RE: Axis bias mod.K (Full Version)

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Stamb -> RE: Axis bias mod.K (2/12/2022 2:32:33 PM)

I was thinking that maybe morale boost might help it? I do not know. 100 morale? 120?




ToxicThug11 -> RE: Axis bias mod.K (2/12/2022 2:48:14 PM)

Fully agreed, one of the ways to prevent this is to have the Soviets actually interacting with supply. ATM Soviet supply capabilities are ahistorical.




GFelz -> RE: Axis bias mod.K (2/12/2022 2:51:34 PM)

My only request (as mentioned earlier) is to have the SU assigned to OKH for the start of the '41GC.

I would be happy to play this mod in the long game and provide balance feedback.




ToxicThug11 -> RE: Axis bias mod.K (2/12/2022 2:58:32 PM)

That would definitely make turn 1 alot more enjoyable.




Stamb -> RE: Axis bias mod.K (2/12/2022 3:19:59 PM)

Maybe it is also possible to set ammo penalty for a Soviets tanks, like they have with an arty in non assault armies, but it will apply for a tanks even if they are in the assault army? This would reduce their Rate Of Fire.
And this debuff should be removed before a winter and to the end of the game.

Just throwing an ideas.




Zebtucker12 -> RE: Axis bias mod.K (2/12/2022 6:40:34 PM)


quote:

ORIGINAL: Stamb

I was thinking that maybe morale boost might help it? I do not know. 100 morale? 120?

You dont need a mod for this just change the game settings at the start




Zebtucker12 -> RE: Axis bias mod.K (2/12/2022 6:43:23 PM)


quote:

ORIGINAL: Stamb

Maybe it is also possible to set ammo penalty for a Soviets tanks, like they have with an arty in non assault armies, but it will apply for a tanks even if they are in the assault army? This would reduce their Rate Of Fire.
And this debuff should be removed before a winter and to the end of the game.

Just throwing an ideas.

I can lower their early moduels rof myself not sure if i can do things like the artillery debuff.
The t34 had a lack of not only armoured shells but also guns! At the start of the war actually




AlbertN -> RE: Axis bias mod.K (2/12/2022 10:11:03 PM)

The Soviet supply issue is probably the easiest to solve - remove Moscow and Saratov as NSS and add 2 in the Urals or maybe that's not even needed.

Many tabletop games have Soviet supply at the 'eastern map edge', and their industrial core moves to Siberia.
It should probably give the Russians as well some 'freight issue' that keep their logistics in check. I am not sure of that though as I do not know how many railyards they have in the Urals to support the movement but that may be a case of upping railyards in Urals.




Zebtucker12 -> RE: Axis bias mod.K (2/12/2022 10:17:33 PM)

Intresting idea il try it after my current testing of mass level 1 interdiction is done.




Stamb -> RE: Axis bias mod.K (2/12/2022 10:29:09 PM)

How Soviets are supposed to advance later on with an NSS at Ural? It is possible to move NSS during a war?

If it is possible to change in an editor I would propose to make dynamic logistics, 50-60% in `41, more at `42 and so on. Maybe some other values are needed.




Zebtucker12 -> RE: Axis bias mod.K (2/12/2022 10:57:31 PM)

Im looking at if you can makeit become a NSS later in the war but it does not seem possible.




AlbertN -> RE: Axis bias mod.K (2/13/2022 12:20:18 AM)

I assume the freight should be moved over time exactly as the Axis does, and stockpiled up via pauses of operations and bursts of activities in general. I am not sure how much it can pan out but right now in my Soviet game I just tuck everything Prio 4, my troops are supplied, I can fill troops in the TB of the Reserve and pop them where needed so I get massive stocks of Freight.




ToxicThug11 -> RE: Axis bias mod.K (2/13/2022 2:24:09 PM)


quote:

ORIGINAL: Stamb

Maybe it is also possible to set ammo penalty for a Soviets tanks, like they have with an arty in non assault armies, but it will apply for a tanks even if they are in the assault army? This would reduce their Rate Of Fire.
And this debuff should be removed before a winter and to the end of the game.

Just throwing an ideas.


Indeed. Grigory Kulik ensured the T34s had a shortage of APHEBC rounds. Not to defame Grigory Kulik, but this may have had some impact on the T34s.




exalted -> RE: Axis bias mod.K (2/13/2022 7:24:47 PM)

Some rambling feedback for a WITE2 noob but having played a lot of WITE and finding germans a bit frustrating in WITE2. Ill personally wait a few patches or fpr a mod or something to play another campaign as currently a german campaign isn't much fun even if it can be won. They surely need to fix intercepting air transport at the very least :D

Tried a +10nm for allies except the fins and slovaks. It made a few rumanians (most are probably still worse than soviet divisions) and italian divisions (basically only the armored and parachutists) worth it but even against the AI they are a liability most of the time. Especially the rumanians even under german command did still take a lot of damage often going from decent CV to depleted 0 CV in a single failed attack or retreat.

- Enormous stockpiles of tanks in pool, that refuse to move even to units in national reserve for quite a few turns. Can their freight weight be reduced perhaps to make them slightly easier to get to their divisions. I'm totally ok with sending a few divisions back to reserve to rebuild now and then but even that takes forever.
- Brittleness of tank divisions should they really go from 20-40 CV to 4-8 in a single or at best two attacks with minimal casualties? Their vulnerability to counterattack is ridiculous right now while I play the AI it doesn't exploit it like it should but against a player it would be a nightmare. Is it a factor of spending their ammo / fuel to quickly?
- Whatever makes isolated rifle corps in urban/fortresses able to beat of close to 10-1 numbers against the german elite, with 5 to 1 in losses in their favor is probably in the realm of fantasy.
- But probably the greatest problem after 1941 is really the fairly frequent reserve activation of rifle corps which can **** up close to any attack. Having to attack with significantly higher CV than necessary every time makes breaking a line very tough. Not over-committing makes any offensive a throw of the dice. Preferably it would be close to impossible for a corps to make a reserve activation before at earliest second half of 1943.

My dream change which I guess is outside the reach of a mod is a stacking limit (3 corps or 9 divisions) or allowing divisions to attacking from more than one hex away at a higher cost.




Stamb -> RE: Axis bias mod.K (2/13/2022 7:35:21 PM)


quote:

ORIGINAL: exalted
...
- Brittleness of tank divisions should they really go from 20-40 CV to 4-8 in a single or at best two attacks with minimal casualties? Their vulnerability to counterattack is ridiculous right now while I play the AI it doesn't exploit it like it should but against a player it would be a nightmare. Is it a factor of spending their ammo / fuel to quickly?
...

Combat preparation points (CPP) plays a huge role in this numbers. During attack you lose 50% of them no matter what.




Zebtucker12 -> RE: Axis bias mod.K (2/13/2022 7:39:35 PM)

Thank you for feedback!

I can guarrantee you that the 10+ NM will be included

The tanks not being sent out is by game design and honestly i wont bothee looking into it before we fix AFV combat

We are currently discussing how to fix the cv drop.

Might the Ai be getting a bonus on the reserve activation rolls?

Artillery divisons can attack from 2 hexes away so its possible dont know the modabilty.




exalted -> RE: Axis bias mod.K (2/13/2022 7:52:07 PM)

I know about the CPP and honestly it is a crap feature as implemented. Was just hoping there was more to it than just that.

It should be lost proportionally to how hard the fighting is :D but I guess it is outside the realm of modding.

Attempted to not get AI cheating by running 109 moral but perhaps it does.


Sounds good will certainly be looking for developments of this mod.




Zebtucker12 -> RE: Axis bias mod.K (2/13/2022 7:59:42 PM)

I dont mind cpp but it could be improved a bit like not always taking a 50% hit.




Stamb -> RE: Axis bias mod.K (2/13/2022 8:05:20 PM)

Exactly. It should be dynamic!




ToxicThug11 -> RE: Axis bias mod.K (2/13/2022 8:09:48 PM)

Remove 300 toe tank brigades from the game




Zebtucker12 -> RE: Axis bias mod.K (2/13/2022 8:55:18 PM)

Add 300 toe "kampfgruppe" german brigades ;)




Zebtucker12 -> RE: Axis bias mod.K (2/14/2022 4:57:30 AM)

Thinking that adding an impact on the tactical level from germanys large reconairfleet might help improve Pbem Balance.




Lovenought -> RE: Axis bias mod.K (2/14/2022 5:15:37 AM)

Recon Aircraft already have an extremely higher value in multiplayer than singleplayer (since players have to mass troops manually, and the AI can teleport). On the attack, they allow you to figure out how the enemy is deployed. But more importantly, the allow you to figure out where the enemy is massing troops for an attack. You don't need full data: If you recon a zone, and you see six hexes filled with 3 units in each, you know something big is coming there.

This is really important for the Soviets in 1941, and I assume for the Germans in late war.

Encouraging players to expend/wear out their recon aircraft by using them to recon frontline hexes might backfire in the end. If the Germans chase increased combat odds in 1941, but leave themselves blind in later years.




AlbertN -> RE: Axis bias mod.K (2/14/2022 11:55:22 AM)

Recon is very limited.

I've never ever got to see what things are. If there is a 3 Infantry stack they're generic infantries.
Are they 3 Brigades / Regiments? Or 3 SU Corps / GER Divisions? Or 3 SU Divisions?
I won't get to know that.

But I am sure there is a difference in mass and density of armed forces, if it's the smaller case or the larger case.

That's another thing I do not believe can be affected.




marion61 -> RE: Axis bias mod.K (2/14/2022 1:20:17 PM)

In the manual on page 151, section 10.2.7 shows the detection levels and what information you get from each level. You can check your recon levels with shift-T. If your not getting to those levels you can make smaller groups and increase your #of strikes per day. When I do recon, I do set the altitude to avoid most light flak at 21-23000ft. A lot of axis recon are low level assets, while the soviets can fly higher since most their recon planes are based on level bombers. Soviet recon comes with mid-range and high-range cameras in their loadouts.




ImperatorAugustus -> RE: Axis bias mod.K (2/14/2022 11:29:21 PM)

Move a large part of soviet supply production to the Ukraine and lower the soviet yearly supply production modifier to be lower the first few years.




Zebtucker12 -> RE: Axis bias mod.K (2/15/2022 8:33:11 AM)

It seems the feedback has shotdown [:D] the recon suggestion.


The supply thing would have to be done by moving the NSS from Moscow to Kiev.




Zebtucker12 -> RE: Axis bias mod.K (2/15/2022 12:08:33 PM)

Currently testing out AFV Combat changes.
https://media.discordapp.net/attachments/628682272434028554/943131528010035271/Screenshot_2022-02-15_140737.png?width=1038&height=661




Stamb -> RE: Axis bias mod.K (2/15/2022 12:13:25 PM)

Aren't there additional penalties for a Soviets on turn 1? It might affect all of the following changes.




Zebtucker12 -> RE: Axis bias mod.K (2/15/2022 12:16:35 PM)

Love your signature :D


Im using the southernfront currently which should not have massive penalties as far as i know but i will look it up.




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