Firestrike Season 2 Q&A

The design team has sent us some quick responses to the most common concerns about Season 2 updates in Firestrike:

With many AI enemies switching from Single Player to the regional map, won’t L15+ players become even more dominant against lower-level battalions?

Much of the dominance of high-level players comes not from high-DPS/HP units, but from the ability to instantly teleport battalions around the map. The switch from unlimited Gold-based teleporting to Battalion Jump items will level the playing field by giving all players access to the teleport ability, while at the same time capping the number of Battalion Jumps available to each player, so that they will only be used in true emergency situations.

High-level players still have the most powerful units and battalions, but now groups of lower-level players should be able to take advantage of improved fairness in map movement to outmaneuver lone high-level dominators.

Won’t it be too hard for low-level players to gather resources now?

A group of alpha testers has been playing with all TOC L5+ AI enemies changed from Single to Multiplayer, and these players still gather about the same amount of resources each day as they did before the switch.

Of course, we’ll continue to monitor the situation on the Battlehouse server to make sure resource gathering on the map does not become a bottleneck.

Upgrade costs have gone up significantly for mid-level players; doesn’t this cause too much boring “grinding”?

Firestrike has roughly the same amount of upgrades as our previous games, but players have been advancing towards max levels far more quickly than we’ve ever seen, running the risk of exhausting the game content before the design team can prepare additional unlocks and upgrades. The increased resource and time requirements are intended to dial back the pace of progression more in line with previous successful Battlehouse titles. (we’re still monitoring this, and may make changes if the “grinding” becomes too much for a majority of players to handle).

For context, please note that the original design balance for Firestrike was targeted to a more casual, lower-skilled audience than previous Battlehouse games, and thus it had lower resource requirements. But in reality, the current player base has shown significantly more skill and time investment in Firestrike, relative to the average Battlehouse player, and we needed to raise the game difficulty to account for this.

Firestrike Season 2 Testing

New this week in Firestrike:

Season 2 Updates

New game features and balance updates are rolling out in all maps today! Highlights include:

  • Battalion movement speed is now 50% faster.
  • The “Regrouping” cooldown is now 6 seconds, down from 8 seconds previously.
  • Players can now create and deploy up to four battalions at once.
  • … and more, see below for full details

Read more on the Season 2 Info page.

Good hunting, Commanders!

Top Hits, Player & Clan Replays

New this week in Firestrike:

Watch Today’s Battle Action

Who did the most damage today? And what tactics did they use?

You can now view replays of the biggest battles from the last 24 hours at the new “Top Hits” page:

Top Hits | Firestrike

Player and Clan Replays

To improve discussions about strategy and tactics, and to showcase the victories of our strongest players and clans, we’re now linking the latest battle replays for top players and clans on Battlehouse.com.

To access them, visit the Top Hits page and click on any player name or clan tag. Or, use the new “View Battles” button on the Player Info menu in game.

Feedback Wanted

Would you like to see more stats and rankings for battles, players, and clans on Battlehouse.com? Join the discussion in our forum thread and post your suggestions for new stats and rankings!

FS: Clan Membership History

New this week in Firestrike:

  • Any player’s Clan membership history can now be viewed using the new “Clan History” page on the Player Info menu.
    • Note: If a Clan had different names/tags over time, the membership may be listed as the Clan’s present name/tag, rather than the historical name/tag the Clan had back when the event took place. This is fixed for membership events starting mid-August 2017, which will list both the historical and present name/tag.

Good hunting, Commanders!

Firestrike: Clan Logistics Map Speed Boost

New this week in Firestrike:

Clan Logistics quarries now provide a map movement speed boost to your Clanmates!

The bonus reaches up to +50% map speed, which requires holding 1x Tier 15, 2x Tier 11, and 3x Tier 7 Clan Logistics quarries, with fully upgraded Clan Logistics Centers. This bonus multiplies with other map speed bonuses, like those from consumable boost items.

See the Clan Logistics building stats for details.

Good hunting, Commanders!

Firestrike: Insider Special Event

INSIDER

Welcome to the sixth special event in Firestrike!

Rogue CIA Agent Springer returns to Gundar in a one-week scramble to defeat Single-Player and Multiplayer Map bases before time runs out.

Each of Springer’s special-event bases gives Prize Tokens which can be redeemed in the Store for exclusive rare items. Prize Tokens will only be available until the end of the event, July 27!

New Prizes

For high TOC level players, this event brings the KP-SAM Gunner to Firestrike. This new infantry unit plays a similar role as the Stinger Gunner, but with greater HP and DPS than any core unit available up to TOC Level 15. Click below for full stats:

In addition, all players can use Prize Tokens to unlock stronger upgradable building stats or access any previously-released blueprints.

Special Event Structure

The Insider event follows the same pattern as the last few events.

Enemy bases are available at four difficulty levels: Bronze (TOC L4), Silver (TOC L7), Gold (TOC L10), and Emerald (TOC L13). Players may attack any event base within +/- 3 levels of their own TOC level.

Regardless of TOC level, senior Clanmates can help boost their lower-level allies by conquering and holding Clan Logistics Quarries to raise the Clan-wide Prize Token bonus.

For example, by owning 2x Size XI and 3x Size VII Logistics Centers, with upgrades applied, all Clanmates will earn 10.5% more Prize Tokens for each victory. This means a base that would normally give 100 Prize Tokens now gives 111 Prize Tokens, letting your whole Clan earn event rewards in less time!

Notes and Tips

During the Single-Player sequence, the 8th and final base gives many more Prize Tokens than earlier bases.

You can see the exact Prize Token reward amounts for upcoming Single-Player bases on the “progress” screen after conquering each base.

We’re eager to hear your feedback – please join the discussion in Clan HQ!

Firestrike: Vengeance Special Event

VENGEANCE

Welcome to the fifth special event in Firestrike!

Rogue scientist Anneke Harding returns to Gundar in a one-week scramble to defeat Single-Player and Multiplayer Map bases before time runs out.

Each of Harding’s special-event bases gives Prize Tokens which can be redeemed in the Store for exclusive rare items. Prize Tokens will only be available until the end of the event, June 29!

New Prizes

For high TOC level players, this event brings the AH-64D Longbow to Firestrike. This new aircraft plays a similar role as the MSTA, with greater HP and DPS than any core unit available up to TOC Level 15. Click below for full stats:

In addition, all players can use Prize Tokens to unlock stronger upgradable building stats or access any previously-released blueprints.

Special Event Structure

The Vengeance event follows the same pattern as the last few events.

Enemy bases are available at four difficulty levels: Bronze (TOC L4), Silver (TOC L7), Gold (TOC L10), and Emerald (TOC L13). Players may attack any event base within +/- 3 levels of their own TOC level.

Regardless of TOC level, senior Clanmates can help boost their lower-level allies by conquering and holding Clan Logistics Quarries to raise the Clan-wide Prize Token bonus.

For example, by owning 2x Size XI and 3x Size VII Logistics Centers, with upgrades applied, all Clanmates will earn 10.5% more Prize Tokens for each victory. This means a base that would normally give 100 Prize Tokens now gives 111 Prize Tokens, letting your whole Clan earn event rewards in less time!

Notes and Tips

During the Single-Player sequence, the 8th and final base gives many more Prize Tokens than earlier bases.

You can see the exact Prize Token reward amounts for upcoming Single-Player bases on the “progress” screen after conquering each base.

We’re eager to hear your feedback – please join the discussion in Clan HQ!

Firestrike Battalion Updates

New this week in Firestrike:

Battalion Speed-Up Removal Test

For a limited-time test, we are removing the ability to use Gold to move a battalion instantly across the Multiplayer map. This feature seems to be causing more harm than good: players use it only rarely, and when used, it has been confused with lag or bugs in the battalion movement system.

We’d like to remind players that battalion movement speed boost items are still available from various sources, including the daily login reward system and the Prize Token store during special events.

Battalion Combat Q&A

Separately, we’ve received some questions about removing the “regrouping” delay in battalion movement, or adding a +/- level restriction to battalion-vs-battalion attacks. Here are our views on these questions:

First, the “regrouping” delay is important to ensure fairness in map battles where players have different network connections and computer speeds. Without this delay, battles would often be decided by whose “Attack” click reaches the server with the least lag, instead of who has the stronger strategy or most powerful army. The battalion movement delay is intended to keep the game focused on strategy over click lag.

Second, if there were a level restriction on battalion-vs-battalion attacks, we worry this would lead to the use of throw-away alts to block important areas of the map with unattackable low-level battalions. We do agree that there is a balance issue created by the large power difference in high- vs. low-TOC-level armies, where low-level players don’t have much of a chance in battalion fights against higher-level players. The design team is currently looking at various solutions to this, in a more subtle way than simply preventing all attacks.