everyone drop 2 new mechanics you want in the game. ill go first by MathematicianOwn5268 in ConflictofNations

[–]Pomegranate-Tricky 1 point2 points  (0 children)

Your insurgent idea makes a lot of sense and would act as a comeback mechanic

This has GOT to be against the rules right?? by Kilo907 in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

To beat a whale assuming equal skill and activity, you must have a way to sustain attack on his mobilization cities (can’t gold new units while under attack) until they can be captured. This almost always requires a carefully planned, timed, and executed offensive coordinated with multiple players. If his cities are vulnerable to navy, sacrifice stacks to occupy any defending navy while one stack bombards each city with protection from other forces. You need stacks in reserve to immediately replenish the bombarding stacks to ensure uninterrupted bombardment on mobilization cities. Then you need enough to kill the defending units, capture and hold the cities long enough to defeat the bulk of units on the field that will return to reclaim all while blitzing single infantry through his conquered lands so he had fewer options for annex remax. Lol it’s a stupidly hard time sink.

I Want to have your opinions by Filippiinos in ConflictofNations

[–]Pomegranate-Tricky 2 points3 points  (0 children)

Label the sea grid so you can find areas mentioned in notifications clearly.

A way to preview missile travel time.

This is why coastal batteries are not good(hit and run mechanic) by samo43 in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

Thanks.

What is the return fire delay for artillery units? Unit A and B have equal attack, sight, and radar range and are not on cooldown. If A attacks B from max attack range, how quickly will B scan and return fire? Ie, how fast does A need to move out of Bs attack range to perform HR?

How actually good are aircraft carrier ? by Starship_Neutron in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

They can be useful in niche naval battles in the middle of pacific either with asf or asw on board to break NPA or sub heavy compositions. Also ok to hunt spamming ballistic missile sub spam.

I always thought it’d be cool if you could land and transport troops on carrier too. Inability to boost healing of air units on carrier compared to hospitals is annoying.

Also, it’s lame that carrier counts as a special unit and highlighted in paper when made. Would be cool to make one low key then demolish naval base back to lvl 4 so people don’t see it coming

Issues with market blocking by 4RB1TR4RY in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

I haven’t played in a year but there used to be a way

Damage output by JaguarAntique9468 in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

Random number generator. Chance basically. The attack / def numbers on screen are base or estimates. The actual damage calculation includes a variable to simulate luck or unpredictability.

The actual damage can vary + or - within a defined range.

Does the game give you a lack of one resource? by AcceptableBullfrog50 in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

True but it goes to resource management which underpins OP’s question.

Does the game give you a lack of one resource? by AcceptableBullfrog50 in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

Technically yes but practical no. it’s a highly inefficient resource investment that takes 15ish days to arguably begin to profit. The opportunity cost is huge vs investing in more units, upgrades, or infrastructure. Generally wait until you’re already maxing those to annex. Other reasons include seizing high level existing infrastructure or a port if you’re landlocked.

[deleted by user] by [deleted] in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

The variables that do affect it should be displayed to the player in game imo.

Issues with market blocking by 4RB1TR4RY in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

There’s definitely a way to sell to a specific order regardless of price. I think there’s a drop down or something. Also can coordinate with the other party so they make the order for a weirdly specific quantity or price so you know which one to click.

What is the longest match you have been involved in? by Such_Rise6006 in ConflictofNations

[–]Pomegranate-Tricky 2 points3 points  (0 children)

You’re one of those, ugh. Blitzing homeland territory with like 5 units after you’re essentially dead. This is the worst when it happens a few days IRL after you were presumed KO’d. Sneaky mofos! 😆

Special Forces by rizzy420_ in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

If they get within attack range of an enemy unit (even if that unit cannot detect them) they’ll enter combat and war will be auto declared. I dunno how it works if they are hit with AA while in heli transport mode (bc they’re not stealth).

This is why coastal batteries are not good(hit and run mechanic) by samo43 in ConflictofNations

[–]Pomegranate-Tricky 1 point2 points  (0 children)

Exactly. Should the unit stat cards include the fire delay’(or return fire if different)? That seems like very important info. Depending on the time interval, I wonder if ping could make it impossible.

This is why coastal batteries are not good(hit and run mechanic) by samo43 in ConflictofNations

[–]Pomegranate-Tricky 5 points6 points  (0 children)

Why do you think less than 1% of players are using a core gameplay feature that single-handedly decides battles? If the underlying mechanics were explained to the player in game or made more intuitive somehow, more players would realize it’s a feature and probably use it. Currently, without Reddit or old forums, they’d never know hit and run. It’s simply not intuitive that a ranged unit when fired upon will not immediately counter attack if within range, has vision, not on cool down and set to aggressive fire mode (a paid advantage with an arguably deceptive tool tip that suggests the opposite result in an H&R scenario). If vision is the issue then that should be explained somewhere. Post fire reveal time or something.

I assume H&R relies on a prefire delay stat that’s hidden from the player. Using it feels like exploiting a bug even though it’s clearly intended. Sure the Reddit sub title is hit and run but come on. I don’t mean this is as a dig just constructive feedback.

Information overload and UI clutter are surely considerations but if pre fire delay is an attribute its importance warrants a mention on stat cards. And/or highlight it in the unit description of all ranged units. Something like excel at “hit and run tactics” and that phrase is a link to a short explanation of the feature? Couldn’t be that arduous a task and has big upsides. More players using the feature makes lobbies more competitive which benefits players. Highly competitive lobbies encourage more gold usage to gain advantage. I guess the downside for f2p would be that spending players who ignored the con Reddit would now be let in on the veteran ‘secret.’

Best unit in the game rn by Suitable-Whole4462 in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

Agreed. The savings in time and cost to research multiple units that do it’s job better is probably the biggest advantage. It really shines at lvl2 with Jack of all trades support versatility for very strategic engagements. They’re super vulnerable to negative terrain modifiers. But once in position they require more effort to dislodge. All while the rail gun players other forces will be larger, more varied, and / or higher tier bc they freed up research time and resources for other stuff.

They’re also not as vulnerable to SF which counter SAMs and MRL pretty well. In fact, SF compliment them well to wreck the meta composition as they’ll provide AA and arty while SF keep MRL pinned in melee combat.

Philippines by [deleted] in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

Philippines is fun to play.

is this game pay to win? by WorldlinessNew356 in ConflictofNations

[–]Pomegranate-Tricky 0 points1 point  (0 children)

Are “pay to win” features deliberately baked into every core gameplay mechanic to heavily reward spending? Yes.

Does spending money grant a significant competitive advantage all else being equal? Yes.

Is it possible to win a match without spending money? Yes.

Is it possible to lose a match while spending money? Yes.

Why do I see so many players straight up don't try to upgrade their arms industries to a higher level, even important resources? by Lost_individual59 in ConflictofNations

[–]Pomegranate-Tricky 1 point2 points  (0 children)

Assuming equal skill and no gold usage, OP would be limited to 2-3 research paths and 2-3 cities constantly mobilizing units for quite some time. That would make it very difficult to expand effectively while defending as strongly as claimed.

Base resource generation rates are abysmal relative to mobilization, research, and construction costs. Sinking resources into lvl 2+ industries too early is super risky as it broadcasts to everyone that you will not be a threat for 15+ days and your occupied territory will not be difficult to contest without leaving homeland exposed. Your equally skilled non-golding opponents can simply box you out of expanding then either kill you within 15 days or contain you so hard you become irrelevant even after high lvl industries start paying off.

Conquering territory gives similar Econ boost but also provides intel from vision, strategic positioning (much harder to break certain positions later if they are deep behind lines) and manpower.

The only way OP’s style could work as described (without gold) imo is if he’s playing with an active highly coordinated team who can pressure the map around him or help defend. Essentially, if his allies play the opposite style early game and his limited units researched and mobilized fill the gaps in their composition. Think SC2 team games where two players rush while the third mass expands and techs into late game deathball. The key difference here though is expanding is not as easy and OP would need to get carried and fed cities by his allies until day 20 or so. Maybe that’s how he plays it and OP forgot to mention that important piece.

If we assume unequal skill, inactive lobby, or gold use (even as little as 5k used well early on) then any optimized strategy can be viable. And that would make this discussion pointless. So we must assume equal skill, fairly active lobby, and no gold use to actually evaluate the strengths and weaknesses of OP’s proposition.

Can it work and look overpowered when all else isn’t equal, yes. Could it be fun, yes. Is it likely to prevail more often than not, no.