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Showing content with the highest reputation since 10/20/2020 in all areas

  1. These updates get worse and worse, please bring the hardcore map in with no gems and no shields! Feel free to rotate it or keep it open always like global.... Hardcore global no gems no shields let's the players war!! Until then you will keep seeing one person win every season with his 60 Alt accounts
    3 points
  2. I made a video talking about all of the features of Season 4, and also discussed this new map. If you guys are interested, please click the link below!
    3 points
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. Merry Christmas, Feliz Navidad, and Happy Holidays to everyone... Hope everyone had a fun and safe Christmas.
    3 points
  12. Map: shifting the game from pvp to PvE maps is causing more players to leave the game. Farming rebels from time to time is ok but it is becoming the norm now. Very few leagues are actually fighting. The World map was a good idea but poorly implemented. Should have been larger, closer to scale and way more options for attacks (good mix of all troops) some land, some naval. New bomber officer: the defense applies to AA Guns and bofors. This means any troop that is AA. You can check the descriptions of flaks and other aa and look to see that within it says it’s an AA gun. So The officer works against all AA. Also the defense stats doesn’t seem like the normal stand firm or clàss defense buffs, it sounds more like airman will now take 50% less damage from AA attacks.
    2 points
  13. Not sure what you guys have been smoking but this seasons rewards are just a slap in the face. No permanent skin plus the skins are for more air troops, there has only been 2 tanker skins released and you had to pay for them to be permanent. At least have one of each class of skin available each season or give the players a choice of the skin. Also a second Lancaster skin, when there’s been other skins demanded? Now the new officer you guys out in store you must have been smoking extra because you completely made airman OP now. 50% more defense from aa, no actually it cuts all aa damage in half because it says 50% defense from aa. Why would you put out an officer that breaks the rock-paper-sicissor balance. Cannoneer (AA) are supposed to have an advantage over airman but this officer now protects them from AA. I guess it is fitting as cannoneer shit on tankers anyway because AOE is super OP where tankers don’t have this ability. im just curious if you intend to release more officers like this one that counters existing officers and clàss advantages. almost every fast map with 2x speed or more which be majority airman now (as if it wasn’t like this already but now it’s just going to be more overwhelming air). I’m going to be straight up and say that this update makes me ready to just quit the game forever. Haven’t played the new map yet but I bet it’s mainly a PvE map like Aegean which promotes more farming then fighting. This game has seriously lost my interest. If you want to fix the game start listening to player feedback. Balance troops correctly, see what troops are struggling and buff, see what troops are excelling way too much and nerf. A big complaint I have is in faster speed map there is no damage or range compensation which means certain troops benefit and others seem to get needed. If nothing is done I will give this game a few more months before this game dies.
    2 points
  14. S4 rewards have been trimmed back. No permanent skin reward like last season. It's nice that you have focused on airmen this season but I hope S5 will be for tankers.
    2 points
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. Good new feature. Would like to see some training videos for newer players.
    2 points
  21. https://youtu.be/MBFT5zuJ590 Name in game : JONEK ID:836913
    2 points
  22. 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
  23. 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
  24. 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
  25. Everything is fine besides that speed is 1x. Fix that and its a perfect map. Thank you for making this.
    2 points
  26. 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
  27. 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
  28. 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
  29. 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
  30. I also suggested sometime ago an auto spread function. This will change the whole story.
    2 points
  31. 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
  32. 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
  33. 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
  34. 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
  35. Merry Christmas!!! User name is R0CKET ID#50850.
    2 points
  36. 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
  37. Need more players, but Keep less than regular global amount. use the same reward system as regular global IGN: Koolgrape
    1 point
  38. Just had a chance to try out Atlantic map and my overall opinion is I enjoy Aegean more. I do like having different rebel strongholds and armament facilities, and really like on Aegean that there are elite battleships and strongholds which give 100k exp per kill. I was surprised to not find those on atlantic, which is the sole reason I like Aegean better. I do like how these newer maps are including a description and breakdown of units by clicking the information tab on the units. Other maps, you have no idea what type of damage output that the units have. Being able to see the stats is a very nice QOL improvement and should be updated on other maps such as MMR. I personally give the map a 6/10. It doesn’t feel like I’m fighting in the Atlantic, because of so many unrealistic lanes to accommodate navy. I enjoy the resource planes and trucks to speed up production though. Buffs and Debuffs: for my field it rolled -50% armament cost but -30% move speed. Before the buffs were announced, I literally said in chat.. I’m so glad we are playing on a fast map. Cup is so slow! 2 minutes later we uncovered the movement speed debuff. This kind of killed the map for me. Slow movement speed.. needing to pay attention for an entire hour just to conquer another city is the worst part of this game. Please consider removing movement speed debuffs from the debuff pool.
    1 point
  39. I for one see the changes but it’s the little thing about the season that’s not working there are no replays going on yet nor the new tactical in game analysis where is that? Essentially the game is set up now where one guy with bombers can take a whôle map now this is even more with the changes. I would recommend more devs play in game and be a part of the actual game mechanics. I can barely get anyone in customer service to do one thing. People talk about PvP battles great! The issues is that players have a billion alt players. I’ve been in maps where the alts number in 50 players total. It’s not fun even fighting anymore in a traditional league with real players. Massive tactic drops, massive heals. There needs to be limits somehow. CPT Dave 627486
    1 point
  40. I do not want the free Amythest no offense, and the new map did not live up to its expectations.. when you guys stated that this map would model the world yall set the cards on the table, ppl expected a much larger map. This map basically resembles one of the other several naval maps we already have alot of. Ppl will indeed mainly use their op ships to get around and maybe a small ground force to push deeper into islands but thats all.. i dont see a fair mix of units as portrayed. For the battle pass, no perm skins? no perm borders? you kidding me? Ppl like me will spend money, but if it isnt perm why am i paying for that? Dont misread this post, i actually like this game alot and have spent thousands already on it so its more like frustration of the repetition.
    1 point
  41. I was actually a little disappointed that you could not shoot them underwater and have the destroyers fire back at them if detected by sonar. Being able to shoot underwater would just make them all that much better and it would encourage a lot more strategy in using them and countering them. I still think the 3mins to submerge is along time and the movement speed is very very slow almost painful
    1 point
  42. Subs are fun but the strike range is ineffective. Need a warning prior to attack. Also enemy resource nodes can see your subs there is no reason subs should be seen by resource or maybe just navy bases only. Also the subs can be visible when firing this should not be the case a subs strength is being invisible. Also I don’t think a player should have to útilize a bf tech for strike mode find a better mix of bf tech instead of the current
    1 point
  43. Great addition. Thank you for this!
    1 point
  44. Ya they are listening!
    1 point
  45. Any talk of helicopters like a sea king anti sub etc?
    1 point
  46. Commanders, The server will go down for maintenance at UTC 7:00 a.m. on Jan 25th 2021 (PST 11:00 p.m on 24th,EST 02:00 a.m. on 25th),. Expected downtime will be approximately 2 hours. Keep your troops safe before you log out. Please update this game in App Store/Google Play Store after the maintenance. Here are the patch notes: 1. S2 season is coming. New league emblem, new portraits, new city frame, new unit skins! 2. Added a new lobby medal for completing the battle manual. 3. Optimized the seasonal missions. 4. Added a new map: Battle of Agean. 5. Added class techs for M1931 howitzer. Same as that of M40. 6. Optimized the battlefield techs for tanks. Active to gain more defense vs artillery. 7. Optimized the Hall of Fame for the MMR. 8. Optimized the league city units training for newbies. 9. Minor bugfixes and optimizations World Warfare Team
    1 point
  47. It’s simple tanks are supposed to be scary so make them scary when a tank unit but only tigers and all other tank units after that can be made get within a range of 100 the defense of Those units within range gets taken away or subtracted by 500
    1 point
  48. I don't think that is the first problem in tanks... I believe firstly could be better to fix some tanks speed (StuG III, Elephant destructors, Panzer VIII Maus and those are what I tried) can't believe that speed difference. Agree
    1 point
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