Two Quick Comments
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
Two Quick Comments
I am quite impressed with Allied Corps so far, but I have two bits of feedback
1: the experience symbols on the units are little Iron Crosses - perhaps they should be Stars for the allies.
2: I cant qualify it with hard numbers, but it seems like artillery is less powerful in this game, than it is in Panzer Korps
1: the experience symbols on the units are little Iron Crosses - perhaps they should be Stars for the allies.
2: I cant qualify it with hard numbers, but it seems like artillery is less powerful in this game, than it is in Panzer Korps
There is no such thing as "overkill". There is only "keep firing" and "time to reload".
Re: Two Quick Comments
The UI art is not changed yet. This will be done in later Betas.Herald611 wrote:I am quite impressed with Allied Corps so far, but I have two bits of feedback
1: the experience symbols on the units are little Iron Crosses - perhaps they should be Stars for the allies.
This is really the case because of this changes:Herald611 wrote: 2: I cant qualify it with hard numbers, but it seems like artillery is less powerful in this game, than it is in Panzer Korps
You can read further details in this thread: viewtopic.php?f=148&t=42325#p398813Rudankort wrote: - Entrenchment gives 2x defense bonus against ranged attacks
- Artillery now has a -2 attack penalty for every hex of firing range beyond 1.
Re: Two Quick Comments
OK, that does explain it, but I think the Bishop seems to be less effective than the 25 pdr it is based on.
Re: Two Quick Comments
To be sure, I checked all the stats and its performance should be identical in the game. In reality, the Bishop was quite a bit worse than the towed version, though, but the added mobility was more important I guess.Herald611 wrote:OK, that does explain it, but I think the Bishop seems to be less effective than the 25 pdr it is based on.
Re: Two Quick Comments
Our two new moderators in action?
Sorry for the off-topic.

Sorry for the off-topic.

Re: Two Quick Comments
Just being my regular self. 

Re: Two Quick Comments
So far I am mighty impressed, this is my first exposure to Panzer Corps and I find it challenging (I am amazed at the skills of the other testers who say it is so easy), the AI seems very competent and I am looking forward to trying the multiplayer. I do however wish the arty had more punch. I also like the idea of a voice giving the scenario briefing in addition to the text. Have played a few hours and have yet to fully grasp all the mechanics but am enjoying it very much. Lastly, I would prefer the upgrade button to be greyed out and unclickable if there are no valid upgrades at that moment. Will write more soon.
Re: Two Quick Comments
Congrats to new moderators!
Re: Two Quick Comments
Thank you Uran21, I'll make sure you won't run out of things to do for the next beta... 

Re: Two Quick Comments
Re: Artillery
I have confirmed my suspicions, Artillery is BADLY broken.
Playing the beta, I just had two M-7s hit a German infantry unit in the clear - the result a loss of 2 points out of 10, and those were 13 point M-7s. To make sure it was not a fluke, I replayed the turn 5 times - that was the AVERAGE result (Max4 dmg, min 0 dmg).
I then tried the same in Panzer Korps, setting up a similar test. I picked a unit of identical anti infantry power (10.5 CM leFH 18, str 13), and also replayed the attack 5 times. Average damage was 7 out of ten, and 3 times the unit was wiped out.
This needs to be fixed! If not, then artillery is basically useless, and no one will bother with it after they play a few games. Better off to use tactical bombers.
I have confirmed my suspicions, Artillery is BADLY broken.
Playing the beta, I just had two M-7s hit a German infantry unit in the clear - the result a loss of 2 points out of 10, and those were 13 point M-7s. To make sure it was not a fluke, I replayed the turn 5 times - that was the AVERAGE result (Max4 dmg, min 0 dmg).
I then tried the same in Panzer Korps, setting up a similar test. I picked a unit of identical anti infantry power (10.5 CM leFH 18, str 13), and also replayed the attack 5 times. Average damage was 7 out of ten, and 3 times the unit was wiped out.
This needs to be fixed! If not, then artillery is basically useless, and no one will bother with it after they play a few games. Better off to use tactical bombers.
There is no such thing as "overkill". There is only "keep firing" and "time to reload".
Re: Two Quick Comments
I tend to disagree. Artillery before was just way to strong and we got used to that. Tactical bomber never used to cause nearly as much suppression as artillery and they still don't but then they got the advantage of reducing ammunition and fuel. They don't provide defensive fire as well. A few well placed AA and you can not use your bombers without suffering casualties. Tactical bombers and artillery are simply two different things. They have a bit in common but enough differences.Herald611 wrote:Re: Artillery
I have confirmed my suspicions, Artillery is BADLY broken.
Playing the beta, I just had two M-7s hit a German infantry unit in the clear - the result a loss of 2 points out of 10, and those were 13 point M-7s. To make sure it was not a fluke, I replayed the turn 5 times - that was the AVERAGE result (Max4 dmg, min 0 dmg).
I then tried the same in Panzer Korps, setting up a similar test. I picked a unit of identical anti infantry power (10.5 CM leFH 18, str 13), and also replayed the attack 5 times. Average damage was 7 out of ten, and 3 times the unit was wiped out.
This needs to be fixed! If not, then artillery is basically useless, and no one will bother with it after they play a few games. Better off to use tactical bombers.
Maybe artillery is a bit on the weak side now, tho i don't think so personally, but returning to the status from before 1.20 is certainly not an improvement.
Re: Two Quick Comments
I disagree strongly. At least reduce the range penalties a lot.
oh and AA guns? I ATTACK those with my Tac Bombers - its a tactic that has proven very effective.
oh and AA guns? I ATTACK those with my Tac Bombers - its a tactic that has proven very effective.
There is no such thing as "overkill". There is only "keep firing" and "time to reload".
Re: Two Quick Comments
I can't say I'm a fan of this reducing artillery idea. At least not at range 2. You simply do not use most artillery at below that range as it is too vulnerable, all soft towed units are generally behind the front line so they have to use at least range 2.
At least reduce the effect for range 3 or the odd piece with range 4. As it currently stands only heavily armoured units that can go on the front line suffer no penalty, but seeing as most of them (Cromwell CS, Churchill AVRE, StuH 42, etc) only have range 1 anyway... they will never get penalised, do you see my point?
Hard units -2 at range 2, soft ones -2 at range 3 maybe?
Of course the plus side to this is the enemy has the same rules.
At least reduce the effect for range 3 or the odd piece with range 4. As it currently stands only heavily armoured units that can go on the front line suffer no penalty, but seeing as most of them (Cromwell CS, Churchill AVRE, StuH 42, etc) only have range 1 anyway... they will never get penalised, do you see my point?
Hard units -2 at range 2, soft ones -2 at range 3 maybe?
Of course the plus side to this is the enemy has the same rules.
Re: Two Quick Comments
Attacking AA with tac bombers just leads to huge losses with no effect. AA guns always shoot first when being attacked by a bomber. They shoot down and suppress most attackers and take close to no damage in return. I made a map for testing purposes and checked out the odds. Both sides at 12 strength and 250 experience which is pretty average value. Even using the strongest allied tactical bombers (Wellington Mk.X, Mosquito Mk.VIS2) vs the weakest german flak (2cm Flak 38) the predictions are -3/-4 so just slightly in favor of the bomber. Using the same bombers vs proper german AA like the 88cm Flak 36 the predictions are at -9/-1 so devastating. If you call that proven effective tactic i would rather not be the soldier under your command.Herald611 wrote:I disagree strongly. At least reduce the range penalties a lot.
oh and AA guns? I ATTACK those with my Tac Bombers - its a tactic that has proven very effective.

Re: Two Quick Comments
Not my experience. Playing on Field Marshall difficulty, attacking a 10 point 88 AA, with a 13 point Mosquito, I usually cut it in half with my first shot, taking 2-4 points of damage in return. Then that Mosquito retreats and the second comes by and finishes it off. Next time I will post some pics . I wonder why we are seeing such different results?
Edit: This does not work if there is a cluster of AA guns.
Edit: This does not work if there is a cluster of AA guns.
There is no such thing as "overkill". There is only "keep firing" and "time to reload".
Re: Two Quick Comments
I only tested this vs a single AA gun of course. I can post some pictures with the predictions as well. My guess is are using vastly more experienced bombers with overstregth vs standard green AA units. But even then i doubt the prediction can shift that much ... i will test it later.
-
- Corporal - 5 cm Pak 38
- Posts: 30
- Joined: Fri Mar 22, 2013 7:04 pm
Re: Two Quick Comments
A couple of observations: 1 - The Sherman Calliope option has no launching animation or sound - just the crump of the explosion on the target.
2 - For the various flail tank minesweepers - could we have 2 sound effects, ie banging chains for mine clearing, and the cannon fire for all other needs. The bombers have this feature, so it is possible.
Otherwise, this is an excellent game so far - just about to start Market Garden.
2 - For the various flail tank minesweepers - could we have 2 sound effects, ie banging chains for mine clearing, and the cannon fire for all other needs. The bombers have this feature, so it is possible.
Otherwise, this is an excellent game so far - just about to start Market Garden.