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Re: Am creating new balanced MP scenarios

Posted: Tue Dec 17, 2013 3:42 am
by the_iron_duke
German forces (three Panzer Divisions, three infantry divisions, attached units and aircraft):

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And limbered up:

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Re: Am creating new balanced MP scenarios

Posted: Tue Dec 17, 2013 9:06 pm
by the_iron_duke
I want to make a super mega ultimate scenario version of my Germany vs USSR, 1944, The Eagle and The Bear series. Here are the three main tactical formations I intend to use for the Soviets, along with some nominal service strengths:

Armoured Corps: 11,964 men
Mechanized Corps: 17,457 men
Rifle Division: 9,619 men (component of Rifle Corps)

As usual with the Soviet armies, there is a lot of shoe-horning and unit-cutting going on as the Russians are structurally a bit different to other armies, including Germans, using smaller unit strengths. Because of this, my Soviet military formations are one interpretation of several that could probably be made.

I have three main aims in trying to convert Soviet military formations into the Panzer Corps game:

1) Keep the overall number of game units in each Corps/Division formation proportionally similar to their German counterparts, in terms of personnel numbers.
2) Keep the proportions of unit types within each formation along historical lines.
3) Try and retain the brigade structure.

So here are my interpretations of the Armoured Corps and Rifle Division - the Mechanized Corps I have discussed earlier in the thread.

Armoured Corps (3 armoured brigades, 1 motorised infantry brigade)/11 units

3 Armoured Brigades, totalling:

3 x T-34-85 tanks

Motorised Infantry Brigade:

2 x Regular 43 or Guards 43 (w/ Truck) infantry
1 x 76.2mm M1942 (w/ Truck) towed artillery

Corps support:

1 x BA-64 recon
1 x SU-122 self-propelled artillery/assault gun
1 x SU-85 self-propelled anti-tank/tank destroyer
1 x Soviet Eng 43 (w/ Truck) engineers
1 x 37mm M1939 (w/ Truck) towed anti-air

NOTES:

- representing the three armoured brigades as three tank units in the game actually makes the Armoured Corps slightly proportionally stronger in tanks than was historically the case
- the SU-122 has been chosen to represent an admixture of smaller SU and self-propelled artillery/rocket units - an SU-152 is a bit stronger but there probably weren't more than 20 of them in a paper Corps.
- similarly, the tank destroyer element is increased but can also takes into account the omitted anti-tank battalion
- the engineer unit is also bigger than reality but also takes into account infantry dropped from the infantry brigade
- so, a lot of shoe-horning going on but I think it's a fair representation. It probably is slightly more powerful against armoured than in reality.
- although it had not been my intention from the start, I have basically ended up with a Corps composition that fits exactly with the Mechanized Corps I created earlier. I think the basic difference, from what I've read, between an Armoured Corps and a Mechanized Corps was that the Armoured Corps had three armoured brigades and one infantry brigade, while the Mechanized Corps reversed this. In the Mechanized Corps, however, the three infantry brigades were designated as Mechanized Brigades and included their own tanks within them (partly as troop transport), in addition to the tanks of the armoured brigade it had. This is why I represented the Mechanized Corps as having two tank units.

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The Rifle Division is a bit unusual in that it consists almost completely of infantry and artillery troops while the engineer, anti-air, recon and anti-tank components are tiny.
I haven't found much organisational information for the Rifle Corps itself, but I will add the engineer, anti-air, recon and anti-tank troops as corps-level troops organic to the Rifle Corps (NOTE: not as otdel'nyj/'Separate', 'independent' troops).

So the Rifle Division I have modelled with only infantry and artillery. As with the other Soviet formations, there has been a bit of compressing so the three infantry battalions of each infantry regiment are represented by two units. The overall size of 9 units for the Rifle Division puts it at the right proportions in relation to other German and Soviet formations.

Rifle Division (three rifle regiments, one artillery regiment)/9 units

Three rifle regiments, totalling:

6 x Regular 43 or Guards 43 infantry

Artillery regiment:

2 x 76.2mm M1942 (w/ Truck) towed artillery
1 x 122mm M1938 (w/ Truck) towed artillery

The Rifle Corps I will use will likely consist of three Rifle Divisions and, unless I can find more detailed historical information, will probably have the following units at corps-level:

2 x Soviet Cavalry (as recon)
2 x 57mm M1943 (w/ Truck) towed anti-tank
1 or 2 37mm M1939 (w/ Truck) towed anti-air
2 x Soviet Eng 43 (w/ Truck) engineers

Re: Am creating new balanced MP scenarios

Posted: Tue Dec 17, 2013 11:50 pm
by the_iron_duke
Here are the possible armies for the uber-The Eagle and The Bear V.

[AXIS] Total units: 85 (cost=26995)
[ALLIES] Total units: 102 (cost=26987)

SOVIET FORCES

(From top to bottom: one Armoured Corps; two Mechanized Corps; one Rifle Corps of three Rifle Divisions; attached units; aircraft)

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And limbered up:

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GERMAN FORCES

(From top to bottom: three Panzer Divisions; two Infantry Divisions; attached units; aircraft)

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And limbered up:

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Re: Am creating new balanced MP scenarios

Posted: Wed Dec 18, 2013 1:51 am
by the_iron_duke
I've added a couple of paratroop units to the German/Soviet armies. The new statistics are:

[AXIS] Total units: 87 (cost=27329)
[ALLIES] Total units: 104 (cost=27329)

For the first time, I have matched the points scores exactly!

Re: Am creating new balanced MP scenarios

Posted: Fri Dec 20, 2013 4:36 am
by the_iron_duke
I'm a bit disillusioned with how over-powered anti-aircraft artillery is in this game with regards to scenario-building. I think that, at the very least, I'm going to have to limit each side to one heavy anti-aircraft artillery unit (e.g. 88mm), if using them at all.

Re: Am creating new balanced MP scenarios

Posted: Fri Dec 20, 2013 4:57 am
by the_iron_duke
Are there any mods that would work with my scenarios that:

a) more accurately represent unit costs?

b) revise units' stats to make them more historically realistic?

Re: Am creating new balanced MP scenarios

Posted: Sat Dec 21, 2013 1:26 am
by ThvN
I knew this day would come... :P

The most famous mod which focuses just on improving the stock equipment file is by Deducter: viewtopic.php?f=147&t=40391 It hasn't been updated for the latest patches, but it comes with a very nice manual where he explains the changes he made. One small disadvantage is that it is only for the GC's, so some unit stats are calibrated for the use in those battles to produce historical outcomes, not everything has been made historically accurate as that would make some scenarios unplayable.

Unit cost is a really difficult subject, because you can approach it from various angles. For example, should cost represent a units performance, it's historical availability or the cost of fabrication? Some units were rare but could easily have been produced in greater numbers, and a Panther was much cheaper to produce than a PanzerIV, which could lead to silly results if applied to PzC.

BTW, there are other files than the equipment file which can heavily influence how the units perform, like the gamerules file or the file where experience bonuses can be changed. Terrain stats can also be changed ('close' or not, entrenchment, supply handicaps).

I have made quite a few changes myself, but I keep tweaking because I'm never very happy. But it is very easy to do yourself, as long as you have some sort of design goal and know what all the stats and numbers can represent. With the latest round of changes (soft cap, moddable exp bonus, etc.) I am starting to redo some things, but testing takes time.

So, if you are really keen on improving things... You will probably end up tweaking things yourself. Next thing you know, you'll start adding some 'missing' units... :wink:

Re: Am creating new balanced MP scenarios

Posted: Sat Dec 21, 2013 3:47 am
by the_iron_duke
ThvN wrote:I knew this day would come... :P
You are like a spirit guide in my journey through the wilderness - a magic talking coyote in El Viaje Misterioso del Duque de Hierro. You are the keeper of arcane knowledge and wisdom who appears at key junctures to provide esoteric insight and revelation to the protagonist. On a narrative level, you appear deus ex machina to provide exposition and further the story by introducing new plot devices...

--------------------------------------------

As a man once said:
a man wrote: .. there are known knowns; there are things we know that we know.
There are known unknowns; that is to say, there are things that we now know we don't know.
But there are also unknown unknowns – there are things we do not know we don't know. ”
So...

What else do I not know I don't know I know?

[This is usually where the plot twist comes...]

-------------------------------------

Regarding the A.A. - I just think that they're too powerful to be realistic and also too powerful in terms of game balance for multiplayer. The medium ones typically can cause -2 damage, while the heavy ones cause -4 (at basic experience levels). That's a lot of damage to expensive aircraft.

I'm not sure I'd feel that confident about tinkering with the files myself. We all have our strengths and weaknesses, and a modder I am not. My knowledge of historical equipment performance is also not deep enough to be sure I'd be making the correct alterations.

The simpler solution is probably to reduce the number of fielded anti-aircraft units. I have reworked the forces for the large-scale Germany vs USSR scenario that I posted a couple of posts ago. Both armies now have three medium and one heavy A.A. unit. The overall number of units is around 85 vs 100 so that's a lot of units to provide anti-air cover for.

Getting the right air and anti-air balances are one of the trickiest parts of making a scenario, especially if one tries to go historical and give one side (not the Germans) an advantage in the air. I've given the Soviets a more pronounced air advantage this time - they have a lot more aircraft. So the Germans will have to be cautious in the air and try and make best use of their ground superiority. Any thoughts on how the air/ground balance might play out?

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Re: Am creating new balanced MP scenarios

Posted: Sat Dec 21, 2013 7:50 am
by Uhu
I even upgraded Deducter's equipment file/unit stats to make it even more historical and abandon the changes which were purely for gameplay variety. ...and of course I think my version is the most accurate! :D
- About prestige: that is a much harder theme... As already mentioned it depends from so many factors... Prior for gameplay for the choosen side in campaign... I wouldn't recommend to modify this because you got into a deep forest. And it has not such a big importance in a multiplayer game. I would leave the vanilla stats because I think they were tested for balance.
- About AA: since Deducter's German and Soviet air force modifiing (I play just East front dlc-s) the airforce of the enemy is not so vulnerable and the Germans not so strong! Many times I wished AA could be even stronger... :) So I would suggest that you look/use Deducter's or my (or else's) historical stats mod and you look for the results.

Re: Am creating new balanced MP scenarios

Posted: Mon Dec 23, 2013 8:52 pm
by the_iron_duke
Uhu wrote:I even upgraded Deducter's equipment file/unit stats to make it even more historical and abandon the changes which were purely for gameplay variety. ...and of course I think my version is the most accurate! :D
- About prestige: that is a much harder theme... As already mentioned it depends from so many factors... Prior for gameplay for the choosen side in campaign... I wouldn't recommend to modify this because you got into a deep forest. And it has not such a big importance in a multiplayer game. I would leave the vanilla stats because I think they were tested for balance.
- About AA: since Deducter's German and Soviet air force modifiing (I play just East front dlc-s) the airforce of the enemy is not so vulnerable and the Germans not so strong! Many times I wished AA could be even stronger... :) So I would suggest that you look/use Deducter's or my (or else's) historical stats mod and you look for the results.
Thanks. Do you have a link to your edited equipment file? I'll probably stick with the unmodded game and try and achieve balance in other ways, but I'd be interested in having a look...

Re: Am creating new balanced MP scenarios

Posted: Tue Dec 24, 2013 2:51 am
by the_iron_duke
I'm not really sure how to progress with my The Eagle and the Bear, Germany vs USSR 1944 scenario. In previous scenario army compositions, I have given only marginal air advantage to the Allies, while with the re-working of this scenario I have gone for a much more pronounced Soviet air advantage.

PROS FOR GIVING ALLIES BIG AIR ADVANTAGE:

1) It's more historically accurate as the Allies did have air superiority.

2) Balances the two army's strengths. The game I think favours quality over quantity. Also, stronger units can eliminate weaker units and return to full strength (at quarter prestige cost for reinforcements). So one way to balance that would be to to give the side with weaker ground units (the Allies) greater strength in the air (proportion of points spent on air units).

CONS TO GIVING ALLIES BIG AIR ADVANTAGE:

1) It's really hard to judge where the point of balance - the sweet spot - between air units/anti-air units/ground units will be. If I give the Germans too much A.A. power, for example, then the Allies cannot utilise their air strength; the Germans' ground superiority will give them a big advantage and greater chance of victory. If I give the Germans too little anti-air or aircraft then the Allies might be able to bomb the Germans from the air almost with impunity.

I am at an impasse...

Re: Am creating new balanced MP scenarios

Posted: Tue Dec 24, 2013 7:48 am
by ThvN
Thanks for the kind words, I've been a bit negligent with the forum due to real-world problems (i.e., work).

This is a difficult question to answer, but if I'm not mistaken, I assume you are using the stock equipment file and all units have zero experience? Because in the game, scenarios that play in this year usually have the units experienced, and a few stars more or less can make or break a system... But you are right about the 'quality over quantity' issue, this is a very important basic 'rule'.

The sweet spot you mention depends heavily on the player making good decisions. I've been exploiting some particular units in multiplayer lately which are almost useless during the campaigns, and I've been thinking of ways to close the gap. But some units require more advanced tactics to make them work as intended, and balancing everything for MP usually makes the units less balanced for single play.

I've been trying to test 1.20 (now 1.22) and the soft cap (so far I've nearly finished GC'44West), but I to keep things 'real' I've had to revert to the stock file (again) to get a better impression of the difficulty. So my modded eqp file was left behind, but I miss it dearly. The AAA has become more powerful while artillery has been nerfed a little (rightfully so).

I've had to revise my tactics and made a few sneaky changes to stock files already, to express my dissapointment at losing my switchable AAA units (again) in order to evaluate the latest round of changes for the greater good. So far it's actually fairly enjoyable, but the increased moddability has also compelled me to review my modded eqp file, and it was found wanting again. Sigh.

For 1.20/1.22, the new experience rules mean AAA has become much more effective in neutralizing air superiority, and while welcome when you play as a nameless German commander late in the war, in multiplayer things have taken a turn for the worse. Stock, the untis are no better than they have always been, but with experience comes much greater difference in performance. So I've concluded I will have to tweak my eqp file again, which will be a major job.

But this is a good opportunity for you to profit from my OCD eqp balancing. I've forced myself to try to redo everything, as the newly moddable experience bonuses introduce a whole new level of sophistication. And since I'm a bit of a sucker for explaining things (which you might have noticed :) ), I might be tempted to share my views on modding the eqp files etc. Although I haven't played enough times through the campaigns to accurately gauge the effects of the latest changes, I'm more than happy to provide some ideas for people who have come up against the limits (and discrepancies) of the stock eqp file.

Please note that the stock file isn't bad, it's just that sometimes it goes against common sense and dictates you use certain units to remain competetive at the expense of historical accuracy (cough *sIG38(t)* mumble). So I may not have a good answer to yuor problem, but I can give some good pointers to help you decide what to do.

Re: Am creating new balanced MP scenarios

Posted: Thu Dec 26, 2013 4:57 am
by the_iron_duke
I'm using the stock equipment file. I think I had decided to give units an initial starting experience of 50 points (half a star) so a unit would lose a bit more than just prestige if it took damage. I think I might have forgotten to implement this and so everyone started with zero. On that subject, do you think giving 50 initial prestige a good or bad idea? You have told me before how experience has big effects at high levels so I went with something small, but not zero.

Before discussing the A.A. issue, are there any other unit/unit types in the standard equipment file that you feel similarly might be in need of revision for multiplayer purposes?

I see three ways of progressing in my scenarios project regarding A.A.:

1) Use a modded equipment file.

PROS:
- It would be excellent to have the game accurately reflect historical unit capablities and be balanced for multiplayer play.
CONS:
- Historical/game mechanics expertise required
- Requires challengers to download and mod their game (I presume) so it might make it more difficult to find opponents

2) Use less A.A. units.

Accept the over-powered A.A. and use less of them, especially the attached heavy anti-aircraft units, like 88 mm guns.

PROS:
- The simplest solution
- Uses the vanilla game equipment file

CONS:
- The anti-aircraft component can look a little under-represented
- Means anti-aircraft is concentrated in little spots rather than weaker but covering a wider area

3) Under-strengthening A.A.

One could reduce the set maximum strength of the scenario's anti-aircraft units.

As it is now, the medium A.A. guns typically inflict 2 damage points, while the heavies (like 88 mm) inflict four points. This means a couple of heavies together can protect a lot of units from air-attack and, with good dices rolls, take out a full-strength enemy aircraft in a single turn.

What sort of values do you think the A.A. units should realistically inflict? I was thinking of halving the amount of damage they do, so around one point damage for regular and two points for heavies. Despite their reduced strength, their ability to protect ground units in adjacent hexes is still highly potent and presents the same level of deterrence. So perhaps set the maximum strength of A.A. units to 5 or 6.

PROS:
- Easy to do
- Uses the vanilla game equipment file
CONS:
- Makes the A.A. a bit more vulnerable to ground units

Re: Am creating new balanced MP scenarios

Posted: Sat Dec 28, 2013 4:40 am
by the_iron_duke
How would it work if one went down the modding route? I've not used any mods before? Would it be a case of swapping equipment files or something else?

It would be really good to have historically accurate unit stats for multiplayer games...

Re: Am creating new balanced MP scenarios

Posted: Sat Dec 28, 2013 7:59 pm
by ThvN
So, I'm back for the weekend... Starting monday, I have a few busy days ahead, but I'll try and squeeze in a few replies here and there. Let's see.
the_iron_duke wrote:I'm using the stock equipment file. I think I had decided to give units an initial starting experience of 50 points (half a star) so a unit would lose a bit more than just prestige if it took damage. I think I might have forgotten to implement this and so everyone started with zero. On that subject, do you think giving 50 initial prestige a good or bad idea? You have told me before how experience has big effects at high levels so I went with something small, but not zero.
Half a star doesn't give any bonuses, but because your scenarios are large and feature many units it might be possible for some units to gain enough experience to get one, esp. strategic bombers and artillery. During campaigns, I've regularly seen freshly bought units of those types ending scenarios with a star, my record is nearly 2 I believe, with that E.555 bomber thing.
Before discussing the A.A. issue, are there any other unit/unit types in the standard equipment file that you feel similarly might be in need of revision for multiplayer purposes?
I haven't played that many multiplayer matches, but enough to notice that some units are much more desirable over others.

mostly anti-tank & switchable units, and there are some strange anomalies scattered about. Some examples: some units are overly tough (BA-64, SiG38(t), Sexton, others as well). Stats are sometimes inconsistent, for example the early Soviet KV tanks have large amounts of fuel and ammo and are quite fast. Some recon units have huge fuel/ammo stats, and won't need supply for an entire scenario. Soviet SU-artillery models have range 3, too much.

Some particular units I feel are a bit unbalanced for multiplayer, either too good or too bad. Note that some MP maps seem a bit more balanced by design (heroes added to some units), but I find myself buying the same ones and avoiding certain units. Such as:

Jagdpanzer IV (German AT, did you ever buy one? It's very bad, there are even multiple threads about this)

Valentine series (UK tank). Although they received a small (move) boost in a patch, they are still way too vulnerable. They had decent armor, generally more on the front than the Panzer III and about double on the sides. Yet it has only GD=8, while a comparable Panzer III has 10-15, some early Panzer III also have GD=8, but this is for the models which only have 30mm all around. The Valentine has more than double the armor.

Some units which I usually buy over others:

KV-1 series (Soviet tank) are very tough, which is ok, but they also have a lot of fuel and ammo. The early versions were actually very unreliable and should have less. Now I can go on a killing spree, because Panzers are unable to catch up quickly enough, until the weather clears and the Stukas move in.

SU-series (Soviet artillery/anti-tank). Switchable, range 3, very tough, luckily they have low ammo.

155mm M12 GMC (US mobile artillery). It's cheaper than its towed variant + halftrack transport (367 vs. 290 + 100). And carries more ammo (10 vs. 6). And is less vulnerable. Available from 3.10.1942, which is correct, but there were only 100 made.

Churchill series (UK tank). I buy nothing else, these are the only survivable British tanks. Available far too early, (too) mobile, and it seems most Allied Corps players build their core around them as well.
I see three ways of progressing in my scenarios project regarding A.A.:
There may be a fourth one, see below.
1) Use a modded equipment file.

PROS:
- It would be excellent to have the game accurately reflect historical unit capablities and be balanced for multiplayer play.
The gaming system is a bit too simple to make things really accurate, but improvements are certainly possible. I think MP balance is a good goal, this will require carefully tweaking the unit costs.
CONS:
- Historical/game mechanics expertise required
Not a con for me personally, but I've made some write-ups about equipment for other modders already. The really hard part is translating all that knowledge into a set of consistent stats, which depends on what design goal you have. One of my own goals is to make some neglected unit types more attractive, which will require some stat boosts which are not very realistic.
Requires challengers to download and mod their game (I presume) so it might make it more difficult to find opponents
Yep. At that point, you have a full-blown mod, so you will have to promote its use to exploit the benefits.

2) Use less A.A. units.

Accept the over-powered A.A. and use less of them, especially the attached heavy anti-aircraft units, like 88 mm guns.

PROS:
- The simplest solution
- Uses the vanilla game equipment file

CONS:
- The anti-aircraft component can look a little under-represented
- Means anti-aircraft is concentrated in little spots rather than weaker but covering a wider area
Your PROS are important, but although it looks like a simple solution you will still have to test to find some balance point. Looks are important too, but the lack of coverage is a bigger problem, and the effects might not show up until after quite a few games. Especially as people become more aware of approximate locations and AA 'dead zones' and start attacking only units which are not covered by AA. Then you will have to rely on the fighters, which will become more important, and if you are not careful, slowly the balance will shift towards the air component. I have no doubt you can work out a nice middle ground, but it might take a while to get there.
3) Under-strengthening A.A.

One could reduce the set maximum strength of the scenario's anti-aircraft units.

As it is now, the medium A.A. guns typically inflict 2 damage points, while the heavies (like 88 mm) inflict four points. This means a couple of heavies together can protect a lot of units from air-attack and, with good dices rolls, take out a full-strength enemy aircraft in a single turn.

PROS:
- Easy to do
- Uses the vanilla game equipment file

Important cons

CONS:
- Makes the A.A. a bit more vulnerable to ground units
I like this one better, it's a bit like changing the rate of fire (RoF). Like you said, it will increase vulnerability, but not just by ground units. Be careful a strat bomber won't become able to supress an AA unit fully.

One fourth point, which might help (complicate?) your decision: Since purchasing units plays no role on your map, because the forces are fixed, why not change the stats of some units by adding heroes to some units in your scenario?

This way, you can still tweak some units which are in need of simple boosts or nerfs, but you won't need a custom eqp file. The heroes are part of the scenario, so they will come with the map. There are plenty of stock scenarios (even multiplayer) which rely on this system to provide some particular balance.

For example, you add a -5 attack hero to the heavy AA. The downside is that all attack stats will be -5, but you can make them less vulnerable by making the hero a -5 attack/ + 4 defense or something. Or add a +1 (or more...) range hero, to increase area of coverage.

PROS
- uses stock equipment file
- different maps can use different tweaks for the same units

CONS
- some knowledge/testing required to get decent values
- changing stats is all-or-nothing, so not suitable for all problems (every attack/defense stat gets affected when adding a hero)
- only works for pre-placed units

I hope this is a bit of a fair assessment?
What sort of values do you think the A.A. units should realistically inflict? I was thinking of halving the amount of damage they do, so around one point damage for regular and two points for heavies. Despite their reduced strength, their ability to protect ground units in adjacent hexes is still highly potent and presents the same level of deterrence. So perhaps set the maximum strength of A.A. units to 5 or 6.
I put this one separate, as it is a bit complicated. Airplanes usually have around 20 ground defense, so it might seem easy to mod figures to get your desired loss rate, but there are hard-coded mechanisms in the game which help determine the effectiveness of AA:

- Stats: easy, there is Air Attack (AA) for the AA and Ground Defense (GD) for the aircraft. Initiative doesn't play a role, AA always gets INI=100.

- Weather: if it's cloudy, AA units fire with half their strength points (a 10-str unit will only fire with 5 attacks). Planes also fire with half-strength.

- Low Altitude Attack penalty: this is when a fighter or tactical bomber attacks a ground target. During the attack, if it is fired at by AA, the GD gets reduced by 5 (this figure is moddable, BTW). Example: a fighter with GD=20 attacks a tank, and AA fires at it. At that moment, the fighter doesn't use its normal GD, but suffers a -5 penalty, so the effective GD is 15 instead of 20. This penalty is only during attacks made by fighters and tactical bombers, during the following opponents turn they can only be shot at using their normal GD, because they have finished their attacks runs.

This is why I sometimes elect not to attack when I've flown a fighter over a target that is unexpectedly well defended. If I do nothing, the fighter will get shot at the following turn, but if I attack anyway in my own turn (to try and cause some damage) I will be extra vulnerable because of the penalty and get shot at the following turn anyway.

As for realistic losses to FlaK, that depends on a lot of factors. Allied fighter-bombers losses to FlaK over France in 1944 were relatively high. But with strategic bomber losses (about 5% was shot down), only about half of those was due to FlaK. A link for the USAAF losses per plane class over Europe: http://www.usaaf.net/digest/t159.htm, you can compare that with the amount of sorties they made: http://www.usaaf.net/digest/t119.htm.

Re: Am creating new balanced MP scenarios

Posted: Sun Dec 29, 2013 1:53 am
by the_iron_duke
Thanks for the info, ThvN.

On starting experience for units, I'm not sure how big a bonus one star is. So I'm undecided whether to give no starting experience or 50 XP. What would you do...? :D

I agree that some units are more useful than others for their relative cost. For example, the Yak 9-D fighter is more expensive than a Bf 109G, yet has less fuel and ammo and scores a -2/-3 when attacking one (and so comes out worse by one damage point).
ThvN wrote:There may be a fourth one, see below.
ThvN wrote:why not change the stats of some units by adding heroes to some units in your scenario?
This is classic ThvN "introducing new plot devices to further the story"! :P

I think this is the best option. Creating a modded equipment file for general multiplayer play would probably be the ultimate solution, but is beyond my capabilities to produce. If one comes along I shall have a look at it. It would, in any case, be a relatively simple job to convert the scenarios to work with the different systems.

In the meantime, utilising heroes would be easy to implement and has the least drawbacks. I think I'll just use it for A.A. for the time being.
ThvN wrote:A link for the USAAF losses per plane class over Europe:
It's difficult to draw conclusions about comparing aircraft losses from aircraft and anti-aircraft artillery as the figures are affected by the Allies' control of the skies, making ground-to-air anti-aircraft capabilities the more achievable way of destroying Allied aircraft as the war progressed. The ratio of losses to air and losses to anti-air in those charts gradually changes throughout the war: 3.5 aircraft destroyed by other aircraft for every one destroyed by A.A. in 1943 to 3.6 destroyed by A.A. for every one destroyed by other aircraft in 1945.

I've done a bit of internet searching about A.A. effectiveness but haven't found much useful information. So I think the best way to come up with a figure would be to think about what would work best in game balance terms. I think making them only half as powerful, as I suggested, might be too excessive so perhaps reducing their effectiveness by 1/4 or 1/3?

Re: Am creating new balanced MP scenarios

Posted: Sun Dec 29, 2013 3:02 am
by the_iron_duke
Since they diminish rather than augment the troops they command, perhaps it is advisable to refer to heroes used for this purpose as...anti-heroes? :oops:

Here are some stats for the damage German Flak units do with various attack/defense modifiers using the Combat Details tool. The numbers show killed/suppressed. The first pair of numbers is the damage done to fighters (e.g. La-5 and Yak-3) and the second pair of numbers is damage done to bombers (Il2-M3, Il-4).

I presume the numbers they show are rounded to the nearest whole number? So a 2/2 from an unmodified unit would more likely do more damage on average than a 2/2 from a unit with a -4,3 modifier?

37 mm

-0,0: 2/2 - 1/1
-2,1: 2/2 - 1/1
-3,2: 2/2 - 1/1
-4,3: 2/2 - 1/1(1/0)

88 mm

-0,0: 4/3 - 2/2
-2,1: 3/2 - 2/2
-3,2: 3/2 - 2/2
-4,3: 2/2 - 1/1(2/2)

Re: Am creating new balanced MP scenarios

Posted: Sun Dec 29, 2013 3:47 am
by the_iron_duke
I tested the 37 mm and 88 mm A.A. guns with a -4,3 modifier, giving them 16 shots each against some La-5s. Here are the results:

37 mm caused 26 points of damage, an average of 1.62 per shot (maximum individual shot -5)
88 mm caused 42 points of damage, an average of 2.62 per shot (maximum individual shot -7)

Here are the stats for the unmodified A.A. units:

37 mm caused 37 points of damage, an average of 2.31 per shot
88 mm caused 78 points of damage, an average of 4.87 per shot (maximum individual shot -8)

Re: Am creating new balanced MP scenarios

Posted: Sun Dec 29, 2013 6:10 am
by ThvN
the_iron_duke wrote:Thanks for the info, ThvN.
Your're welcome, BTW my first name is Thomas, and my full name is out in the open in the PzC universe, so if you prefer my real name over my somewhat clumsy forum handle, be my guest.

About the AAA stats, the combat predictor shows rounded figures, but if you use Ctrl-L (combat log, similar to pressing "L" after a combat) before attacking, you'll see the exact percentages, which might tell you more. For a rough indication, you can try giving the 88mm FlaK -2 attack, maybe less (-3). If you want an AAA to inflict two kills, and an aircraft has GD=20, try to have the attack (AA)at about 15, and for one kill AA=10 vs. GD=20 should be about right.
On starting experience for units, I'm not sure how big a bonus one star is. So I'm undecided whether to give no starting experience or 50 XP. What would you do...?
What would I do? Trick question, depends on what set of experience modifiers you use, of course. There are two 'vanilla' options, use a fixed bonus for every unit class or use the newly introduced exp.pzdat (can be found in the main /Data folder) as per 1.20. I've modded this exp.pzdat already, so I'm not playing with a full deck right now, but giving your units 50 exp doesn't go against any of my principles...

Stock 1.20 (or 1.22), a star gives a 200% bonus to air-attack by AAA (+2 Air Attack per star). This has already raised comments about tac bombers dissappearing mysteriously during GC'43-GC'44 East, although it has enabled my AAA in the GC'West scenarios to be actually useful. So opinions are divided.

I don't think you need to worry about the AAA suddenly gaining superpowers during your scenarios, it's more the artillery and strategic bombers that might gain a full star. This means they will get +1 attack and +1 defense for most stats, nothing spectacular.
I agree that some units are more useful than others for their relative cost. For example, the Yak 9-D fighter is more expensive than a Bf 109G, yet has less fuel and ammo and scores a -2/-3 when attacking one (and so comes out worse by one damage point).
The Yakovlev family of fighters is very confusing, but let's simplify and say the Yak-9D was actually a long-range version of the basic Yak-9, and the Yak-9U was a refined version of the Yak-9M, which in itself was based on the Yak-9D, but with a better engine. So within the Yak series, the upgrades make some sense, but viewed in the light of other nations' aircraft, the PzC stats are lacking.
ThvN wrote:There may be a fourth one, see below.
ThvN wrote:why not change the stats of some units by adding heroes to some units in your scenario?
This is classic ThvN "introducing new plot devices to further the story"! :P
Don't get me started, it's one of my pet strategies to try to think outside 'known' limitations (your quote from 21st December about the perceived limits of knowledge is very apt here, much appreciated). I always try to come up with a possible plan so devious that I risk being accused of witchcraft. To quote: "If it had a tail, you could call it a weasel."
I think this is the best option. Creating a modded equipment file for general multiplayer play would probably be the ultimate solution, but is beyond my capabilities to produce. If one comes along I shall have a look at it. It would, in any case, be a relatively simple job to convert the scenarios to work with the different systems.

In the meantime, utilising heroes would be easy to implement and has the least drawbacks. I think I'll just use it for A.A. for the time being.
You'll be fine, I would feel guilty if I would have advised you to just mod the eqp file. It's not beyond your capabilities, but I think the results at this point aren't worth the effort, and your design goals can be met with much less work. While it may seem easy as soon as you know the ins and outs, all the games I've modded during the past years have had steep learning curves, and since you are on a very productive track with your multiplayer scenarios I would think it would be a waste of your time to research such extensive changes for relatively little gain.

This is, for me, one of the hard parts of modding; knowing you can alter certain things and weighing them against the possible gains. With the 'anti-heroes' (nice name for them, BTW) option, you can fullfill your design goals while keeping workload relatively low. And like you said, you can always start more in-depth tweaking later.
It's difficult to draw conclusions about comparing aircraft losses from aircraft and anti-aircraft artillery as the figures are affected by the Allies' control of the skies, making ground-to-air anti-aircraft capabilities the more achievable way of destroying Allied aircraft as the war progressed. The ratio of losses to air and losses to anti-air in those charts gradually changes throughout the war: 3.5 aircraft destroyed by other aircraft for every one destroyed by A.A. in 1943 to 3.6 destroyed by A.A. for every one destroyed by other aircraft in 1945.

I've done a bit of internet searching about A.A. effectiveness but haven't found much useful information. So I think the best way to come up with a figure would be to think about what would work best in game balance terms. I think making them only half as powerful, as I suggested, might be too excessive so perhaps reducing their effectiveness by 1/4 or 1/3?
Bingo. Whatever works best in terms of game balance would be my aim for multiplayer modding. As soon as you start to try and achieve realism, you face a number of design decisions that would force you to change all AA/air units. And it might have a cascading effect, each change you make affecting unit stats all around. I've reverted back to the stock eqp file just to test some tweaks to experience bonuses, and as soon as I re-introduce my switchable AAA units I will probably end up doing another big round of tweaks. And by the time I'm finished, Soviet Corps will have been released, and if any new traits or modding options will be introduced I can start all over again. :|

Re: Am creating new balanced MP scenarios

Posted: Sun Dec 29, 2013 8:18 pm
by the_iron_duke
Thanks, then...Thomas! :)

I think it would probably be simplest to start all units with zero experience.
ThvN wrote:but if you use Ctrl-L (combat log, similar to pressing "L" after a combat) before attacking, you'll see the exact percentages
Ctl+L is load game. I can't see a Hotkey listed for a pre-combat log.
ThvN wrote:For a rough indication, you can try giving the 88mm FlaK -2 attack, maybe less (-3). If you want an AAA to inflict two kills, and an aircraft has GD=20, try to have the attack (AA)at about 15, and for one kill AA=10 vs. GD=20 should be about right.
Could you clarify this? Are you suggesting giving 88mm -2 attack and no defense modification? And apply the same modifier to all A.A.? I think I'd prefer a single modifier to apply evenly to all A.A.
ThvN wrote:To quote: "If it had a tail, you could call it a weasel."
Or to quote from the same source: "as cunning as a fox who's just been appointed Professor of Cunning at Oxford University". 8)