comradep wrote: ↑Tue Apr 14, 2020 7:24 amLooks like this is the first thing we disagree on. Compared to the original and SSI games, combat is not particularly deadly in PC2. It's more like Order of Battle, without the extremely annoying "units will nearly always have 1 strength point left after being attacked."
Tactical bombers do, on average, about 3 damage to enemy medium tanks. That means it takes 4 hits to kill them. If they also do 3 damage to infantry, it takes 5 hits to kill them. Tactical bombers no longer being as effective as an orbital laser is fine, but it does take more time to kill the enemy.
Combat in PzC1 could be ridiculous at times; you had Stukas flat out deleting IS2s. That's a different argument, though; the OP isn't arguing that combat isn't deadly enough, he's specifically complaining that too many units require 4-5 hits to kill. This is simply not true, unless you're doing it wrong. If you want good results from a bombing run you need high experience or recons to increase accuracy -- a Stuka with 80+ accuracy isn't likely to only inflict 3 kills on a medium tank. Early-game infantry is best dealt with using Rapid Fire tanks, not by hitting them with tactical bombers. Blasting a singly Soviet Conscript with your entire artillery line and then complaining that artillery is shit because it can't even kill a single Conscript is fallacious at best, and outright ignorant at worst.
Should combat be more decisive? Perhaps, but that's a different argument; shifting the goalposts doesn't change this.
Infantry being overstrength by default makes them much more sturdy than in earlier games. Even in the open, you need nearly full strength light/medium tanks to kill infantry in 3 hits.
If anything, I feel infantry is a bit too strong currently: they're nearly impossible to suppress in one turn, and at higher difficulties they will still do "chip damage" with 2 unsuppressed steps due to their accuracy bonus and the combat system not scaling very well when it comes to low strength point combat.
The inability to suppress infantry is quickly becoming my main pet peeve, as combined with base entrenchment and a combat system that targets suppressed steps instead of unsuppressed steps (another mechanic that I'm not fond of), it can make dealing with infantry rather costly. It's as if infantry can only be one of two extremes in games like this: pushovers or men of steel.
I'll happily admit that chip damage is one of my pet peeves as well, but we have to acknowledge that the conditions that promote this are more likely to occur on Generalissimus (and, I imagine, FM to a lesser extent). The resilience of infantry due to their numbers also help promote weaker tanks that benefit from Rapid Fire as a way to counter them -- if anything, I'd like to see more late-game tanks geared towards fighting infantry in the open, not by a higher SA but by benefiting from Rapid Fire. Interestingly, this is one of the areas where Armageddon shines, another Flashback game where you can choose between tanks with a large number of low-damage attacks and ones with few but extremely hard hitting ones; the former destroy infantry while the latter are a big threat to heavily armoured units.
I imagine supressed steps are targeted along with unsupressed to balance the fact that supression now lasts for the entire turn (and more if the unit is encircled); combat would certainly be faster if only unsupressed steps were targeted first, but it'd quite possibly make supression overpowered.
Mildly pretentious Swede. Goes by Path on most platforms, including Steam.
http://www.slitherine.com/forum/viewtopic.php?f=596&t=98034 -- Generalissimus AAR (no Trophies / Heroes)