Ingame feedback from: Obsolete
Moderators: Slitherine Core, BA Moderators
In another thread it was mentioned if Artillery was over-powered. I assume you have adjusted it for the next patch? If not, let me re-iterate. Without a doubt, the Priest and the 25 pdr are the most broken units in the whole game. These basically can ping off any unit on the board no matter the distance at will.
They have such devastating fire-power, and such huge range. Not only that, but their accuracy is insane. Then on top of this, the 25 PDR doesn't even have a cool-down period, so they can do so EVERY turn. They essentially make Calliopes look like kiddie toys.
Basically a Priest or a 25 PDR can be looked at like getting a bunch of free King Tigers. They are that over-powered.
It is rather a joke, that the M8 howitzer can't even hit a damn barn 3 tiles away from it, and the one time you finally do hit anything, it barely does a scratch of damage.
Meanwhile, the Priest and 25 PDR makes King Tigers obsolete.
I would never buy an M8 because they are so damn terrible.. but I'd gladly trade in 10 of my units for just one 25 PDR.
They have such devastating fire-power, and such huge range. Not only that, but their accuracy is insane. Then on top of this, the 25 PDR doesn't even have a cool-down period, so they can do so EVERY turn. They essentially make Calliopes look like kiddie toys.
Basically a Priest or a 25 PDR can be looked at like getting a bunch of free King Tigers. They are that over-powered.
It is rather a joke, that the M8 howitzer can't even hit a damn barn 3 tiles away from it, and the one time you finally do hit anything, it barely does a scratch of damage.
Meanwhile, the Priest and 25 PDR makes King Tigers obsolete.
I would never buy an M8 because they are so damn terrible.. but I'd gladly trade in 10 of my units for just one 25 PDR.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Yes!
In a desert scenario I had the sane problem.Obsolete wrote:In another thread it was mentioned if Artillery was over-powered. I assume you have adjusted it for the next patch? If not, let me re-iterate. Without a doubt, the Priest and the 25 pdr are the most broken units in the whole game. These basically can ping off any unit on the board no matter the distance at will.
After chancing the AP Effective values in the "squads" - excel chart (making lower) in the data ordner they are more realistic!
Or is it great dream?
I wonder if aircraft were tweaked a while back when all the land-units were increased in attack rating. I still find planes like the Stuka useless for anything but a 1-tile scout.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
BTW, in my ranting earlier about the artillery, you can throw the Bishop in there as well. This damn thing not only is also armoured up, and has a decent attack vs armour but it comes with a 100 HE attack, and can also nail anything anywhere on the board. EVERY TURN.
In reality, these things were a borderline failure.
In reality, these things were a borderline failure.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Here is a shot from the Desert Encounter Scenario. The map is broken in more ways than one. The AT you see here, can not be loaded back into a truck. Is there a reason for this? I can not load any of my ATs.
Game-balance wise, it's broken here too. The allies can kill any unit anywhere on the board at will with the Bishop. EVERY TURN. This is IN ADDITION to the extra artillery barrage that they get on top of this. The axis has absolutely no counter to any of this. What do they get? 2 lousy planes. That's even when they don't get shot down, barely do a scratch most the time (the time you actually hit something). And even THEN you have to painstakingly wait just to be able to call in air support sometime down the road again.

So I don't know. It's possible maybe the axis were designed to rush in a suicidal order to knock out the Bishop from the start of the game. But that seems like a non-winnable situation as well. Either way, until this AT bug is fixed, it would be hard to test any optimal strategy here at all.
Game-balance wise, it's broken here too. The allies can kill any unit anywhere on the board at will with the Bishop. EVERY TURN. This is IN ADDITION to the extra artillery barrage that they get on top of this. The axis has absolutely no counter to any of this. What do they get? 2 lousy planes. That's even when they don't get shot down, barely do a scratch most the time (the time you actually hit something). And even THEN you have to painstakingly wait just to be able to call in air support sometime down the road again.

So I don't know. It's possible maybe the axis were designed to rush in a suicidal order to knock out the Bishop from the start of the game. But that seems like a non-winnable situation as well. Either way, until this AT bug is fixed, it would be hard to test any optimal strategy here at all.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
The artillery have been heavily reduced in the next beta so retry them.
On the load/unload issues you are not allowed to unload & load artillery in the same turn so this may be the issue? Tests here seem to work fine. Check this in the next beta as we did change some of the rules about unloading.
Aircraft probably need a bit of a boost as they are a little under powered.
On the load/unload issues you are not allowed to unload & load artillery in the same turn so this may be the issue? Tests here seem to work fine. Check this in the next beta as we did change some of the rules about unloading.
Aircraft probably need a bit of a boost as they are a little under powered.
I was not doing it in the same turn. But np, we'll see how it goes in the next beta. This is the same beta that was SUPPOSED to be out last week... right? <wink> 
Anyhow, I just noticed that Slitherine Tray Tool. Great, maybe I can get even more games in now. I see somehow I have already over 700 BBC games in. Surely that's impossible, I suspect it's counting each TURN in pbem as a game
Anyhow, I just noticed that Slitherine Tray Tool. Great, maybe I can get even more games in now. I see somehow I have already over 700 BBC games in. Surely that's impossible, I suspect it's counting each TURN in pbem as a game

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Yes, I was just going to say, it seems it doesn't work for the beta. Hopefully soon.
Hopefully next beta won't be too far off? If the synch problem is still there, then it's best we wait.
Hopefully next beta won't be too far off? If the synch problem is still there, then it's best we wait.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
Re: Yes!
Have you been altering the squads file? That will definitely break multiplayer games!pomakli wrote:In a desert scenario I had the sane problem.Obsolete wrote:In another thread it was mentioned if Artillery was over-powered. I assume you have adjusted it for the next patch? If not, let me re-iterate. Without a doubt, the Priest and the 25 pdr are the most broken units in the whole game. These basically can ping off any unit on the board no matter the distance at will.
After chancing the AP Effective values in the "squads" - excel chart (making lower) in the data ordner they are more realistic!
Or is it great dream?
Cheers
Pip
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pipfromslitherine
- Site Admin

- Posts: 9933
- Joined: Wed Mar 23, 2005 10:35 pm
I'd like to re-iterate an aesthetics issue, not with the game but with the site. It seems Slitherine has a count of games played, but it counts every single pbem turn as a game. Shouldn't there be another field added in there to reflect this?
As for the data set warning, there should be one also that checks for the scripts itself.
As for the data set warning, there should be one also that checks for the scripts itself.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
I'm just curious about something else. It seems the voices from the units sound the exact same as that from the Close Combat series. I guess there was a royalty deal there or something?

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Yes!
That means, the Italians will never speak again german!iainmcneil wrote:The French & Italian voices were owned by someone else so we're having to get them done ourselves.
and there will be also french units!
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am

