Gettin Tanked wrote: »
It would be nice if you made a repair menu, so you can opt to repair platoons or just units. I have never run out of tanks until this update. Make the platoons automatically repair one after the other once you have clicked "repair" when entering base. AT LEAST.
Seem's to me this is a blatent attempt to induce credit spending...
Steven Wells wrote: »
This system is fine except a major flaw: no scrapping units. there seems to be no point in going for the megatanks if i dont even have the space to make them when I do unlock them please tell me there is a solution in the works:(
scotty110980 wrote: »
So i set my 1 platoon to repair ..........3 and a half hours stated repair time.
Get pissed off after an hour and a half waiting.
Go to bed for 7 hours.
Log on again
1 hour 55 mins repair time remaining on same platoon!!!
Got 8 hrs work in 20 mins.!!
I make that around 18 hours to repair 1 platoon!!!!!!
WHAT IS THE POINT IN PLAYING ANYMORE!!!????!!!! ANYBODY KNOW!!!!????
David Scott wrote: »
Each MT takes up 250 space, so the new space of 1,500 will hold 6 mega tanks, but you can deploy them all at once so there is no change there. The deployment cap is up by 200.[/its the best bro i give you my clap clap to that,but do you think its fair that we can only repair our platoon when we are online? ,,, I hope you will change your strategy before the players quit your games:(
Clement ho wrote: »
Hi Kixeye Admins, Stakeholders and Investors,
1. You are monetizing your game to quickly. I feel it has not yet reached a critical mass. It is too early.
2. Before you do that, your game has to be stable first, and about 80% bug-free. The disconnection problem still persist. I don't care too much of a persistent infantry if your persistent disconnection problem is not yet solved. The main problem is we get disconnected, our platoons are depleted and base we are attacking returns to its original health. This is a very basic and major bug. Why don't you fix all the major bugs first before even thinking of monetizing game even further.
3. You gave much effort in re-designing the platoon management. Most of it are greatly welcomed. But I think its greatest flaw or may I call it a major blunder in your design is the repair time. You have to be online for repair to happen. Did you ever think that most of your players are full-time gamers? Who can stay online 24/7? You have to do a lot more research than that! That is way, way off the mark. What is the rationale behind this repair thing. I cannot see any logical reason for its implementation.
4. The whole game now is more buggy than even before. I have friends who suddenly got megas and challengers. Some of them their storage and airport became level 10 all of a sudden. It's a lousy upgrade implementation. You need more testing before doing a major upgrade. In a major upgrade, you either get more players or you loose a lot. This time you have lost a lot. Major upgrade is critical to you and for us paying or non-paying players. So next time, get a better testing team to work for your major upgrade. One more upgrade failure like this from your team, I think would be the end of War Commander.
Ben Palmer wrote: »
Using credits for repairs for the whole game most definitely has a correlation with general lack of skill. For example, the most recent "coiner" attack on my base lost 24 megas, 6 warhawks, 3 raptors and a copter drone and gained the grand total of 1 storage (about 1 million metal).
Buster Miller wrote: »
Can someone explain the statement about how the new platoon tweak will be a time saver if only one can repair at a time and you cant queue them up??? cause you would have to be on at the right times to start new repair as opposed to the other way where everything was able to be repaired while a player was away.