Problem with Suppression based Artillery units

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gdrover
Victory and Glory
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Post by gdrover »

With regard to Anti-Air:
I think you guys may have stumbled onto a pretty interesting idea. Two unique types of AA: 1 that covers a larger area and can fire in defense as well as on the player's turn (but cannot fire if they move. Their damage could be reduced at longer ranges so that an attack on an adjacent unit is still risky, but an attack on a more distant target is not as bad.

The second type of AA is the mobile type that does not cover units at longer range, but can move and fire effectively.
gdrover
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Post by gdrover »

With regard to Elite units lost. Despite the fact that Ian is right about mass audiences becoming frustrated, I think that Elite units need to be able to be eliminated. The offset could be that the player should be able to buy back a few units that were destroyed in the last battle, though they would lose some experience due to the replacements needed to bring the unit back to full strength.

In the discussion above there was an interesting idea though:
The more experienced a unit is, the higher chance it should have to turn a hit into a retreat result...the off-set to this is that the chance of this happening is reduced for each enemy unit adjacent.
Kerensky
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Post by Kerensky »

Considering how slow it moves, how little fuel and ammo reserves it has, how expensive it is (3400!), and how strong this artillery unit is (60 soft attack!) this is just insulting.
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Something, and perhaps more than one thing, about this needs to change.
Kerensky
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Post by Kerensky »

Well, artillery is amazing now, and definitely worth it's price. As for being too strong, I'm not sure yet, but it definitely seems debilitating for defense. An artillery strike followed by an infantry assault is a killer one two punch against any fortified position, but maybe that's how it should be. However artillery still gain experience at a miserable rate.

I don't like what you did to aircraft though. Especially fighters cannot strafe for squat, which makes trying to net them experience very difficult.
Obsolete
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Post by Obsolete »

LOL, I bought one of those Karl's at the end of my 39 campaign.

It was probably the worst investment I ever made.
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Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Rudankort
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Post by Rudankort »

Kerensky wrote:Well, artillery is amazing now, and definitely worth it's price. As for being too strong, I'm not sure yet, but it definitely seems debilitating for defense. An artillery strike followed by an infantry assault is a killer one two punch against any fortified position, but maybe that's how it should be. However artillery still gain experience at a miserable rate.
If it is too powerful, we should revisit the idea that lasting suppression should last for one hand-to-hand attack, not the whole turn. Experience issue is still on my TODO list.
Kerensky wrote:I don't like what you did to aircraft though. Especially fighters cannot strafe for squat, which makes trying to net them experience very difficult.
They should earn experience in air vs. air combat fast enough. And if they don't, it is even better, they won't become 5-star too soon. :) According to our plan, fighters should still be effective against trucks and guns, but not against infantry. Infantry units are supposed to contain A LOT of men, and so hunting them down with fighters should not really be an option. Same is true with tactical bombers too: against trucks they are supposed to be deadly, but not against infantry units.
Razz1
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Post by Razz1 »

Rudankort wrote:
Kerensky wrote:Well, artillery is amazing now, and definitely worth it's price. As for being too strong, I'm not sure yet, but it definitely seems debilitating for defense. An artillery strike followed by an infantry assault is a killer one two punch against any fortified position, but maybe that's how it should be. However artillery still gain experience at a miserable rate.
If it is too powerful, we should revisit the idea that lasting suppression should last for one hand-to-hand attack, not the whole turn. Experience issue is still on my TODO list.
Kerensky wrote:I don't like what you did to aircraft though. Especially fighters cannot strafe for squat, which makes trying to net them experience very difficult.
They should earn experience in air vs. air combat fast enough. And if they don't, it is even better, they won't become 5-star too soon. :) According to our plan, fighters should still be effective against trucks and guns, but not against infantry. Infantry units are supposed to contain A LOT of men, and so hunting them down with fighters should not really be an option. Same is true with tactical bombers too: against trucks they are supposed to be deadly, but not against infantry units.
Sure I remember the fighters from the PG series.

I kind of like it now. I can still strafe the week units and get experience.

The old way they got stars too fast and killed allot on the ground.

If I feel different over time I will let you know.
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