Initial comments (feel free to dump yours in here too I gues

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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VPaulus
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Post by VPaulus »

aleader wrote: Also, will there be any adjusting to the prestige awarded for capturing\killing units or are players finding it to be about right?
I too would like to see this, it could broad a little more the strategy of the game.
But as far as I know this was tested during beta phase. And it made harder to balance the game.
So unfortunately, I don't see how's that possible at this stage.
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Post by TheGrayMouser »

VPaulus wrote:
aleader wrote: Also, will there be any adjusting to the prestige awarded for capturing\killing units or are players finding it to be about right?
I too would like to see this, it could broad a little more the strategy of the game.
But as far as I know this was tested during beta phase. And it made harder to balance the game.
So unfortunately, I don't see how's that possible at this stage.
This could be guesswork on my part but I wonder if the move-shoot/shoot- move new game play mechanic and the multi unit attack bonus ( which combined makes picking off enemy units a whole lot easier) rendered giving prestige for same overkill?
hapaboy55
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Post by hapaboy55 »

Enjoying the game so far. Great remake. There are just a few things I'd like to suggest for a patch:


Saving
- Autosave for last 5 turns. Right now it just autsaves at the beginning of the last allies and axis turns. It would be nice to also have 5 autosave slots, one for the beginning of each of the last 5 axis turns. If you guys can do this and nothing else, I'll be happy. I hate redoing entire scenarios because of a mistake I made 2 turns ago, so I manually save every turn which is quite tedious.

- One-key quick save option (F7 or something), preferably with 5 quick save slots that would cycle.

- One-key quick load option (F8 or something), loads last quick save.

- Include the time in the save file name when saving. so it would say 2011.07.15 11:47 AM


Gameplay

- Combat log. PG2 had a combat log at the bottom of the screen. That was really helpful to quickly see how much suppression was caused. I like the strength color indicators for suppression, but i still find myself having to hover of the unit I just attacked with artillery to get the exact numbers.

- Would be nice if the combat predictor reticle (the one shown when overing over a unit that you can attack) would also show a suppression prediction if the attacker is an artillery or strategic bomber unit. Heck, why not just show the % chance or rugged defense there as well? Those are probably the 3 most important predictions I'd like to see instead of having to pull up the detailed popup.

- Hovering over a hex should show the movement cost (accounting for current weather) and also the combat modifiers (for both infantry and tank units) somewhere on the right side panel.


Documentation
- Some unit to unit upgrades cost the difference in the unit prices, while others cost the entire new unit price. It seems that units are grouped into "upgrade groups" and unit upgrades within a group cost just the difference. It would be nice to know what these groups are so we could better plan our upgrades.

- I remember reading somewhere (the manual?) that engineer units are immune to rugged defense. Would be nice to somehow indicate which units are engineers, or even better, have a "note" section in the unit stats that would mention that they are immune to rugged defense. Would suck for me to purchase pioneres thinking they are engineers only to find out later that they are not.


Questions
- I may be wrong but did you guys change how suppression works from PG? I remember suppression from artillery in PG lasting the entire turn, whereas suppression from artillery in PC lasts only until the next ground attack. Could you explain your reasoning on this?

- If I have 3 units surrounding an enemy unit, 1 has attacked, then moved to the flank position, and one of the other two has attacked the surrounded unit. When I attack with the third unit, how many units count towards the initiative bonus? 3? 2? 0?

Things I love
- I "think" this is a change, but artillery can now move a single hex without mounting. I LOVE this!
- The tutorial popups are very helpful

Again, great job guys! I've been waiting for a remake of PG for sooooo long! :)
Last edited by hapaboy55 on Fri Jul 15, 2011 7:23 pm, edited 6 times in total.
VPaulus
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Post by VPaulus »

hapaboy55 wrote: - Combat log. PG2 had a combat log at the bottom of the screen. That was really helpful to quickly see how much suppression was caused. I like the strength color indicators for suppression, but i still find myself having to hover of the unit I just attacked with artillery to get the exact numbers.
Just press L after combat (Combat Details) and Ctrl+Click before combat(Extended Combat Prediction).
hapaboy55
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Post by hapaboy55 »

VPaulus wrote:
hapaboy55 wrote: - Combat log. PG2 had a combat log at the bottom of the screen. That was really helpful to quickly see how much suppression was caused. I like the strength color indicators for suppression, but i still find myself having to hover of the unit I just attacked with artillery to get the exact numbers.
Just press L after combat (Combat Details) and Ctrl+Click before combat(Extended Combat Prediction).
Thanks :). I knew about this already. I actually just hover my mouse pointer over the attacked unit and it shows the suppression on the right sidebar. I like the log because I can just look down and see instead of having to press a key combo or move my mouse cursor to the unit.....I know I'm lazy, but I've gotten used to it from playing PG2 :P
Kissaki
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Post by Kissaki »

hapaboy55 wrote:- Combat log. PG2 had a combat log at the bottom of the screen. That was really helpful to quickly see how much suppression was caused. I like the strength color indicators for suppression, but i still find myself having to hover of the unit I just attacked with artillery to get the exact numbers.
If you press 'L' after combat, you'll see a full combat log, with die rolls and everything.

- I "think" this is a change, but artillery can now move a single hex without mounting. I LOVE this!
That's not a change, though they have changed the way mounting is handled. In the original PG you could either move without the mount (and inexplicably save fuel, as if they pushed the trucks or something), or, if you wanted to travel farther, click on the 'mount' button and move mounted. The 'mount' button is still there in PC, but now you see the maximum distance by foot or by mount at the same time, and that is a great improvement.

And artillery can now move unmounted and then fire, instead of just firing and then moving (which you'd think would be every bit as time-consuming). That was a pleasant surprise.
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Post by Horseman »

Initial thoughts......AWESOME :D
hapaboy55
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Post by hapaboy55 »

Kissaki wrote: And artillery can now move unmounted and then fire, instead of just firing and then moving (which you'd think would be every bit as time-consuming). That was a pleasant surprise.
Yes, this is indeed what I've noticed. I knew something was different..just wasn't sure what. Thats probably my favorite change from the original.
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Post by Rudankort »

Hey hapaboy55, great feedback. Some comments.
hapaboy55 wrote: - Combat log. PG2 had a combat log at the bottom of the screen. That was really helpful to quickly see how much suppression was caused. I like the strength color indicators for suppression, but i still find myself having to hover of the unit I just attacked with artillery to get the exact numbers.
I don't want to add an additional panel, but maybe we can find a way to show suppression together with kills, just above the unit.
hapaboy55 wrote: - Hovering over a hex should show the movement cost (accounting for current weather) and also the combat modifiers (for both infantry and tank units) somewhere on the right side panel.
What combat modifiers exactly do you want to see there?
hapaboy55 wrote: - Some unit to unit upgrades cost the difference in the unit prices, while others cost the entire new unit price. It seems that units are grouped into "upgrade groups" and unit upgrades within a group cost just the difference. It would be nice to know what these groups are so we could better plan our upgrades.
Your guess is right, we have equipment "series" within which upgrades are discounted. Better indication of this would be nice.
hapaboy55 wrote: - I remember reading somewhere (the manual?) that engineer units are immune to rugged defense. Would be nice to somehow indicate which units are engineers, or even better, have a "note" section in the unit stats that would mention that they are immune to rugged defense. Would suck for me to purchase pioneres thinking they are engineers only to find out later that they are not.
The rule of thumb here is: if the unit has a flamethrower, it is military engineer. :) Again, better indication of this would be nice, agreed.
hapaboy55 wrote: - I may be wrong but did you guys change how suppression works from PG? I remember suppression from artillery in PG lasting the entire turn, whereas suppression from artillery in PC lasts only until the next ground attack. Could you explain your reasoning on this?
In PG only level bombers caused lasting suppression, artillery did not do this, it was a killer unit. In Panzer Corps units causing long-term suppression are artillery, strategic bombers, ships, forts and armored trains. We tried suppression lasting for the entire turn, but it was overpowered, so we changed it. Still, suppressing enemy arty and AA will disable them for the entire turn (unless you attack them of course), which is often handy.
hapaboy55 wrote: - If I have 3 units surrounding an enemy unit, 1 has attacked, then moved to the flank position, and one of the other two has attacked the surrounded unit. When I attack with the third unit, how many units count towards the initiative bonus? 3? 2? 0?
Mass attack penalty counts only non-ranged units which can attack the enemy and have an attack action left. If you have 3 units next to the enemy, ready to attack it, the first unit will attack with -2 to enemy initiative, second one - with -1, and last one won't have mass attack bonus. So first unit has the most initiative advantage, but it faces full enemy strength. Second unit has less advantage, but the enemy is probably weakened. Last unit does not have advantage, but its job is to mop up crippled unit. So, in some sense this rule distributes difficulty more evenly between attackers.
hapaboy55
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Post by hapaboy55 »

Rudankort wrote:Hey hapaboy55, great feedback. Some comments.

hapaboy55 wrote: - Hovering over a hex should show the movement cost (accounting for current weather) and also the combat modifiers (for both infantry and tank units) somewhere on the right side panel.
What combat modifiers exactly do you want to see there?
Sorry I just meant whether the particular terrain used the regular or close combat values. The movement costs are more important to me as the close vs regular combat list is fairly easy to remember. Its a bit more work to memorize the cost of each terrain type for each movement type.

Thanks for answering those questions btw. That helps a lot. :)...and please please please add those additional auto saves :D!
Razz1
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Post by Razz1 »

hapaboy55 wrote: Saving
- Autosave for last 5 turns.

Not required. Game is completely different if you go back that many turns.
If you want this save every turn.
Gameplay


- Some unit to unit upgrades cost the difference in the unit prices, while others cost the entire new unit price. It seems that units are grouped into "upgrade groups" and unit upgrades within a group cost just the difference. It would be nice to know what these groups are so we could better plan our upgrades.

Common series units can upgrade at 50% discount. Learn the units.

- I remember reading somewhere (the manual?) that engineer units are immune to rugged defense. Would be nice to somehow indicate which units are engineers, or even better, have a "note" section in the unit stats that would mention that they are immune to rugged defense. Would suck for me to purchase pioneres thinking they are engineers only to find out later that they are not.

PIONEERS ARE ENGINEERS. PERIOD!
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Post by alex0809 »

First of all, great job everyone who was involved in making this game! I didn't expect such a thoroughly polished game, no bugs, visually awesome (I will never play Panzer General again), for me everything is perfect regarding the game itself.

However, I have to play at a low resolution simply because my screen is 1980x1240 but not the biggest, so if I play at native resolution everything is too small. Shame that there is no zoom etc imho.
Secondly, it is funny that 100 % of these WW2 "series" start with Germany and 99 % never get continued ever again :lol: Please, please release some games for the other nations too! Think of Soviets - they had two fronts too and nearly as much different tanks, planes etc as the Germans.
dasWiesel
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Post by dasWiesel »

This is a great game, thanks for bringing back some old PG-feelings!!
I really have nothing to complain about, but one thing:
It seems that the randomseed doesnt get reset after reloading a game. Otherwise i cant explain how every single battle will get exacty the same results every time (for example you can load as many times you want, you will get one loss and kill 2 units or so). I mean where is the point in all the miss kill and supress chances if the result of the battle is determined every round? Or is this intended?
I have the impression (maybe its false), that at the beginning of the round one long "list" of random numbers is diced. The only random thing is left is then obviously in which order you make your moves with your units.
Anyone get what i mean or experience the same??
Tarrak
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Post by Tarrak »

dasWiesel wrote:This is a great game, thanks for bringing back some old PG-feelings!!
I really have nothing to complain about, but one thing:
It seems that the randomseed doesnt get reset after reloading a game. Otherwise i cant explain how every single battle will get exacty the same results every time (for example you can load as many times you want, you will get one loss and kill 2 units or so). I mean where is the point in all the miss kill and supress chances if the result of the battle is determined every round? Or is this intended?
I have the impression (maybe its false), that at the beginning of the round one long "list" of random numbers is diced. The only random thing is left is then obviously in which order you make your moves with your units.
Anyone get what i mean or experience the same??
Yes the seeds are same after reloading. I think this is intended to avoid long save/reload sessions until you get a roll in your favor.
dasWiesel
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Post by dasWiesel »

But this will only result in loading again and again to find the best strategy for the "given" randomnumbers, which sucks in my opinion (and lasts even longer). Plus, the predicted battle results are then totally useless. If i check my units and see, " oh there i have a good chance of killing 5 units at the cost of 2" (which is only a chance, im aware of that but an rather extreme example) but then due to a given "bad" randomnumber i will run into rugged defense and kill only 1 and get 3 losses, im pretty pissed^^. Even more if i have no chance to get better results.

besides, in all other PG games i know of, the seeds always got reset.

some other thing: ive read about it, but im really sad that devs decided to make tanks no longer being able to overrun weak (like 1 strengt left) units. To me that was always the incarnation of "blitzing".
Razz1
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Post by Razz1 »

dasWiesel wrote:This is a great game, thanks for bringing back some old PG-feelings!!
I really have nothing to complain about, but one thing:
It seems that the randomseed doesnt get reset after reloading a game. Otherwise i cant explain how every single battle will get exacty the same results every time (for example you can load as many times you want, you will get one loss and kill 2 units or so). I mean where is the point in all the miss kill and supress chances if the result of the battle is determined every round? Or is this intended?
I have the impression (maybe its false), that at the beginning of the round one long "list" of random numbers is diced. The only random thing is left is then obviously in which order you make your moves with your units.
Anyone get what i mean or experience the same??
You can not cheat this way.

Reloading to change combat will not work.

Mu ha ha.....
Kissaki
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Post by Kissaki »

Razz1 wrote:
dasWiesel wrote:This is a great game, thanks for bringing back some old PG-feelings!!
I really have nothing to complain about, but one thing:
It seems that the randomseed doesnt get reset after reloading a game. Otherwise i cant explain how every single battle will get exacty the same results every time (for example you can load as many times you want, you will get one loss and kill 2 units or so). I mean where is the point in all the miss kill and supress chances if the result of the battle is determined every round? Or is this intended?
I have the impression (maybe its false), that at the beginning of the round one long "list" of random numbers is diced. The only random thing is left is then obviously in which order you make your moves with your units.
Anyone get what i mean or experience the same??
You can not cheat this way.

Reloading to change combat will not work.

Mu ha ha.....
But changing the order in which you do things will. Lol, loophole. :P
Razz1
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Post by Razz1 »

Not always...

But if your gonna cheat, you shouldn't complain on the forum.
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Post by Tarrak »

Razz1 wrote:Not always...

But if your gonna cheat, you shouldn't complain on the forum.
Exactly what Razz1 said: If you want to cheat you can just check this forum for the cheat codes and spare yourself the time to save and reload a lot of times to get an advantage. It's effectively the same anyway.
Kissaki
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Post by Kissaki »

Razz1 wrote:Not always...

But if your gonna cheat, you shouldn't complain on the forum.
Not if you do things in the same order as before, no. But mix up the order of things, and you are not likely to get the same results. Anyway, who's complaining?

Exactly what Razz1 said: If you want to cheat you can just check this forum for the cheat codes and spare yourself the time to save and reload a lot of times to get an advantage. It's effectively the same anyway.
Dude, I'm not the sort of guy to ignore stickies. Where did I write anything to warrant these replies? It's like you're replying to something completely different.
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