Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

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MarcoT.
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Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by MarcoT. »

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We’re back again with the second Developer Diary exploring the upcoming Fall of Poland DLC Campaign for Panzer Corps 2. Based on some of the community feedback we’ve gotten already, we have a few points to elaborate upon, as well a showcase for the latest round of intriguing new units being added to the already extensive roster of WW2 tanks, vehicles, and aircraft that are part of Panzer Corps 2!

Not so Key Characters
Although we’ve labelled the new system coming online in the Fall of Poland campaign as ‘Key Characters’, the truth is that the invasion of Poland was a real part of a real war, and there are always causalities in warfare. So Key Character or not, if these special individuals fall in combat or are caught in a crossfire, your entire campaign does not grind to a ‘game over’ halt over the loss of any one individual on the battlefield. There’s no plot armor here!

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When we focused this campaign entirely on your CORE units by not having auxiliaries or AI controlled friendly forces, our goal was to drive home that we don’t want players to feel you have a cushion of ‘expendable’ troops you can readily throw away as they do not progress through your campaign. Poland in 1939 was outmanned, outgunned, and outequipped by Germany; every soldier at your disposal is indispensable! Our selection Key Characters, a mixture of veteran soldiers, new recruits, and even a couple of civilians are meant to be the personification of this sentiment.

Without spoiling too much, but to give some insight, we can tell you a little bit about one of these special Civilians you will encounter. Now, if you’re the kind of player who has no interest in what this particular Key Character has to say, or what they are going through as they struggle to survive the war going all on around them... that’s okay too! We have engineered this campaign so you can just ignore the plight of the Key Character and leave them to whatever fate may befall them, as you focus purely on the strategy and tactical gameplay that is the hallmark of the Panzer Corps series.

But on the other hand, if you’re looking for additional historical insights into the events of the invasion of Poland, or looking for that extra layer of challenge to safeguard Key Characters while pursuing your main objectives, or eager to see what kind of special and fantastical rewards you might reap from providing assistance, keep an eye out for the Key Characters that are sprinkled throughout the Fall of Poland Campaign, and read their words carefully. Outside of the basic assistance to keep them alive, there just might be a few tasks that are asked of you, such as delivering medical supplies, operating behind enemy lines, or even searching for missing family members.

Speaking of potential rewards, there is one aspect of the campaign you may appreciate some insight into. Namely the...

Polish Air Force
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To try and quickly summarize, one of the key elements of Germany’s successful Blitzkrieg that historically dismantled Poland in mere weeks was their ability to take control of the skies over Poland. In the opening days, hours even, of the German invasion, Polish aircraft were targeted ruthlessly before many of them could even get off the ground.

While the entire Polish Air Force wasn’t destroyed in the opening moves of Fall Weiss, their ability to operate was certainly quite impaired right from the get go. To simulate this, you will never have any opportunity to normally requisition aircraft at any point during your extended Fall of Poland campaign. The luxury of visiting the purchase menu to buy as many P.11 fighters as your heart desires and CORE slots allow has been ripped away from you!

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If you’re hoping to have any sort of Air Force to work with in the Fall of Poland campaign, you’re going to have to scrape together whatever Limited Stock or Captured Equipment you can find. Or... if you keep the right Key Character(s) alive, they might be able to help you stock up on not just standard Polish Aircraft such as the P.11 Fighter, but they could prove to be your window into accessing some extremely rare prototype equipment!

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Speaking of which, let’s see what some of these new Unit Models look like...

Polish Units
We won’t be covering every single new unit being added alongside the upcoming Fall of Poland Campaign debut, but here are a few Polish units and we want to especially highlight.

The first unit is actually a new type of Infantry Cavalry unit, the Polish Uhlan. One of the popular myths of the Invasion of Poland is that Polish Cavalry armed with lances attempted to charge German Panzer tanks, and as fanciful and heroic as that visual might be, we decided not to lean into that particular myth.

By the time of the Invasion of Poland, while it is true that Poland did retain an elite force of Cavalry, they typically did not ride into battle on their horses. The days of that sort of Cavalry charge are pretty much resigned to history by 1939, and in fact one of the VERY last such mass Cavalry charges in war took place during the Spanish Civil War, during the 1938 Battle of Teruel, which we explored in the Axis Operations Spanish Civil War Campaign!

To better represent this facet of Cavalry in 1939, the Polish Uhlan is actually a switch unit! In its default form, it is very mobile unit with an impressive 7 ‘horse’ type movement, but this form actually has incredibly poor combat stats.

In its switch form, however, you can see the Polish Uhlan now fights dismounted and has stats much more befitting an elite infantry unit of the 1939 era. This combination of high mobility that can switch into powerful combat power makes the new Polish Uhlan a very flexible tool for Polish fighting forces. Note that the new Uhlan does not overwrite the old Polish Cavalry unit, but it does cost more slots and significantly more prestige to field compared to the default Cavalry unit.

ImageImage Credit: tanks-encyclopedia.com

As is befitting a game with ‘Panzer’ in our title, our next new unit is a solid tank, actually a prototype 14TP tank. This is not a vehicle that saw combat historically during the invasion of Poland, so it is not going to be a unit you can requisition as you would other tanks such as the TKS or 7TP, but you might be able to field a few of them... if you can find the right Stockpile of them squirreled away somewhere, or perhaps get a certain Key Character to lend a hand.

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Up next we have some new Polish aircraft. The P.11, afterall, was a design from 1931, and Poland wasn’t planning to just use that fighter forever. The PZL.50 Jastrzab was designed in 1936 to be a much more modern fighter interceptor, while the PZL.38 Wilk was hoped to fill the roles of a heavy fighter/light bomber not unlike the also twin engine Bf-110.

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The last two Polish units we’ll spotlight today are actually both modifications of the iconic Polish light tankette, the TKS. The TKD, with its lack of turret and larger 4.7 cm wz.1925 gun transformed the diminutive TKS that normally would only be armed with a single machine gun into something much more akin to a Light Tank Destroyer.

The C2P tractor, while not strictly a modification of the TKS tankette, definitely shares more than a few components and visual similarity with that tankette, but the C2P is actually an unarmed transport. This tracked transport offers Poland something to haul equipment around with that isn’t horse drawn or wheeled, and will also serve as one of the Key Characters primary mode of transport, for as long as they might survive through the campaign of course.

A full list of new units will be displayed at the bottom of this article, but for now we have to move to spotlight some...

German Units
For Germany, we have new variants on both the Panzer II and also Panzer I.

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For the Panzer II, we have the IID and IIG now joining the current existing Panzer IIC. In the Panzer IID, we have improved ground speed over the IIC thanks to four large road wheels and torsion bar suspension. The Panzer IID would eventually go on to serve as the foundation for the Flammpanzer II Flamingo.

Meanwhile, the Panzer IIG was a 1938 design that aimed to be a really souped up Panzer II on steroids, but the wide array of modifications and improvements ended up delaying historical production so badly that a mere 12 Panzer IIGs were completed when production ended in 1942. So don’t expect to see many of the Panzer IIG in Fall of Poland, but you might want to watch out when you do!

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As an experiment in Panzer Corps 2 as a whole, something we might be dabbling with are full fledged Command Units. We sort of saw this originally with the Panther IVH, the Command Tank with a Panzer IV turret and dummy gun on a Panther Chassis, but now in Fall of Poland we’ll be seeing the Command Tank version of the Panzer I in the Panzerbefehlswagen, a Command Recon Car in the Kfz 14, as well as a Command infantry unit with the new Wachtruppe.

At time of writing, we’re still tinkering with the exact designs and gameplay effects these specialized Command Units will bring to the battlefield, as well as potentially having other factions other than Germany having these sort of Command Units, so we’ll see how those plans pan out moving ahead into the future!

Conclusion
Thanks again for joining us for this second Developer Diary on the latest upcoming Panzer Corps 2 DLC. We’re gearing up to launch the War Stories Fall of Poland campaign on or before September 1st, in honor of the significance of that historical date! Get ready for that, but in the meantime be sure to add the Fall of Poland DLC to your wishlists!

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As a final note, here is that complete list of new units and new models debuting alongside the Fall of Poland Campaign coming soon:

Germany:
  • Panzer IID
  • Panzer IIG
  • Panzerbefehlswagen
  • Kfz13
  • Kfz14
  • Steyr ADGZ
  • Wachtruppe
Poland:
  • PL Headquarters
  • PL Uhlan Cavalry
  • PL Uhlan Infantry
  • PL ATR Infantry
  • PL HW Infantry new and improved model
  • 7TP mod 1939
  • 14TP
  • TKS 20mm
  • TKD
  • PZL.50 Jastrzab
  • PZL.38 Wilk
  • PZL.46 Sum
  • C2P
  • C4P
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In case you missed the Panzer Corps day Twitch event, you can re-watch it here
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by Thunderhog »

Will there be a beta test soon? I was hoping it would start today
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by Tassadar »

MarcoT. wrote: Thu Jul 11, 2024 11:36 pmIn the opening days, hours even, of the German invasion, Polish aircraft were targeted ruthlessly before many of them could even get off the ground.

While the entire Polish Air Force wasn’t destroyed in the opening moves of Fall Weiss, their ability to operate was certainly quite impaired right from the get go.
I'd slightly contest this claim, as a lot of the air force was rebased to remote, camouflaged dirt airfields just before the war, so while the German raids succeeded in disrupting Polish Air Force operations, it was mostly due to impact on infrastructure and fuel/ammo reserves (obviously lower in these more remote locations than in the main bases). However, seeing how a large portion of the modern combat aircraft was still in flight schools with crews preparing for active service and with all the other logistical limitations of the situation and just the much lower plane count overall, I actually think this is a very unique and new idea to limit the availability of planes by default. It's even more significant that the fighters will be underpowered compared to German planes, so it will not be an easy task to avoid losses! I am quite curious how this will play out.
MarcoT. wrote: Thu Jul 11, 2024 11:36 pm [*]PZL.50 Jastrzab
[*]PZL.38 Wilk
[*]PZL.46 Sum
Dropping the P from names of the aircraft that were not fighters designed by Zygmunt Puławski, great! If a cosmetic thing like this is not proof that the devs are listening to player feedback, then I don't know what is. I just hope it will also be retroactively applied to units from the base game also.

Command Units are a very fun idea, as depending what abilities they will have and what core slot costs, they can transform the way players will want to create battle formations. Seems spicy, but I think when Panzer Corps 3 ever appears, it should think about the Civilization 6 concept of "escorting" units or some other multi-unit hexes that would allow to implement such adjustments.
MarcoT. wrote: Thu Jul 11, 2024 11:36 pm PL Headquarters
Counting this as a unit is a bit, I mean... it technically is, but not like you will ever deploy it... :mrgreen:
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by BarbarianHunter »

Did we ever find out whether the core will be transferrable to a new theater for an Allied '40 campaign?
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by VirgilInTheSKY »

BarbarianHunter wrote: Sat Jul 13, 2024 4:03 pm Did we ever find out whether the core will be transferrable to a new theater for an Allied '40 campaign?
I guess that would only be answered after the beta started...
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by terminator »

It would have been interesting to see the new type of Infantry Cavalry unit, the Polish Uhlan :(

polish_uhlans_in_action__september_1939_year__by_matej16_d5z7ids-fullview.jpg
polish_uhlans_in_action__september_1939_year__by_matej16_d5z7ids-fullview.jpg (162.87 KiB) Viewed 2652 times
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by VirgilInTheSKY »

The German tank left to Kfz.13 looks like a Panzer IV, is there something wrong with the diary that you forgot to mention it?
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by GUNDOBALDO08 »

Wachtruppe? Very interesting… new infantry units are ever welcome!
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by DefiantXYX »

Hmmm, why would you not use only the best available units? Never understood why you need that many units of the same kind.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by Tassadar »

DefiantXYX wrote: Tue Jul 16, 2024 5:39 am Hmmm, why would you not use only the best available units? Never understood why you need that many units of the same kind.
1. To aim for a historic composition of forces.
2. To try out different ways to play the game and test out how they fare in combat.
3. To challenge yourself with unusual restrictions and handicaps.
4. Because you just like certain unit types over others - even just for the aesthetics of how a unit model looks like.
5. Because you have Collector or limited supply of parts on.

The reasons can be numerous and each can be fun in its own right. What makes Panzer Corps 2 so unique compared to some other similar games is the absolutely massive customization that can cater to many playstyles and many player types. I would not spend 2,000h into this game if it was not for these things constantly adding replay value. It's the same with hidden caches, prototype units, awards and heroes. The player is never forced to use them (and never forced to use them optimally as well), they remain options that can be used for various needs. That why every new unit is a welcome addition to the game, expanding upon the possibilities available.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by DefiantXYX »

Tassadar wrote: Tue Jul 16, 2024 7:02 pm 1. To aim for a historic composition of forces.
2. To try out different ways to play the game and test out how they fare in combat.
3. To challenge yourself with unusual restrictions and handicaps.
4. Because you just like certain unit types over others - even just for the aesthetics of how a unit model looks like.
5. Because you have Collector or limited supply of parts on.
Good points, but I never understood any of them. If you use crap you either lose, what makes no sense because the game is over, or you adjust the AI in a way, that you cant lose.

Historic composition makes no sense in this game, because its a game and its missing so much details. There is no fuel for example. You dont have to use a panzer III instead of a tiger because you are low on fuel.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by Tassadar »

DefiantXYX wrote: Thu Jul 18, 2024 9:59 am Good points, but I never understood any of them. If you use crap you either lose, what makes no sense because the game is over, or you adjust the AI in a way, that you cant lose.
It's not as much about the game as it is about the players. You do not need a massively historically accurate game, just one that allows a massive degree of freedom and customization. I can give two basic examples that I feel fit here.

The first is a correlation to TCGs and player types, coming from Wizards of the Coast: https://mtg.fandom.com/wiki/Player_type - while it is not fully accurate, it is good enough for this purpose. It's all about what players enjoy in the game and why the do it. So even if you as a player do not find specific elements appealing and do not engage with them, it's up to the developer to identify them and at least try to consider what can be done to appeal to those players. It has to be balanced, without going overboard or too shallow, but in Panzer Corps 2, it works. A Timmy/Tammy will want to create super powerful units with great hero combinations and steamroll the map. A Johnny/Jenny will attempt to make use of unusual or underpowered units and make them work to beat the game via tactics or heroes and traits. A Spike will play optimally with the best units (guessing it might be how you enjoy playing the most from the things you described as appealing?). The in the aesthetic profile, a Mel will enjoy encirclements, surrenders, hidden caches, interactions between traits and so on. A Vorthos will want to see good briefing and debriefings, accurate maps and models, properly assigned and varied equipment. Then there are combinations and subtypes, but let's not get too much into such minute details. As someone who's a Johnny archetype first and foremost, I always found the game appealing since I could try out so many different ways to approach it rather than just the golden standard. What is important is to simply understand there are variations like this and the developers are aware of these and rarely want to specifically alienate one over the other, even if aiming at a specific archetype more.

The second is the TES series, especially Skyrim and Oblivion. Mods keep these games alive after all these years and that's because of variance and replay value. Of course, Panzer Corps 2 does not have nearly as much as a fraction of that modding community, but the idea of replay value thanks to massive customization still remains. I have a few games I am willing to go back to - Panzer Corps 2, Morrowind, Skyrim, Heroes of Might and Magic III, Civilization, Icewind Dale. In all of these cases it's because I can do things differently than last time and experiment with options. It is not something I'd do the first time around, but after the first playthrough, or in DLC, I can experiment more.
DefiantXYX wrote: Thu Jul 18, 2024 9:59 am Historic composition makes no sense in this game, because its a game and its missing so much details. There is no fuel for example. You dont have to use a panzer III instead of a tiger because you are low on fuel.
That's why traits exists - you can turn on Inefficient Supply (plus Chaotic Fire for really crazy challenge) and suddenly fuel/ammo become more of a thing. Of course it does not fully make the things as balanced with ammo and fuel in mind, but it helps - things lie core slot costs are yet another way to offer variance and represent supply. The main Issue I'd say is that the entire Units csv file would need a major revision at one point to clear out inconsistencies, add more accuracy and revise some clear errors, but that would be a massive undertaking. I played with the idea of editing the file at one point in the past, around the same time Stormchaser worked on the Unit Toolbox Mod, but it made me aware of how massive would such an undertaking be, I'd need to spend roughly a month or two full-time as a job to properly review and research all the details, so that was clearly not an easy feat and I can see why the devs don't really go back for an activity like this.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by adiekmann »

I agree 100% with Tassadar. I am of the type who likes to form powerful units that steamroll/smash everything. I find engineering encirclements/mass surrenders tedious and boring and only use it when necessary, or given no other solution. So I select traits and whatnot to not so much change how I play, but to add some challenge to the way I already play.

As a history nerd, I have long found "flavor" elements enhance the experience. For me that means renaming and organizing my units after historical formations, i.e. divisions, regiments, and battalions. And like Tassadar said, there are limits to how far you can do that accurately in this game, but it's fun (for me) nonetheless.

Thing to keep in mind always are that the devs are trying to attract all types of players. They need to make a game that appeals to the largest audience possible, not just the hardcore who frequently visit this forum, and player needs/desires vary accordingly.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by DefiantXYX »

Traits wont change anything. If you keep using PzIII/IV in 1944 you cant even damage the best russian tanks, its just math, if the defense value is highter than the attack value nothing will happen.
Thats means you either have a abuse stuff like insane heroes combinations or you play "on easy".

I would prefer some late game features, that make the years >1943 interesting again instead of useless units.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by adiekmann »

DefiantXYX wrote: Sat Jul 20, 2024 9:57 pm Traits wont change anything. If you keep using PzIII/IV in 1944 you cant even damage the best russian tanks, its just math, if the defense value is highter than the attack value nothing will happen.
Thats means you either have a abuse stuff like insane heroes combinations or you play "on easy".

I would prefer some late game features, that make the years >1943 interesting again instead of useless units.
Yes, that's true but that's not what I was talking about. I have tried Limited Stock and Collector, but I have some issues with them as others have mentioned before. I don't think Limited Stock should apply to infantry and Collector needs to be revised like only 2 or 3 of each type of unit, not 1. But I don't need them anyway because I have used my own "rules" to add some variety. For instance, yes, my core will still have a PzIV in 1944, but it will be the one with OA + Env/Sh + No Retaliation. But the tanks in my core would in '44 still is almost all Panthers and Tigers.

I never was one who fielded all Pioniere infantry either. I think they have their own limitations and I like the variety of other inf units. Plus, it's not realistic. That's me using my own "rules" to attempt a more historic and realistic core composition. But to your point, yes, I still leave history/realism behind with the over-abundance of Panthers/Tigers for instance. So, a player can adjust it even themselves artificially any way they want.

I never understood the complaint that heroes make the game unbalanced and too easy, regardless of the difficulty level or whatever additional traits or options you select. Play the game without heroes or just set your own set of rules yourself and delete those that you think are too much. For example, for a long time I do not allow myself to have more than one OA + Env/Sho combo. I sell it off. You know the game well enough to decide for yourself what the right "balance" works for you.

"But then things are too hard and I can't win without heroes because the scenarios have all been designed with the belief that you are using these heroes!"

What the hell!? Can't live with them, can't live without them?!? WTF! Are we still talking about the game, or a gender? :P Find a middle ground that works for you. That's what I have seen forum members try to argue for a long time but seems to find deaf ears. Why does it have to be the game designers who have to make the game according to the preferences of only one type of player or point-of-view? That's what I meant by the game has to have broad appeal for a wide range of player types/preferences.

A good way of summarizing is something I remember from a mod designer for Panzer General 2 some twenty years ago. He made an epic campaign that spanned a million scenarios (don't remember the actual number, but even Denmark got 3-4 maps to illustrate the point). On the forum he got criticised for things some players did not like. His response? "That's how I like it, and if you want it different, make your own damn campaign and equipment file!" Hard to argue against that.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by adiekmann »

DefiantXYX wrote: Sat Jul 20, 2024 9:57 pm Traits wont change anything. If you keep using PzIII/IV in 1944 you cant even damage the best russian tanks, its just math, if the defense value is highter than the attack value nothing will happen.
Thats means you either have a abuse stuff like insane heroes combinations or you play "on easy".

I would prefer some late game features, that make the years >1943 interesting again instead of useless units.
Oh, and BTW, I don't disagree with everything you have complained about. In general, I usually have not enjoyed the '44 onwards as much either. But that's the history of it. The Allies caught up or surpassed the Germans in quantity and quality. In real they were losing so why should those years in the game be easier?

I'd love to hear what your ideas of "Make the years >1943 interesting again" would look like. What would YOU do if you had the skills and time to make campaigns in your image? :)
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by DefiantXYX »

adiekmann wrote: Sun Jul 21, 2024 12:15 am I'd love to hear what your ideas of "Make the years >1943 interesting again" would look like. What would YOU do if you had the skills and time to make campaigns in your image? :)
I often said in here, the only way without changing the whole game is a soft reboot. There should be some points in the game when you have to decide which units in your core force will go on with you. Maybe 1941 (some units go to africa) and 1943 (some units to go italy). If you can go on only with lets say 10 core units you have to buy fresh units, level them up, get new heroes and so on. You core wont be overpowered and you dont have to design the enemy overpowered as well.
You need to bring the puzzle effect back. There is well defended city, how can i take it?
Right now all my game look like take out some defense with overpowered stuka combinations, some art. fire and overrun everything with tanks.

Without that "reboot" first of all you need a rework of the general traits. There are designed for the early years of the war, not for the lategame. Industrial connections for one points is a joke, a Tiger II /JagdTiger in 1943 breaks the whole balance. It cant be destroyed.
And you need to find a way to make strong units not so strong. Dont know how to say, but right now I am playing with a 20 HP Maus with some heroes. It can overrun 4x almost any unit, even IS-2/IS-3.Combined with some other units I can take out a whole army in one turn. But that also works for the AI, if i am to careless the AI can take out/overrun half of my core in a turn. Some bombers, art.fire and tanks and even my strongest elite units die without a chance.
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Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by Tassadar »

DefiantXYX wrote: Sat Jul 20, 2024 9:57 pm Traits wont change anything. If you keep using PzIII/IV in 1944 you cant even damage the best russian tanks, its just math, if the defense value is highter than the attack value nothing will happen.
Thats means you either have a abuse stuff like insane heroes combinations or you play "on easy".
If AO West ever drops, I have this silly idea for a campaign that is against the odds of this math thing, but we shall see, I'm reserving this concept specifically for such a chance. Aside from this, I agree that the math does reach a point at which the older units become unusable. I don't have a problem with it since it is semi-accurate, but I think the values should be tweaked a bit as the gap between 1943 and 1945 vehicles is slightly too big. That would require major readjustments, so probably not something that realistically can be done. In fact, fighter planes suffer from a similar issue.
DefiantXYX wrote: Mon Jul 22, 2024 5:59 am I often said in here, the only way without changing the whole game is a soft reboot. There should be some points in the game when you have to decide which units in your core force will go on with you. Maybe 1941 (some units go to africa) and 1943 (some units to go italy). If you can go on only with lets say 10 core units you have to buy fresh units, level them up, get new heroes and so on. You core wont be overpowered and you dont have to design the enemy overpowered as well.
This is something I hope War Stories can address, if they end up being connected, as previously mentioned, since the allies end up retreating ad falling, it would make sense to have some measure in place that only allows to export a selected part of the core.
DefiantXYX wrote: Mon Jul 22, 2024 5:59 am And you need to find a way to make strong units not so strong. Dont know how to say, but right now I am playing with a 20 HP Maus with some heroes. It can overrun 4x almost any unit, even IS-2/IS-3. Combined with some other units I can take out a whole army in one turn. But that also works for the AI, if i am to careless the AI can take out/overrun half of my core in a turn. Some bombers, art.fire and tanks and even my strongest elite units die without a chance.
This is thought for a future Panzer Corps 3. There would be ways to address it, but requiring redesign and there is no guarantee it would work as indented and not have its own issues. Rule of 10 is a easy to implement way of calculating damage an unit efficiency, but as any mechanics, it has some flaws. Still, they are better than things like RNG chance to hit or other elements other games use.
ME262
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 86
Joined: Sat Apr 21, 2012 9:35 pm

Re: Panzer Corps 2: War Stories: Fall of Poland - Dev Diary #2

Post by ME262 »

Is there going to a version update , pre-release of the new content? current ver. is 1.11.03
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