Posted by CM_Burny in War Commander forums:

KNOWN ISSUE: Logging into Preview will only work when you leave your mouse cursor in the War Commander window. If you move your cursor outside of the window, the load screen will run indefinitely. You may experience RBEs during the loading screen as well. We recommend refreshing and leaving your cursor on the loading screen.

This Briefing is brought to you by Wrongthinker and Goldendoodle! They will be answering questions in this thread as time allows, so don’t hesitate to share your thoughts.


Several months ago, we did a balance pass that focused mostly on bringing some units in to line with their original design intentions. We did this because keeping our content in-line with their intentions allow us to better balance the game in general and reduces the need for power escalation. For our next round of balance, it makes sense to turn our attention to defensive structures.

Our focus for this pass is on our primary turrets, which include the Avalanche, Hunter, Heavy Flak, Overwatch, and Rail Launcher. By making these turrets better fill the roles they were intended to fill, we provide players more defensive strategic options. More importantly, it helps attackers better understand how to deal with the turrets their fighting against. Finally, by having our primary turrets live up to expectation, it opens the door to us doing rebalances to other turrets in the future (Cryo, Napalm, etc.).

Below, we outline the goals we’re setting for each turret and how we’re changing them to achieve those goals. With this preview, we’re hoping to get your feedback on how well we’re hitting those goals before we ship the updates to live. It is worth noting that we will NOT be shipping this update before the upcoming event, because we don’t want to rock the boat right before such an important activity.

Again, let us know how we did at achieving our goals (or how you feel about the goals in general) and thank you for participating in preview, providing constructive feedback, and helping us make War Commander a better game!

Turret: Avalanche

  • We’ve adjusted the Avalanche’s research pricing, equip costs, damage, and range to provide a smoother progression. Ultimately, the turret is a bit more affordable now, which it needed to be, as it is an absolutely essential turret to have in your base. In addition, we’ve finally added the oft requested 10th Avalanche level.
  • Cumulative Research costs have been reduced from 719m Metal and Oil (from levels 1-9) to 550m Metal and Oil (from levels 1-10).
  • Cumulative Research time has been reduced from about 30 days (from Levels 1-9) to about 20 days (from Levels 1-10).
  • Equip Costs have been reduced from variable amounts to a flat 250k at all levels.
  • Range now scales 25 at all Levels up through level 10. This means a 25 Range Reduction to Level 8 (from 600 to 575) and the turret caps out at 625 Range at Level 10.
  • Damage scales from 10k-16k per shot (from levels 1-9) to 10k-20k per shot (from levels 1-10).
  • Turret: Hunter Missile

  • The Hunter Missile was supposed to provide a high-damage single-target defense against air units, but it was not quite strong enough in some situations while far too strong in others. It was far too strong against groups of units while not potent enough against individual units. By removing it’s Splash Radius, but increasing it’s DPS, it’s role is better defined and it no longer is as punishing when RUBI accidentally groups up your units. To defeat the Hunter, it’s best to swarm it with air units or use your ground forces!
  • Damage per shot has been increased for levels 1-15 from 37.5k-400k to 150k-1.6m.
  • Lock-On times has decreased from 3 seconds to 2.5 seconds for all levels.
  • Reload time has decreased from 2 seconds to 1 second for all levels.
  • Splash Radius has been reduced from 80 to 0 for all levels.
  • Heavy Turret: Heavy Flak

  • Out of all the Heavy Turrets, the Heavy Flak was easily doing the worst job of filling its intended role. Since the intended role of the Heavy Flak is to be anti-swarm, so the changes below are designed around making it take on more swarm-based airborne units, like the Bonesaw or Fury. This was made worse by the fact the Hunter was already reasonably effective against groups of units (especially if RUBI clumped them up). To defeat the Heavy Flak, use airborne units that have larger health pools and appear in fewer numbers or ground units.
  • Damage against all non-Unique air units has been increased by 300%.
  • Damage per shot has increased for levels 1-15 from 12.6k-17.75k to 50.4k-71k.
  • Splash Radius increased from 150 to 200 at all levels.
  • Maximum damage fall-off increased from 0% to 50%.
  • This means that targets on the edge of the Splash Radius now take 50% of the damage that the target at the center takes.
  • Heavy Turret: Overwatch

  • The Overwatch has always been a solid turret, but it fell behind the curve quite a bit in the Faction era, making it ineffective at doing its job of mopping up large numbers of infantry. The solution was simple: it needed to be stronger. To defeat the Overwatch Turret, use Heavy Vehicles or airborne units.
  • Damage per projectile has increased for levels 1-15 from 6k-106k to 10k-150k.
  • Splash Radius increased from 100-120.
  • Heavy Turret: Rail Launcher

  • The Rail Launcher had some really odd inconsistencies. For example, a single shot would deal about 50% of a Hammer’s health in damage… but also only about 50% of a Liberators health. Much of this was caused by some behind-the-scenes modifiers that massively decreased damage against Infantry units. Removing these hidden modifiers makes the damage output of the Rail Launcher much more consistent. Further, we’ve also removed the small amount of Splash Damage the Rail has, meaning that it can’t kill multiple units with a single shot, even if those units accidentally grouped-up (with a Reload Reduction that helps it remain strong in the situations it was intended to be strong in). To defeat the Rail Launcher, use airborne units or swarm it with large numbers of ground units, such as Infantry, as it is much harder to deal with when using fewer numbers.
  • Damage to Infantry increased from 25% to 100% for all Levels.
  • Splash Radius reduced from 10 to 0.
  • Reload Time decreased from 5 seconds to 2.5 seconds.

  • Do the turrets better execute on their intended purpose?
  • Do the turrets feel better to fight against, now that their intention is clearer?
  • Do the turrets feel better to use defensively, now that you know what they counter?

    Step 1: Go to https://apps.facebook.com/warcommanderpreview

  • Please note that the Turret changes will only be applied to Turrets in your Base, and on the World Map in the Bases below. We recommend avoiding any other Bases, as the rebalance may not apply.
  • Verkraft 70:
  • All four Heavy Turrets (Level 14)
  • Verkraft 40:
  • All four Heavy Turrets (Level 14), and Avalanche (Level 10)
  • Step 2: Enter the password: TargetAcquired
    Step 3: Test out the rebalanced Turrets in your Base (They will be unlocked and you will have sufficient Gold to Instantly Build them)
    Step 4: Report any and all bugs you come across in this forum thread.
    Step 5: If you have reported any bugs in step 4, you can leave additional feedback here.

    The preview server is limited to 1,000 players. Passwords are available on a first come first serve basis. The Preview Server will be active until 12pm PST on Monday, December 18th.

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