HQ Updates | February 6th, 2018

Balance Notes – February, 6th 2018

Greetings, Commander!

We are aways focused on making the game as fun and balanced as possible for every player, from newcomers to veterans alike. In order to do this, we take several data sources into consideration, such as the meta game, player requests and historical accuracy.

This time around we buffed to underused cards like the Heavy Gunner, Landmine, Sniper and others, while also tweaking a bit on the dominant building strategy to make it more manageable.

Here are the changes:

Heavy Gunner:

  • Health: 5829 -> 6045
  • Preparation Time: 2.0s -> 1.7s

The most expensive card in the game is a dangerous threat, but could be overwhelmed pretty easily by enemy swarms.

Giving him a little more health and less time to load his weapon should make the difference on some situations.

Turret:

  • Duration: 25s -> 20s

The Turret can shutdown most attacks on the game, like the biker, tactical squads and others. But it stays a bit to long on the battlefield.

This adjust on the duration will change it from a “prediction card” to a “reactive defense card”.

Assault Jeep:

  • Charge Delay: 2.2s -> 2.0s

The Assault Jeep is fast, has enough health and deal tons of damage. But when deployed the opponent has quite some time to react to it, making the biker a more solid option for some quick damage.

Now the jeep will start its maximum speed a bit faster, making it a little more consistent.

Soldier Camp:

  • Health: 1079 -> 864
  • Spawn Rate: 2.0s -> 2.2s

Soldier Camp overwhelms enemy troops with the sheer amount of troops it deploys, while also being a low cost card to play.

This way, it’s too versatile, but this two changes may fix it. Having less health means it shouldn’t be as effective as an health shield for your tower, and the slower spawn rate will deploy one less soldier over it’s lifetime, and they will also gather a bit slower, making the total DPS this card provides more reasonable.

Sniper Assassin:

  • Damage: 648 -> 756

The sniper is easily countered by crowds of troops, but even against those big single units it’s usually replaced by other options like the sledgehammer or the anti-tank cannon.

More damage means more DPS, making it a better option to counter the bomber copter, for example.

Assault Chopper:

  • Damage: 259 -> 324

This higher damage means it will take one shot to kill tactical choppers and two shots to finish off grenadiers. Also, it will be able to kill high health units faster.

Artillery:

  • Deploy time: 3.0s -> 3.5s
  • Preparation Time: 4.5s -> 4.0s
  • Splash Radius: 2.0 -> 1.5

The Artillery is a really dangerous card to play against. One small error and your tower is gone. This change on the deploy and preparation time means it takes the same amount of time to shoot it’s first bullet, but now the opponent has half a second more to play a distraction. Also, the splash radius reduction means it will clip less troops on a single bullet. No longer all riflemen from a barrack or all recruits from a squad will die at the same time, making them better at distracting the artillery.

Landmine:

  • Damage: 1727 -> 1943

The landmine is a bit overlooked on the meta right now.

This damage increase will help people remember its power, since now it can kill bikers and significantly stop Coronel Warcry’s massive pushes.

*please note that all numbers are shown for: common level 11, rare level 8, epic level 5 and heroic level 1