Indirect artillery is too powerful (Full Version)

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Sir.Arnold -> Indirect artillery is too powerful (11/28/2021 6:36:08 PM)

The indirect artillery power of the test version is outrageously higher than the 1.01.09 version

The HE hit caused by 24 105mm guns in Romania is more than the sum of nearly 1000 infantry squads. With the current artillery power, there is no need for infantry and tanks at all. This is completely different in version 1.01.09. At that time, the power of artillery was about 25% of the current power, and infantry and tanks were the main sources of HE hit.

v01.01.15 beta patch notes for that say

quote:

• Changes made to ground combat. Increased the range at which the opening direct fire shots are fired, while increasing the amount of fire at these longer ranges. Increased the number of rounds of combat between opening range and 50 yard combat. Opening ranges will be longer for clear and less dense terrain. Net effect of combat changes increases overall losses slightly


This is direct fire, not indirect fire

So I want to know whether this is intentional or WAD problem

Did you make a mistake when modifying???

[image]local://upfiles/81362/7FA44DB81E024DCCA5A2AD95D1EFB114.jpg[/image]




Dreamslayer -> RE: Indirect artillery is too powerful (11/28/2021 7:11:34 PM)

2x 600mm Mortars - 0.0 FPE and 93.50 HPE. Is it ok?




Sir.Arnold -> RE: Indirect artillery is too powerful (11/29/2021 1:46:38 PM)

So can the production team explain?




Joel Billings -> RE: Indirect artillery is too powerful (11/29/2021 5:44:23 PM)

There is a bombardment round of indirect fire that happens where the shots fired are not tracked, but the hits are. So the 600mm must have only fired in this bombardment round, so no shots fired tracked, but hits scored.

As I stated in the thread in the main forum, this is WAD now, but we do want to see how games play out and it may be that artillery (or some kind of guns) may call for future tweaking.




GibsonPete -> RE: Indirect artillery is too powerful (11/30/2021 12:22:17 AM)

Thanks for the input Joel.




Sir.Arnold -> RE: Indirect artillery is too powerful (11/30/2021 4:00:57 AM)

quote:

ORIGINAL: Joel Billings

There is a bombardment round of indirect fire that happens where the shots fired are not tracked, but the hits are. So the 600mm must have only fired in this bombardment round, so no shots fired tracked, but hits scored.

As I stated in the thread in the main forum, this is WAD now, but we do want to see how games play out and it may be that artillery (or some kind of guns) may call for future tweaking.

Thanks for the input Joel

So this is really a WAD problem

Then I strongly recommend modifying the artillery

First, I'm standing in the thread in the main forum,The hits and casualties caused by current artillery seriously exceed the historical value, which is 65%. The pictures I uploaded show that under the level 0 fortress, it can cause 90% casualties. Basically, there is no need for infantry large-scale combat. Artillery alone can reduce CV by more than 90%, and under the level 2 fortress, it can cause 70% casualties, which is obviously too high

Second, due to the high power of the artillery, the German army did not need to surround the Soviet army at all in the battle between the Soviet and German sides in 1941. In the face of the Soviet infantry division, even if it had level 2-3 fortresses, the German army could win as long as it launched a planned attack, and could cause a lot of injuries and deaths to the Soviet army, because the artillery would reduce the CV by more than 90%, The most intuitive feeling is that the Soviet army has significantly more times of 0 CV In the current version

Third, due to the excessive power of the current artillery, when the German army carries out a planned attack on the Soviet army, it can usually directly destroy 50%-90% of the troops of the Soviet infantry division. This is not once or twice. Because of this problem, the German army basically does not need to encircle the Soviet army, and can eliminate 3 million Soviet troops very smoothly at the end of September (without the encirclement circle of nearly 600000 troops in Kiev). When you play the German army, you only need to hold down shift and click the right mouse button on the Soviet infantry division, and then the Soviet Infantry Division will be magically eliminated by 50%-80% Combat elemengts or Even more than 95% total elemengts (yes, total elemengts, and the logistics troops were somehow wiped out). This is obviously absurd. Even in the encirclement of Minsk, 50% of the Soviet troops escaped in history

This is why I strongly recommend adjusting the power of artillery. Please consider it by the production team



[image]local://upfiles/81362/BCF41251EB904957A43EDBFB824087CD.jpg[/image]




Sir.Arnold -> RE: Indirect artillery is too powerful (11/30/2021 4:11:31 AM)


quote:

ORIGINAL: Joel Billings

There is a bombardment round of indirect fire that happens where the shots fired are not tracked, but the hits are. So the 600mm must have only fired in this bombardment round, so no shots fired tracked, but hits scored.

As I stated in the thread in the main forum, this is WAD now, but we do want to see how games play out and it may be that artillery (or some kind of guns) may call for future tweaking.

level 2 fortressblizzard,CV decreased by more than 97% due to artillery

[image]local://upfiles/81362/BCAC8FF6052445ECACE19FF62D8D24CC.jpg[/image]




Sir.Arnold -> RE: Indirect artillery is too powerful (12/1/2021 7:46:49 AM)


quote:

ORIGINAL: Joel Billings

There is a bombardment round of indirect fire that happens where the shots fired are not tracked, but the hits are. So the 600mm must have only fired in this bombardment round, so no shots fired tracked, but hits scored.

As I stated in the thread in the main forum, this is WAD now, but we do want to see how games play out and it may be that artillery (or some kind of guns) may call for future tweaking.


So will you make changes in the next update?




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