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Posted: Tue Aug 16, 2011 4:41 am
by naturesheva
Fritz wrote:Lol. Did they actually fight with blades? I didn't know that. :shock:
:D
Yes, they normally equipped with a big blade and 2 pistols.

The most famous campaign they involved is called "Defense of the Great Wall".

http://en.wikipedia.org/wiki/Defense_of_the_Great_Wall


Nature

Posted: Tue Aug 16, 2011 12:49 pm
by naturesheva
Daily image

Image
Chinese Militia

Posted: Wed Aug 17, 2011 1:01 pm
by naturesheva
Daily image
Image

the Great Wall

Posted: Wed Aug 17, 2011 1:51 pm
by Fritz
Naturesheva wrote: ... the Great Wall
Nice Nature. It reminds me of the World Wonder in Civilization. :)

Posted: Wed Aug 17, 2011 2:15 pm
by naturesheva
Fritz wrote:
Naturesheva wrote: ... the Great Wall
Nice Nature. It reminds me of the World Wonder in Civilization. :)
Thanks~! :D It reminds me as well~~

Btw, you'll see the great wall in the next two maps, and they have their function, not only for the look~!! :lol:

Posted: Sat Aug 20, 2011 2:20 pm
by naturesheva
Daily image

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Posted: Sun Aug 28, 2011 12:02 pm
by naturesheva
Next scenario, January 28 Incident, Shanghai

Image

Posted: Fri Sep 02, 2011 3:19 pm
by naturesheva
Daily image~ :D
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Chinese Recon Unit, with Zundapp K800W

Posted: Mon Sep 05, 2011 3:21 pm
by naturesheva
Daily image~
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Chinese 82mm Mortar
&
Japanese Grenadier (updated model)

Posted: Mon Sep 05, 2011 9:16 pm
by VPaulus
Good job.

Posted: Mon Sep 05, 2011 9:34 pm
by AgentX
Like the addition of mortar units. What are their attributes? Do they act like range 1 artillery such as a StuG? They can attack an adjacent unit, but don't receive return fire. Also, do they get the support function like artillery, where they give defensive support to adjacent units? I always thought mortar crews would be a good addition to Panzer Corps so wondering how you implemented them. My thought is that they would be similar to the StuG (1 range with support fire; high SA and low HA; can cause suppression), but maybe you came up with different attributes.

Posted: Mon Sep 05, 2011 11:40 pm
by naturesheva
AgentX wrote:Like the addition of mortar units. What are their attributes? Do they act like range 1 artillery such as a StuG? They can attack an adjacent unit, but don't receive return fire. Also, do they get the support function like artillery, where they give defensive support to adjacent units? I always thought mortar crews would be a good addition to Panzer Corps so wondering how you implemented them. My thought is that they would be similar to the StuG (1 range with support fire; high SA and low HA; can cause suppression), but maybe you came up with different attributes.
Hi, AgentX! :)

Thanks for you suggestion!
At the moment, the setting is quite similar as you suggested. Just a question, what are SA and HA stand for?
Also, I would like add another feather to this unit. I want the mortar units can transfer between the Inf/Art mode, while in Infantry mode, the unit act similar to a regular infantry unit, and in Artillery mode, more range, cause suppression and low ground defense.

Any other suggestions? :D :D

Posted: Tue Sep 06, 2011 1:11 am
by AgentX
SA = Soft Attack, HA = Hard Attack. If using the switch ability, I would make their attack weaker than standard infantry, since they're attacking out of their normal mode (maybe like the Bridge Pioneer stats). While in "Artillery" mode, they'd have a higher SA value like a comparable artillery unit (around 8 to 10, maybe).

Posted: Tue Sep 06, 2011 1:39 am
by Razz1
Yes, like the Stug but much lower HA, in fact it should only be 1, otherwise it will effect game balance too much.

If you want to switch, you have to make a separate infantry unit to switch to.

The problem is: You don't want this unit to be common. It should be very expensive. In fact I would advise not using a switch at all.

Posted: Tue Sep 06, 2011 1:53 am
by Eltare
AgentX wrote:SA = Soft Attack, HA = Hard Attack. If using the switch ability, I would make their attack weaker than standard infantry, since they're attacking out of their normal mode (maybe like the Bridge Pioneer stats). While in "Artillery" mode, they'd have a higher SA value like a comparable artillery unit (around 8 to 10, maybe).
Grenadiers, as said Naturesheva, are already available in the mod. Their characteristics approximately correspond to what you say.

I agree that if you do them the ability to switch to normal infantry, their characteristics should be worse than a normal infantry (through specialization). At the same time characteristics of the HA and SA in grenadiers approximately correspond infantry, but they have slightly higher initiative attacks and a distance 1.

Such a way the only thing that we can change at grenadier in a big way when you switch "regime" - defence. SA and HA fall, the initiative fall, the range will be 0. The question arises: whether it is necessary to make such a switch?

Posted: Tue Sep 06, 2011 1:55 am
by naturesheva
AgentX wrote:SA = Soft Attack, HA = Hard Attack. If using the switch ability, I would make their attack weaker than standard infantry, since they're attacking out of their normal mode (maybe like the Bridge Pioneer stats). While in "Artillery" mode, they'd have a higher SA value like a comparable artillery unit (around 8 to 10, maybe).
Agree. SA at 5-6 for 60mm, 7-8 for 82mm, around 10 for 120mm

Posted: Tue Sep 06, 2011 2:05 am
by naturesheva
Eltare wrote:
AgentX wrote:SA = Soft Attack, HA = Hard Attack. If using the switch ability, I would make their attack weaker than standard infantry, since they're attacking out of their normal mode (maybe like the Bridge Pioneer stats). While in "Artillery" mode, they'd have a higher SA value like a comparable artillery unit (around 8 to 10, maybe).
Grenadiers, as said Naturesheva, are already available in the mod. Their characteristics approximately correspond to what you say.

I agree that if you do them the ability to switch to normal infantry, their characteristics should be worse than a normal infantry (through specialization). At the same time characteristics of the HA and SA in grenadiers approximately correspond infantry, but they have slightly higher initiative attacks and a distance 1.

Such a way the only thing that we can change at grenadier in a big way when you switch "regime" - defence. SA and HA fall, the initiative fall, the range will be 0. The question arises: whether it is necessary to make such a switch?
Thanks, Eltare!
I guess the mortar could be consider as an equipment for the infantry. So in infantry mode, the speed will reduced coz the mortar is a heavy equipment, rest of the states will remain. While in artillery mode, close defense drops, and have suspension effect. So it will make the infantry mode useful while you need more damage rather than suspension. Also, if lost protection in defense mode.
how about that? :D

Posted: Tue Sep 06, 2011 2:24 am
by naturesheva
Razz1 wrote:Yes, like the Stug but much lower HA, in fact it should only be 1, otherwise it will effect game balance too much.

If you want to switch, you have to make a separate infantry unit to switch to.

The problem is: You don't want this unit to be common. It should be very expensive. In fact I would advise not using a switch at all.
Thanks, Razz!
HA being 1 is a good suggestion. I think in the history, these mortar can even hardly damage armored cars.
I think I'll still put a switch for the mortar. Meanwhile, I will not put a switch function for the grenadier unit, these units cause great casualties in the war, I'll set them as infantry unit only, the grenadier launchers are very light-weighted as well.

Posted: Tue Sep 06, 2011 2:54 am
by Eltare
Naturesheva wrote:I guess the mortar could be consider as an equipment for the infantry. So in infantry mode, the speed will reduced coz the mortar is a heavy equipment, rest of the states will remain. While in artillery mode, close defense drops, and have suspension effect. So it will make the infantry mode useful while you need more damage rather than suspension. Also, if lost protection in defense mode.
how about that? :D
Hmm, maybe ... Ie you propose to do so:

1st type: infantry performance slightly worse than normal infantry unit;
2nd type: artillery with 1st distance (by the way, it is necessary raise the parameters SA / HA), the parameters of CD and Def is lower than the infantry mode.

Yes, it can be good ...

Posted: Tue Sep 06, 2011 3:00 am
by naturesheva
Eltare wrote:
Naturesheva wrote:I guess the mortar could be consider as an equipment for the infantry. So in infantry mode, the speed will reduced coz the mortar is a heavy equipment, rest of the states will remain. While in artillery mode, close defense drops, and have suspension effect. So it will make the infantry mode useful while you need more damage rather than suspension. Also, if lost protection in defense mode.
how about that? :D
Hmm, maybe ... Ie you propose to do so:

1st type: infantry performance slightly worse than normal infantry unit;
2nd type: artillery with 1st distance (by the way, it is necessary raise the parameters SA / HA), the parameters of CD and Def is lower than the infantry mode.

Yes, it can be good ...
Agree, will have a test tonight~!
Thanks,Erl