Re: The most Realistic Experience Mod Battlefield: Europe v2.0
Posted: Wed Feb 17, 2021 8:58 pm
not liked MInes
MINES
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MINES
mINES
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https://forum.slitherine.com/
You need to use destroyers and sometimes also tactical bombers. Every unit is valuable and has its purpose in this mod...
According to its results yes, it proved to be one of my top performers, actually second best in kills, much much better than other typesPeteMitchell wrote: ↑Tue Mar 09, 2021 10:40 pm I can agree with most of what you wrote...
One question: is the Wurfrahmen upgrade really worth it? I found it very expensive but I can imagine its mobility / speed is helpful
Thanks for your thoughts. To be honest, while it is nice to learn what players like about the mod, for me it is more important to learn what they dislike as it shows where it could be improved. So let's see them:
I am aware that probably this is the biggest pain for most players of the mod (and the other one could be partisans, I guess). In theory I would agree as in reality there were indeed minesweepers all over in ww2, however I think this change would unbalance the mod and would make it much easier. Mainly in single player as the AI would be unable to realize the importance of minesweepers and it would see them just like any other units.The mines, destroyers are not great in dealing with them and tactical bombers also
Yes it is indeed fairly easy to lose it. And even easier to lose it in multiplayer. And it can really be a game changer if it happens.Losing the single tank in N. Afrika, I had to reload to save it
Luckily this is mostly fixed in the current v2.2 version as the Axis player can decide to retrain some strat bombers to fighters from early on (even if it takes 12 turns for each) and the max core slot limit is increased in two steps (in mid '42 and '43) to 250. This should be enough in the majority of the games and players should be able to purchase a few new units from mid 42 and many more from mid 43. Available prestige is more of a limitation from mid '42 than empty core slots and players can now decide between having a larger army with weaker units or a smaller one with stronger units.Inability to buy more fighters and or artillery
These should be mainly used in the sieges of the Soviet fortresses in which they can slowly but surely reduce their strength. I think they are fine as they are and with the lifting of the core slot limitation there will be no point in disbanding or upgrading them as it is better to purchase brand new artillery units instead if necessary. So the above fixes this problem as well in my opinion.The big guns like Karl G,erat low performance in kills
It is a small unit with limited actual combat value but excellent for infiltration/covert recon/surprise attack/fast respond firefighter etc. purposes. Also in multiplayer it has a major impact on the morale of the Allied player: as long as it is still alive the Allied player never knows when and where the Axis player will use it. Which can make him a bit paranoid.The Brandenburg low strength value, makes them difficult to use
Also fixed in v2.2, see as above.Not enough units slots to buy mines in 44
Yes, perhaps, however, these units also require some transport which makes their upkeep even more expensive. And the AI tends to focus his attention on expensive units: they are a magnet for AI bullets, making their upkeep difficult especially with elite replacements, so...Proposals for units’ usage:
Infantry:
The most experienced units should be upgraded to Pioneers and Pz Grenadiers, their total numbers 3+3 a pair in each of the three fronts in the east
It is not far from reality, there were more and more of these:Cavalry:
Very effective! Yes it is not a joke, It is great very versatile usage and cheap! I think is a good idea to "down grade" 3 inf to cavalry from the beginning
I would not like to increase their range as in reality they had a very short range, only about 2,000 meters. They had to go very close to the enemy. Also with range 2 these would be way to good and unbalanced units, everyone would want to purchase as many of these as possible, whereas with range 1 they are just so-so and their use can be argued for and against, which is just about perfect, I think.Artillery:
Wurfrahmen a worthwhile upgrade, but its range should be increased
I would disagree with this. I think the Me 110 is quite good in the west against the unescorted bombers until early 1944, as in reality. Even after that it is useful in that role it just needs some fighter escort.Air:
In the West only Fw 190
Me 110 to Stukas all the time
I would disagree with this as well, this unit can be very helpful to provide air cover to the advancing German artillery and other vulnerable units on the move. Without them Axis artillery would suffer much higher losses to Soviet air attacks IMO.Flak:
In 1941 the starting mobile flak in the east, is rather useless, try to upgrade them asap
Excellent! I think if there was a youtube video or something which shows how to install and uninstall complex mods for Panzer Corps with JSGME it should be made sticky in this forum so that new players and forum members can find it easily. Maybe a moderator could help with this?
Great news should I ask Vpaulus with a PM?McGuba wrote: ↑Tue Mar 16, 2021 5:54 pmExcellent! I think if there was a youtube video or something which shows how to install and uninstall complex mods for Panzer Corps with JSGME it should be made sticky in this forum so that new players and forum members can find it easily. Maybe a moderator could help with this?
EDIT:
Actually, VPaulus has already made a step-by-step guide for that but in a text format:
viewtopic.php?f=147&t=27158
Maybe the same method could be repeated in a youtube video and then it could be placed in the same post? Hopefully VPaulus would agree to do so if there was such a video link. After all now we live in the age of youtube and there are a lot of people who prefer watching videos over reading long walls of texts...![]()