• Simutronics Corp.

Siege: World War II - Patch Notes

Updated: Apr 4, 2019



New Battlefield: Germany

Players in Tier 7 will now do battle in the Germany battlefield!

Season Reset

This will be Siege: World War II’s first season reset! Every few weeks, the game will enter a new season. When this happens, we will freeze the current leaderboard and a new seasonal leaderboard will begin.

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

Prestige Tier cards will drop down to more accessible Tiers. A new card will be added to the Legend Tier. Each of the cards currently available in Prestige Tiers will drop into a more accessible 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 markers (as designated on the Tier screen).

Then the competition begins anew!

New Troop Added:

Grenadier

  • Enters Prestige Tiers at Legend

  • Will unlock at Tier 4

  • Common rarity

  • Cost 1

  • An infantry troop that tosses grenades in addition to firing its rifle.



New Ops Cycled:


Bolster Defenses

  • Rank 1 Op

  • Replacing Reinforce

  • All damage done to friendly bunkers or bases instead heals them by a percentage for its duration. The duration scales with rune level.


Russian Winter

  • Clan Op

  • Replacing Blitzkrieg

  • Freezes enemy vehicles in place and drains their health for its duration. The duration scales with rune level and damage scales with player level.


Airborne Division

  • Rank 2 Op

  • Replacing Incinerate

  • Drops paratroopers across the battlefield. The number of groups dropped scales with rune level.

Balance Changes

We’ve overhauled many troops and tactics with this large set of balance changes. These changes are designed to rebalance troops so that their power more closely aligns to their supply costs, weaken the effect of some area damaging tactics, and better define troop roles and counters. It should also make it easier to destroy Bunkers and Bases, which should help offset the prevalence of 1-0 battles. Future balance changes will not be so comprehensive.


Buildings:


Bunker & Base

We’ve slowed down the automatic repair healing of Bunkers and Bases to make it easier for players to destroy them and progress the game.


Troops:


Combat Engineer

  • Decreased base Damage from 85 to 50 (-41%)

  • Decreased base Building Damage from 43 to 25 (-41%)

  • Decreased base Vehicle Damage from 21 to 13 (-38%)

  • We rebalanced the Combat Engineer’s stats to keep its damage more in line with its supply cost and keep the focus of the card on its healing abilities.




Commando

  • Increased base Health from 2000 to 6000 (+200%)

  • Decreased base Damage from 300 to 75 (-75%)

  • Decreased base Building Damage from 150 to 38 (-75%)

  • Decreased base Vehicle Damage from 75 to 19 (-75%)

  • Decreased base bomb Area Damage from 1000 to 500 (-50%)

  • Decreased base bomb Building Damage from 2000 to 1000 (-50%)

  • Decreased base bomb Vehicle Damage from 2000 to 1000 (-50%)

  • The Commando was extremely strong for its supply cost, especially considering its attack speed and the fact that it deals damage to all troops in a line. We’ve lowered its damage numbers while increasing its health to bring it in line with the supply to health ratios of other troops.


Flamethrower

  • Can now set buildings on fire

  • Increased base Damage from 34 to 300 (+782%)

  • Increased base Building Damage from 17 to 80 (+371%)

  • Increased base Vehicle Damage from 9 to 75 (+733%)

  • Decreased base Burn Damage from 36/sec to 25/sec (-31%)

  • Increased base Vehicle Burn Damage from 4/sec to 5/sec (+25%)

  • Added Building Burn Damage (125/sec)

  • Increased time between attacks from 2 to 2.5 seconds (+25%)

  • In order to better define troop roles, we’ve decided to make Flamethrowers excellent at fighting buildings and troops, which historically they excelled at, while limiting their usefulness against vehicles.


Heavy Tank

  • Increased base Health from 8000 to 12000 (+50%)

  • Increased base Damage from 1150 to 2400 (+109%)

  • Increased base Building Damage from 2300 to 4800 (+109%)

  • Increased base Vehicle Damage from 2300 to 4800 (+109%)

  • In order to make tanks feel more worthwhile for their expensive supply cost and provide stronger building damage options, we’ve given all tanks stat improvements in this patch. This is balanced out by their being easier to counter with other troops, so tanks will effectively deal more damage but be easier to counter.


Light Tank

  • Increased base Health from 5000 to 8000 (+60%)

  • Increased base Damage from 550 to 700 (+27%)

  • Increased base Building Damage from 1100 to 1400 (+27%)

  • Increased base Vehicle Damage from 1100 to 1400 (+27%)

  • Decreased time between attacks from 2 to 1.75 seconds (-13%)

  • Increased Movement Speed from 3.5 to 3.75 (+7%)

  • In order to make tanks feel more worthwhile for their expensive supply cost and provide stronger building damage options, we’ve given all tanks stat improvements in this patch. This is balanced out by their being easier to counter with other troops, so tanks will effectively deal more damage but be easier to counter. We’re also giving the Light Tank a movement and attack speed buff to help differentiate it from the other, heavier tanks.


Medic

  • Decreased base Health from 3330 to 2000 (-40%)

  • We rebalanced the Medic’s health to keep it in line relative to other troop changes.







Medium Tank

  • Increased base Health from 7500 to 10000 (+33%)

  • Increased base Damage from 830 to 1500 (+81%)

  • Increased base Building Damage from 1660 to 3000 (+81%)

  • Increased base Vehicle Damage from 1660 to 3000 (+81%)

  • In order to make tanks feel more worthwhile for their expensive supply cost and provide stronger building damage options, we’ve given all tanks stat improvements in this patch. This is balanced out by their being easier to counter with other troops, so tanks will effectively deal more damage but be easier to counter.


Mortar

  • Decreased base Health from 1600 to 1500 (-6%)

  • Decreased base Damage from 250 to 200 (-20%)

  • Decreased base Building Damage from 250 to 200 (-20%)

  • Increased base Vehicle Damage from 250 to 600 (+140%)

  • We’d like the Mortar to be excellent against troops and vehicles. We’ve greatly increased their vehicle damage, but due to their long range and splash radius, they were already perhaps too good at destroying clustered troops, so we’ve lowered their base damage along with their building damage.


Rifleman

  • Increased base Health from 500 to 600 (+20%)

  • To make front lines less likely to crumble from area of effect attacks, we’ve slightly increased the Health of Rifleman to make this bread-and-butter troop more durable.






Rocket Launcher

  • Decreased base Damage from 170 to 100 (-41%)

  • Increased base Building Damage from 680 to 1000(+47%)

  • Increased base Vehicle Damage from 680 to 1000 (+47%)

  • We’d like to make the Rocket Launcher troop excel against buildings and vehicles but be a little weaker against other infantry. This huge damage increase to buildings and vehicles is both to solidify this role as well as to make bunkers, bases, and vehicles easier to destroy (as we have also significantly improved tanks in this patch).


Shotgunner

  • Increased base Health from 1400 to 2000 (+43%)

  • Decreased base Damage from 180 to 150 (-17%)

  • Decreased base Building Damage from 90 to 75 (-17%)

  • Decreased base Vehicle Damage from 45 to 38 (-16%)

  • Increased time between attacks from 1.3 to 2 seconds (+54%)

  • Decreased knockback stun duration

  • The Shotgunner’s knockback allows it to keep other troops stunned at a distance, which was making it very difficult for other infantry to kill. We’ve dropped its stats a bit to make it fairer to fight.


Sniper

  • Increased base Health from 2250 to 3000 (+33%)

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

  • Decreased base Vehicle damage from 1000 to 400 (-60%)

  • Increased time between attacks from 3 to 4 seconds (+33%)

  • Snipers dealt a little too much damage, especially to vehicles, so we’ve dropped their damage but increased their health to compensate.



Tank Destroyer

  • Increased base Health from 6500 to 12000 (+85%)

  • Increased base Damage from 963 to 1500 (+56%)

  • Increased base Building Damage from 963 to 1500 (+56%)

  • Increased base Vehicle Damage from 3852 to 6000 (+56%)

  • Increased time between attacks from 3.5 to 4 seconds (+14%)

  • Along with base stat improvements, we’ve improved the Tank Destroyer’s ability to destroy vehicles as well, to keep its role relevant given stat improvements to other tanks.


Tactics:


Anti-Tank Mines

  • Increased base Damage from 100 to 200 (+100%)

  • Increased base Building Damage from 100 to 200 (+100%)

  • Increased base Vehicle Damage from 1000 to 2000 (+100%)

  • We want to ensure that static defensive tactics are definitely worth putting in a deck. We’ve improved Anti-Tank Mines’ damage across the board to make them more appealing and to compensate for stronger vehicle health.



Artillery Barrage

  • Decreased base Damage from 750 to 400 (-47%)

  • Increased base Building Damage from 750 to 800 (+7%)

  • Increased base Vehicle Damage from 750 to 800 (+7%)

  • We’ve reduced the troop damage on several area of effect tactics to improve infantry survivability. At the same time, we’re improving building and vehicle damage to make buildings easier to destroy and to offer counters to improved vehicle stats.


Bombing Run

  • Reduced base Damage from 440 to 250 (-43%)

  • Increased base Building damage from 440 to 500 (+14%)

  • Increased base Vehicle damage from 440 to 500 (+14%)

  • We’ve reduced the troop damage on several area of effect tactics to improve infantry survivability. At the same time, we’re improving building and vehicle damage to make buildings easier to destroy and to offer counters to improved vehicle stats.


Firebomb

  • Reduced base Damage from 150 to 40 (-73%)

  • Reduced base Building Damage from 75 to 20 (-73%)

  • Reduced baes Vehicle Damage from 75 to 20 (-73%)

  • Reduced base Burn Damage from 480/sec to 100/sec (-79%)

  • Reduced base Burn Building Damage from 240/sec to 50/sec (-79%)

  • Reduced base Burn Vehicle Damage from 240/sec to 50/sec (-79%)

  • Increased Duration from 6 to 8 seconds (+33%)

  • Firebomb could easily annihilate an entire front line of infantry, which made establishing an effective push very difficult. We’ve dropped its damage and increased its duration to make it easier for infantry to survive longer on the front line.


Half-Track

  • Increased base Health from 2950 to 6000 (+103%)

  • Decreased base Damage from 85 to 40 (-53%)

  • Decreased base Building Damage from 42 to 20 (-52%)

  • Decreased base Vehicle Damage from 43 to 10 (-77%)

  • We’ve significantly improved the health of the Half-Track, so it will stick around longer and be more impactful in a fight, but also tuned down its damage, which can easily mow many infantry down with its line damage.


Howitzer

  • Increased base Health from 8000 to 12000 (+50%)

  • Increased base Area Damage from 1000 to 1500 (+50%)

  • Increased base Building Damage from 2000 to 3000 (+50%)

  • Increased base Vehicle Damage from 2000 to 3000 (+50%)

  • Increased Duration from 20 to 25 sec (+25%)

  • We’ve made some substantial improvements to the Howitzer’s stats in an effort to improve building damage options. It will now last longer, be more difficult to destroy, and deal more damage.


Landmines

  • Increased base Area Damage from 250 to 500 (+100%)

  • Increased base Area Building Damage from 125 to 250 (+100%)

  • Increased base Area Vehicle Damage from 125 to 250 (+100%)

  • We want to ensure that static defensive tactics are definitely worth putting in a deck. We’ve improved Landmines’ damage across the board to make them more appealing.


Machine Gun Nest

  • Increased Duration from 20 sec to 25 sec (+25%)

  • We want to ensure that static defensive tactics are definitely worth putting in a deck. We’ve made Machine Gun Nest last longer to help achieve this goal.






Rocket Strike

  • Reduced base Damage from 5000 to 2500 (-50%)

  • We’ve reduced the troop damage on several area of effect tactics to improve infantry survivability. At the same time, we’re improving building and vehicle damage to make buildings easier to destroy and to offer counters to improved vehicle stats. In this case, Rocket Strike already dealt sufficient building and vehicle damage, so those stats remain unchanged.


Ops:


  • Increased Duration from 30 to 60 seconds (+100)

Heroism’s duration was simply too short to be useful for anything but a last ditch defense of the Base. We’ve increased it to improve its usefulness.

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