• Simutronics Corp.

Siege: World War II - Season 3

Updated: Apr 4, 2019

Season 3 - 11/14/18


New Battlefield: Berlin

Players in Tiers 8 and 9 will now do battle in the all new Berlin battlefield!

Season Reset

The game is entering a new season! As with all season resets, the current leaderboard has been frozen and a new seasonal leaderboard is starting.

Ops will cycle in and out, with new Ops replacing some old Ops (which may return in the future). Ops Rank unlock requirements will change around, and players in Prestige Tiers will receive Ops points based on their final Tier.

Preview cards in the Prestige Tiers will drop down to more accessible Tiers and a new card will be added to the Legend Tier. Each of the cards currently available in Prestige Tiers will drop down one Tier: Legend into Conqueror, Conqueror into Guardian, and Guardian into its designated unlock point in the lower Tiers.

All players in Prestige Tiers (Guardian III Tier and above) will be awarded a Prestige Box based on their Tier and their Victory Points will be reset to predefined amounts (as designated on the Tier screen).

Then the competition begins anew! Drive to the top of the leaderboards and unlock unreleased cards in the Prestige Tiers!

New Cards Added:

  • Added to Prestige Tiers:


Super-Heavy Tank

  • Troop Card

  • Added to Legend Tier

  • Will unlock at Tier 9

  • Heroic rarity

  • Cost 7

  • This massive armored monstrosity brings major firepower and armor to the battlefield, but it’s slow to maneuver. The Super-Heavy Tank is loosely based on the actual German Panzer VIII Maus prototype tank of WWII.


  • Added Directly to Tier:


Dive Bomb

  • Tactic Card

  • Unlocks at Tier 3

  • Common rarity

  • Cost 2

  • Calls a dive bomber to swoop in and deliver a knockout anti-vehicle strike. It is also useful against structures, but mostly it’s a tank stopper.



Pillbox

  • Tactic Card

  • Unlocks at Tier 6

  • Rare rarity

  • Cost 4

  • Places an armored structure with dual machine gun nests at target location. This structure is very resilient to attack, but each machine gun has a limited firing arc and it is defenseless from the rear.


Radio Operator

  • Tactic Card

  • Unlocks at Tier 8

  • Heroic rarity

  • Cost 4

  • A jeep delivers a Radio Operator troop to target location. The radio operator is extremely powerful because he can call in a variety of airstrikes on targets he spots until eliminated. But he is a soft target, so keeping him alive for as long as possible is key.


Rocket Battery

  • Tactic Card

  • Unlocks at Tier 7

  • Uncommon rarity

  • Cost 3

  • Equips friendly Bunkers with powerful rocket launchers for its duration. These give bunkers the ability to fight back against tanks until they deplete their rocket reserves.



Ops Cycled:


Rank 1 Ops:

  • Armor Plating

  • Battalion

  • Reinforce

  • Rank Reward: 1,500 Gold



Rank 2 Ops:

  • Airborne Division

  • Inspired Tactics

  • Incinerate

  • Rank Reward: 75 Universal Uncommon Cards



Rank 3 Ops:

  • Barbed Field

  • Disorient

  • Bolster Defenses

  • Rank Reward: 15 Universal Rare Cards



Clan Ops:

  • Recruit

  • Blitzkrieg

  • Russian Winter

  • Rank Reward: 100 Gems

Recruit


Balance Changes


Troops:


General Infantry

We feel that the low numbers of some specialty infantry per spawn made it difficult to establish a strong front line push with them. In order to help mitigate this effect and improve the usefulness of infantry, we’ve increased the spawn counts of some troops and adjusted their stats accordingly.


Combat Engineer

  • Capped maximum Engineers per building at 6

  • When too many Engineers were on the field, they could cluster around a building in huge, awkward groups and waste a lot of their potential. With this change, only 6 will work on a building at a time, and others will seek new tasks elsewhere.





Grenadier

  • Increased Spawn Count from 3 to 4 (+33%)

  • Decreased base Health from 900 to 750 (-17%)

  • Decreased base Damage from 140 to 120 (-14%)

  • Decreased base Building Damage from 70 to 60 (-14%)

  • Decreased base Vehicle Damage from 35 to 30 (-14%)





Flamethrower

  • Increased Spawn Count from 3 to 4 (+33%)

  • Decreased base Health from 4000 to 3000 (-25%)

  • Decreased base Area Damage from 300 to 200 (-33%)

  • Decreased base Building Damage from 800 to 400 (-50%)

  • Decreased base Vehicle Damage from 75 to 50 (-33%)

  • Decreased time between attacks from 2.5 seconds to 2 seconds (-20%)



General Tanks

Our tank buffs went overboard last time, so we’re reining them in a little. Tanks will also now prioritize buildings and vehicles when choosing targets.


Heavy Tank

  • Decreased base Damage from 2400 to 2100 (-13%)

  • Decreased base Building Damage from 4800 to 4200 (-13%)

  • Decreased base Vehicle Damage from 4800 to 4200 (-13%)

  • Added Priority Target: Buildings and Vehicles






Light Tank

  • Decreased Supply Cost from 4 to 3 (-33%)

  • Decreased base Health from 8000 to 6000 (-25%)

  • Decreased base Damage from 700 to 600 (-14%)

  • Decreased base Building Damage from 1400 to 1200 (-14%)

  • Decreased base Vehicle Damage from 1400 to 1200 (-14%)

  • Increased Movement Speed

  • Added Priority Target: Buildings and Vehicles

  • While we feel the Medium and Heavy tanks became too strong in the last patch, the Light Tank needed more love to make it useful and appealing in its own way. We’ve decreased its cost and increased its speed to make it excellent for rapid deployment to the front.


Medium Tank

  • Decreased base Health from 10000 to 9000 (-10%)

  • Decreased base Damage from 1500 to 1300 (-13%)

  • Decreased base Building Damage from 3000 to 2600 (-13%)

  • Decreased base Vehicle Damage from 3000 to 2600 (-13%)

  • Added Priority Target: Buildings and Vehicles





Medic

  • Now heals all friendly infantry in an area

  • Reduced base Heal Amount from 300 to 200 (-33%)

  • To help make the Medic more effective at keeping a whole front line alive, we’ve given them the ability to heal all friendly infantry in an area around them. This will make them far more effective at keeping troops alive. Remember, the enemy will not directly target medics!



MortaR

  • Increased base Damage from 200 to 350 (+75%)

  • Increased base Building Damage from 200 to 350 (+75%)

  • Increased base Vehicle Damage from 600 to 1050 (+75%)

  • Added Priority Target: Vehicles

  • We’ve made Mortar troops prioritize targeting vehicles in order to focus their combat strengths. We also gave them a bit of a stat boost to increase their combat effectiveness.



Rocket Launcher

  • Increased Spawn Count from 2 to 3 (+50%)

  • Added Priority Target: Vehicles

  • Previously, Rocket Launchers would not necessarily prioritize vehicles as targets, which would frequently make them waste their shots firing at infantry while a tank would mow them down. We’ve corrected this, and along with the increase in spawn count this should make them much better at doing one of their primary jobs: destroying vehicles.

Tactics:


Ammo Drop

  • Now applies bonus for 30 sec

  • Crate drop tactics were pretty lackluster because of a constantly shifting front line. We’ve changed them to apply their benefits for 30 seconds after a troop walks through them, which should make them much more appealing. Place this tactic ahead of a big push and watch everything get a bonus!



Anti-Armor Rounds

  • Now applies bonus for 30 sec

  • Crate drop tactics were pretty lackluster because of a constantly shifting front line. We’ve changed them to apply their benefits for 30 seconds after a troop walks through them, which should make them much more appealing. Place this tactic ahead of a big push and watch everything get a bonus!

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