goose_2 wrote: ↑Mon Nov 01, 2021 9:21 pm
Ok so daddy finally finished his playthrough of the epic 1st go around on Battlefield Europe. 2.0
Awesome!
goose_2 wrote: ↑Mon Nov 01, 2021 9:21 pm
The frustrations are as follows:
1) Mines: So many stinking sea mines that frustrate the assaults and progress of anything dealing with the sea.
a) They are so strong. 10 str. that take years of play to destroy a single mine layout.
Naval mine is the necessary evil, the bane of this mod

, mainly due to the AI's inability to think in strategic terms and to realize the threat of a coming invasion. In contrast, in the multiplayer version these are generally weaker as a human player can and will react much faster and better for an Axis invasion.
b) Often Destroyers will miss or Bombers will miss so frustrating lost turns doing nothing.
As far as I know these have a 50% chance of hitting in each attack so in order to speed up the process and to better the odds you need to attack the naval mines in each turn as many times as possible. Thus in good weather you can attack a naval mine with 2 tactical bombers and up to 4-8 destroyers in most cases. This should result in reducing their strength by 2-4 points in most turns, sometimes more, sometimes less, of course. Now we are talking about the less dangerous but more numerous moored mines of course.
The other type, the more dangerous bottom mine is another story, it is best to leave it alone in most cases, unless it is understrength. But these are in fact submarines, meaning that destroyers can take down more than 1 strength point in an attack, if they are good enough. I think the only invulnerable mine defense is around Malta, consisting of two very strong bottom mines, however, these are necessary to make sure the Axis cannot surround Malta with naval units to prevent it from being resupplyed with ammunition between two turns. Because in that case it would be much easier to bomb it to oblivion. Yet it is still possible to surround it with Italian ships to do so but it would be very costly so it is not recommended. The best is to bomb it from the air as it was done historically.
c) Nothing destroys more than a single mine at a time. (Couldn't there be something that destroys 2 every time at least.)
As I wrote above if a good destroyer attacks a weaker understrength bottom mine it may take down more than 1 strength point in an attack. As for the more numerous moored mines mass attacks are recommended for better results.
2) Inability to buy units.
a) Early on I would like to be able to purchase some units in order to create the army I want to fight with rather than the army the designer wants me to fight with.
For sure it is a valid need, however, it is supposed to be a historically accurate mod and thus the player starts with the core army that was historically available to the Axis in June 1941. And not with the one that the designer "wants you" to fight with.

I do not write the history books, I just read them and calculate how many units should be there of each type to reflect the historical numbers.
For example, obviously the Germans were not stupid, they also wanted to have more Panzer IIIs and Panzer IVs for Barbarossa, but they just could not produce enough of them by the start of it so they were forced to use mainly obsolete light tanks in their army. It would have taken a whole year to re-equip the Wehrmacht with Panzer IIIs and IVs but then Barbarossa could have been started only in 1942. However, in the meantime the Soviets would have also produced thousands of T-34s and KV-1s and so it goes on and on.
Therefore I believe that giving the player the chance to significantly change the starting core would make the mod unhistorical, and would turn it to a fantasy WW2 setting. Which may be fun for sure for some players, but I am more interested in historical accuracy.
b) By the time you can buy units in the game you are often limited on anything that you can afford.
It may be true, but nothing stops the player from saving more prestige in the early stage.
3) I was surprised that I was able to take out the Soviets. I was expecting that to be impossible, especially my first time, but I did it, and even well.
Yes, I get that, but in 2.3 it is somewhat harder to defeat them, especially when playing on Field Marshal. For example now it is harder to break through the Don river defense line as most of the Soviet units are sitting in trenches as opposed to 2.0 when they were in open terrain. But there are other small bits as well to make it harder for the player to exploit the weaknesses of the AI. You have been warned!
4) The Oil problem. (I think the problem of suffering for 24 turns without oil relief was way too long and should be relieved quicker
In v2.3 the maximum waiting time has been reduced to 12 turns so this is sorted, I guess.
So yes, some of it has been improved, but as in real life, you cannot have everything all the time.
