Gameplay that sucks at first glance

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Mordan
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Gameplay that sucks at first glance

Post by Mordan »

Playing MP only

Its quite ridiculous to be able to drop para next to a city, move para to city, and buy 4 tanks around the city.. all this on the same turn EVEN if an enemy unit is adjacent to the city. How ridiculous is that?

Anti tanks defense is over powered. That makes game pretty boring. Put an anti tank unit next to your tank and that tank is invincible. Coupled with the Hex control rule and small map.. It gets quickly a slow stalemate. Put a wall of armored artillery in front a good TD..... It does not compute. And the auto refuel/ammo every turn makes it even more OP.

Pz1C tank battles were way more fluid.


EDIT: i also feel PzC1 units in MP games earned XP much faster.. it was fun having experienced units in MP games. Much less experience earned on PzC2.

Put a recon plane in front a transport plane.. When your plane want to move... Pock.. You lose all your movement... is that wanted?
Dorky8
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Re: Gameplay that sucks at first glance

Post by Dorky8 »

Mordan wrote: Sat Mar 28, 2020 2:50 pm Playing MP only

Its quite ridiculous to be able to drop para next to a city, move para to city, and buy 4 tanks around the city.. all this on the same turn EVEN if an enemy unit is adjacent to the city. How ridiculous is that?

Anti tanks defense is over powered. That makes game pretty boring. Put an anti tank unit next to your tank and that tank is invincible. Coupled with the Hex control rule and small map.. It gets quickly a slow stalemate. Put a wall of armored artillery in front a good TD..... It does not compute. And the auto refuel/ammo every turn makes it even more OP.

Pz1C tank battles were way more fluid.


EDIT: i also feel PzC1 units in MP games earned XP much faster.. it was fun having experienced units in MP games. Much less experience earned on PzC2.

Put a recon plane in front a transport plane.. When your plane want to move... Pock.. You lose all your movement... is that wanted?


Agreed cities should be held for a couple turns at least and have a clear line of supply to place units. In any game players will learn the MP loopholes and take advantage. Just need to fix them as they are found.

IMO the battle mechanics are a big improvement. I find the tactics more thought provoking here. In PC1 if you put a stug behind a tank it was pretty much invincible. In PC1 you just had to arty units red, even if they had a clear line of retreat, attack once and they were gone. PC1 really had no lines of supply either if I recall.

I'm not sure on the auto refuel/ammo. Some pluses and minuses.

I'm not familiar with the plane situation you mention. I hope paratroopers cant stay in the air endlessly like in PC1.
Kerensky
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Re: Gameplay that sucks at first glance

Post by Kerensky »

You can do the same thing to your enemy. Fighting for that key supply hex and buy an army on their flank. So it evens out.

This is why I stripped all Victory Hex locations of supply hexes though. You can get your instant reinforcements yes, but you can't get them on the game winning Victory Hex itself.

Even on the smallest maps, prestige resources are tight enough that it is impossible to build impenetrable defensive support fire walls at every location. If your enemy does this... go fight somewhere else. There are an average of 9 victory hexes on every map. Why slam your face into the one where your enemy is entrenched in at?
Mordan
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Re: Gameplay that sucks at first glance

Post by Mordan »

I just attacked a Sexton with an Archer behind.. 2 tanks attacks. 2 infantry attack of full units. The sexton lost 5 hearts. and didn't move.

that duo protect themselves. How do you defeat when they support each other against their weaknesses.

Sure i can do the same.. But its not fun and not realistic.

next turn.. sexton back to full health even though 3 units around him!!!!! tell me how thats not ridiculous compared to PzC1
Mordan
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Re: Gameplay that sucks at first glance

Post by Mordan »

i would like to understand why replacements are not impacted by ennemy units around like in PzC1.
Nalikill
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Re: Gameplay that sucks at first glance

Post by Nalikill »

I will say new units probably should start off as suppressed just like reinforcements. That alone would fix it I think. In my head the system is like 99% fine, with that one proviso. I abused this in Moscow when one of my panzer divisions was destroyed by 6 armored units appearing out of nowhere.. I emergency plopped down 2 anti-tank units near the supply hex I had recently captured near the rear of moscow. I was a little surprised they didn't start out suppressed since I know reinforcements started out suppressed.

It would be partially a balance thing but also a mechanical consistency thing: the idea is new "steps" of a unit are suppressed when added to an existing unit... so why are they not suppressed when added to a brand new unit? :)
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Re: Gameplay that sucks at first glance

Post by Rudankort »

Mordan wrote: Sat Mar 28, 2020 4:52 pm i would like to understand why replacements are not impacted by ennemy units around like in PzC1.
Because in Panzer Corps 2 there is encirclement mechanic, and inability to replace is tied to it. As long as a unit is encircled, it won't replace. And encirclement is possible with two units, when in PzC you needed three minimum to fully block replacements.
Mordan
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Re: Gameplay that sucks at first glance

Post by Mordan »

the behavior removes all strategical positioning....
Mordan
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Re: Gameplay that sucks at first glance

Post by Mordan »

one positive thing is that units can retreat through friendlies.
Mordan
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Re: Gameplay that sucks at first glance

Post by Mordan »

Rudankort wrote: Sat Mar 28, 2020 5:03 pm
Mordan wrote: Sat Mar 28, 2020 4:52 pm i would like to understand why replacements are not impacted by ennemy units around like in PzC1.
Because in Panzer Corps 2 there is encirclement mechanic, and inability to replace is tied to it. As long as a unit is encircled, it won't replace. And encirclement is possible with two units, when in PzC you needed three minimum to fully block replacements.
Ok. thx. I got that. Yea that's a positive thing.

Why is support fire only the prerogative of AT and Artillery? Why can't tanks help as well? Currently in MP, anti tanks feel like a must have. It kills too much in support. Basically forces tanks to do nothing and wait for considerable support otherwise you are just losing prestige over and over for nothing as long as the whole tank-at duo is not surrounded.

I now understand why the ammo count is much lower than in PzC1.
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Re: Gameplay that sucks at first glance

Post by lloydster4 »

Mordan wrote: Sat Mar 28, 2020 4:40 pm I just attacked a Sexton with an Archer behind.. 2 tanks attacks. 2 infantry attack of full units. The sexton lost 5 hearts. and didn't move.

that duo protect themselves. How do you defeat when they support each other against their weaknesses.
Artillery or bombers would be necessary I think
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