Season 9 Arrives!
Season 8 - 5/7/19
Welcome to Season 9! As with all season resets, the current leaderboard has been frozen and a new seasonal leaderboard begins.
All ops are locked again, but all unspent Op from last season will roll over to this season! Bonus Op Points based on the Prestige Tier you achieved during the last season have been awarded.
Certain Ops have been cycled in and out, with new Ops replacing some old Ops (which may return in the future). Op rank requirements and rank rewards have been updated.
A brand new card has been added to the Legend Tier. Each of the cards currently available in Prestige Tiers have dropped 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) have been awarded a Prestige Box based on the highest Prestige Tier achieved during the season and their Victory Points have been reset to predefined amounts (as designated on the Tier screen).
The competition begins anew! Rise to the top of the Leaderboards and unlock unreleased cards in the Prestige Tiers!
New Cards Added:
Added to Legend Tier:
Added to Legend Tier
Will unlock at Tier 8
Orders allied infantry to dig into a protective firing position, mitigating damage taken while becoming untargetable to tank cannons.
Rank 1 OPS:
Rank Full Upgrade Reward: 150 Gems!
RANK 2 OPS:
Rank Full Upgrade Reward: 6000 Gold!
RANK 3 OPS:
Rank Full Upgrade Reward: 1 Giant Box!
Rank Full Upgrade Reward: 25 Universal Rare Cards!
Fixed a model scaling issue when a specific Windmill was destroyed on the France Battlefield.
Increased infantry damage from 1000 to 1200
Landmines weren’t doing quite enough damage to be a viable option in later tiers of game.
Increased Attack duration interval from 5 to 6 seconds
The Howitzer has undoubtedly been the highest damage dealing Tactic in the game for a long time, and still will be, but we’re decreasing its attack speed which will result in it firing 1 less shot over its lifetime.
Decreased Cost from 2 to 1
Fortify continues to be underutilized so we’ve decreased its cost once again.
Tanks no longer destroy Barbed Wires when they move through them.
Since tanks rolling over Barbed Wire is so common, we’re removing this effect to increase the utility of the card.
Machine Gun Nest
Increased Infantry Damage from 160 to 180
Increased Building Damage from 80 to 90
Increased Vehicle Damage from 80 to 90
Due to their short lifespan in large battles, we’re making Machine Gun Nests a little more lethal while active this season.
Decreased Health from 3300 to 2800
Flamethrowers have recently seen a dramatic increase in power. We’re scaling the Health changes back a bit to find a good balance.
Decreased Attack duration interval from 4 to 3.5
Decreased minimum capture point defense bonus from 40% to 35%
Snipers will be firing a bit faster this season, but will be a little easier to kill when inside capture points.
Removed the Stun effect from their attack
Units knocked back by the Shotgunners attack will no longer be stunned in the process. This should further combat Shotgun snowballing.
Increased Health from 8400 to 8600
Increased Move Speed from 3 to 3.2
Flame Tanks felt a bit too soft compared to other tanks so we’ve increased their speed to get them into the action faster and increased their Health to keep them in the action longer.
Decreased Health from 2000 to 1800
Decreased Repair Amount from 300 to 250
Reduced the maximum allowed Mechanics repairing a single vehicle from 6 to 4
Mechanics were especially powerful when coupled with Heavy Tanks and SHTs. The Tank’s large size would shield Mechanics from conflict and their large health pool was ideal for Mechanic/Tank spamming. We’ve made changes this season to weaken the synergy between Mechanics and large Tanks.
Decreased Health from 2750 to 2400
Combat Engineers were still difficult to kill without spending a lot of supply, so we’ve decreased their health again.