 points
  27. I started the game and did a lot of class tech research into tanks, thinking that I would like that style of play. Tanks are fine for killing rebels, but when going against other players, splash damage is hard to beat. I think the easiest/most realistic change to help balance PVP would be an increase in Defense/HP for tanks. Being able to take in some damage from the M40's to get into range and shoot at them before being destroyed. Another suggestion would be upping the speed of tanks over 'grassland', even making it the same as over roads. This would allow people to move them around in battle and keep them from clumping up. Another thing to look at that doesn't really relate to tanks vs m40 fighting, but does effect game balance is tanks take way more damage from city and LC turrets than vehicles or planes. This effectively negates the higher defense of the tanks. I'd suggest the damage given to vehicles and planes be increased to match the tanks, and then the higher DEF of the tanks would make them take in less damage over time.
    2 points
  28. I also suggested sometime ago an auto spread function. This will change the whole story.
    2 points
  29. Imo, this is the best option and by far the most realistic. It effectively nerfs m40s and other artillery and requires them to be more skilled. Bombers cant just bomb close combat units without hitting their own team, requiring a skilled approach to bombing in team battles. AOE tanks is ridculous, theres nothing realistic about that whatsoever. Tanks should be the first units that charge into battle and are most equipped to handle enemy fire, not become armored artillery.
    2 points
  30. It’s very simple... Area Of Effect (splash damage) troops rule this game. Troops that attack one target at a time (like tanks) are much less useful than troops that attack many targets at the same time (bombers, artillery, anti-air). To fix this... all you have to do is add a Salvo option for tanks (like you already have for Flaks). Make it a tier 4 (battle level 20) battlefield research option with a high cost that takes 8 hours to complete. And make sure that triggering one tank doesn’t spread to every tank nearby (like chafe does onto transport planes) so that commanders cannot stagger the ability in a way that gives unlimited salvo. This will restore balance for tankers. And it will not make tanks too overpowered... as defenders can simply wait until the tanks are on cool down (wait until the 5 minutes of salvo is finished) and then re-engage as a strategic counter-measure to the power of Tank Salvo. Another idea, is to make this option available only for the strongest tanks in the game. Tiger, King Tiger, Maus. But not available for light tanks or Sherman medium tanks. Also, send me some gems for sharing this brilliant idea. My advice isn’t free 🤑 - KingZeus of GODz (GODz FTW! )
    2 points
  31. What if there was friendly fire? For example when M40's have to turn their guns on targets immediately next to them, should they not receive splash damage? I'd like to see AOE count against all targets so that blitzing tanks pose more of a threat.
    2 points
  32. My Christmas wish came true with my first Covid vaccine dose. The booster is in 21 days. To all best wishes and I look forward to a better New Year!!!! ROG
    2 points
  33. Merry Christmas!!! User name is R0CKET ID#50850.
    2 points
  34. I agree with the limiting! But a reasonable limit. I would bet you would actually make more money from the game if went about the right way. I for one, love this game only game I can find with its mechanics and strategy. But I have stopped playing it off and on because I get pissed when I get wrecked by a guy who obviously blew 100 dollars on the map half way threw. That being said I choose not to spend a bunch of money cus of the fact that u can blow ten dollars one day then get demolished in the next 6 hours by some dude that spent his whole check on gems. So I only buy the building que and thats it. Me and many of my friends have the same view we would spend more on the game if it was even half worth it compared to big spenders. The best idea we could come up with would be make a map that limits the amount of buying power but maybe get less rewards for winning the map and still have your normal maps that way you still got your big spenders on the top end but you also gain the income of the bottom end spenders who might start throwing in an extra 5 or 10 dollars since its more worthit and you would definitely gain more players cus I know for a fact a lot of people trash this game cus of this issue
    2 points
  35. Greetings Commanders, Welcome to the world warfare military channel! According to our internal sources, the HQ is planning to launch a major update in the near future. A bunch of free premium items are waiting for you to claim! In this update, we will introduce the concept of Season, it is a season from overall, not the same season as that of tournament. The S1 season is about to kick off soon! During the season, you can purchase the Battle Manual, complete designated missions, and improve your personal rankings and league rankings. Let's take a sneak peek below! Battle Manual 1. In the battle manual, we have added some exclusive items, such as unit skins, permanent commander portraits, permanent league emblems, among which, the permanent commander portraits and permanent league emblems could be only gained in this season. Battle Manual is the most cost efficient item in this game! Here are some pictures: 2. Battle Manual is also known as battle pass where you can earn a series of premium items that can help you conquer the battlefield. There are 2 kinds of manuals we have: Free manual and Elite manual. When you are playing on the battlefields, you have to accumulate a certain amount of active points to claim the corresponding rewards. Unlock the Elite Manual with $9.99 to gain more premium items. 3. You may also wonder how to gain the active points. Please tap the S1 season button, click tab Missions, complete the missions listed to accumulate the points. The missions for the league tournament and MMR are challenging with high rewards; the weekly missions and other missions are easy to be completed. As you all have comprehended, this is a brand new feature to the game. We will keep optimizing it based on your kind opinions. Therefore, please share what on your mind is in the comment area. Thank you. That's all for the vol. 1, more contents are coming soon. Stay tuned, please! Peter😎
    2 points
  36. This is a really good idea. If the community wants to encourage more women to play the game... then develop features that are specific to keeping them happy and appealing to new women-players that might be checking the game casually (until they see features they like and decide to stay long-term). Peter, and other support staff who happen to read this, please take Lynze’s post seriously.
    2 points
  37. Have it be a fundraiser for breast cancer awareness
    2 points
  38. This update seems cool... but the new M1 artillery unit still has some issues that should be addressed. There are existing officers (like Knudsen) who say they apply to all vehicles... but they don’t affect the new M1 artillery unit. Please check it. Also, there should be battlefield technology options for the new M1 unit (just like there are for all other units in the game). Thank you -Zeus
    2 points
  39. Memphis Belle, no matter how wildly inaccurate it was. Where Eagles Dare was a fun fictional story, a young Clint Eastwood.
    2 points
  40. Midway I liked a lot because I learned about the officers in this game before I saw the movie and saw which officer did what in the war / pretty cool to see the game come to life in the movie midway with admiral Nimitz and Yamamoto
    2 points
  41. Few Things -MMR needs to be moved over to the Tournament interface on main screen. It is, afterall, a tournament and not a normal battlefield. Just like in silver and bronze cup, we need to be able to play other (normal) battle fields at the same time (so we can get the daily rewards especially for something like the independence day event). But if we want to play all of the MMR fields it would mean surrendering any other maps because currently the system is set up for us to play both at same time. -The ranking system is stupid. Right now, there are over 100 people tied for first place with 40 points. The main tie breaker seems to be “how fast you finish your map”. From your own perspective, why would you want to encourage your community to rush through the map as fast as possible and take out enemy? People will play more, and spend more, in longer more competitive maps. From our perspective... someone who takes 15 cities and kills 300 enemy troops with a total individual score of 150k in their MMR map will be ranked lower than someone who was up against a bunch of alt accounts... went right to enemy and cleared them out with no resistance... finished with 30k points and 7 cities while killing no armies at all (because the alts didn’t build any). It defies all logic that the latter in that example will he ranked higher just because he finished faster. You need to find a way to factor in total scores, cities, and/or kills into the tiebreaker formula... or at least make it so that overall scores actually matter. Otherwise, our goal will be to finish your map as fast as possible while also playing no other maps (see number 1 on this list) and the result will be less play time, less spending, and less excitement overall from your game. -Flak 41 isn’t producing properly. Whoever did the code accidentally set the requirement to “level zero” LC munition factory instead of level 1. Please fix it, Flak 41 are very important since some enemies were reportedly gemming bomber armies within first few hours of a map. - the level 8 cities in the middle of the fire belt should come with some good munitions. Better tanks, or artillery, or aa units. Otherwise, they are nearly useless. - this is a water map, but you have made naval ships impractical. I don’t think you should overdo it... but at least 1 of each ship type in start cities or in level 8 cities would at least make Nagy a factor worth paying attention to. Otherwise, no one will ever bother making navies (because of resource/time limitations) which is a waste for a map where navy has such great potential. -early on we ran out of steel over and over. In speaking with the community, the only solution to this was to buy a supply pack which costs 3,000 diamonds. This is an extreme advantage for players/teams who spend lots of diamonds. So much so, that eventually people who do not plan to spend 3,000 diamonds for supply pack will stop playing MMR tournament and you will lose the majority of the player base for the tournament. In order for the spenders to stay challenged.. you also need good non-spenders to want to stay and fight and think they at least have a chance to win with strategy alone. I recommend removing the supply pack from MMR tournament altogether (the same way it doesn’t exist in silver cup/ bronze cup tournament). Gemmers can still use the commercial center to buy their way into some extra resources... but the supply pack resources are just way too extreme of a difference between spenders and not spenders. It’s throwing off the balance. - why does the new M1 artillery unit cost oil in this map? In other, normal maps it only costs cash, steel, and rubber. You have introduced this unit but then made it virtually impossible for someone who doesn’t get a supply pack to use it. Add oil to more missions, or get rid of the oil cost for producing M1 artillery. It’s the first ground unit ever in the history of the game to cost oil... why? Especially If you’re not going to compensate by giving us extra oil to offset that added cost. -the munitions given with each city acquired are boring and too excessive. 13 of each light tank, recon car, AT? It should be more like battle of the bay where everyone gets 3-5 of each unit - including top tier units. Let us enjoy the best this game has to offer while playing the game at the highest levels or warfare. In my first match we fought with 130 light tanks against enemy’s 80 light tanks. We learned how to get better munitions later, but even still the munitions given to us are inadequate and boring. You should fix that. -The Independence Day event daily missions aren’t working properly. You owe me some Independence Day event coins please. Also there should be more added for various events. That’s all for now. -Zeus
    2 points
  42. Does your team draw new medals? they are very fantasy. it started with new medals for the battle for the bay. old medals realistic
    2 points
  43. когда подводная лодка будет обнаружена под водой, кто нападет на нее под водой? и может ли подводная лодка обнаружить другую подводную лодку? Питер, я выложил видео, но не получил награду, я хочу знать причину. Мицубиси и Бристолу нужны глубинные бомбы.
    1 point
  44. I guess more info is needed for submarines. Effectiveness and officers.
    1 point
  45. Does everyone understand that having M40 and LC bombers so early makes the game broken? when that happens, not many stick with tanker. tanks don’t need improvement/optimized,.. just the munitions availability timeline needs to be changed/optimized, so the game isn’t broken with people running around with m40/LC bombers on day 2.
    1 point
  46. The Chinese league in MMR tournament are gem hacking cheaters. Why won’t the game do anything about it? Because they are admin of the game themselves... using fraud to coerce spending from real players.
    1 point
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