rezaf wrote: (about RoF) Well ... let me say I think it's a horrible system, as rolls tend to be very important in combat and this change to rolls isn't communicated at all. When it comes to artillery, it probably doesn't change things too much, but anyway.
Furthermore, in the context of a PzC turn - usually an entire day - RoF makes no sense whatsoever.
It depends, I think, but you are right that in the context of the game RoF sometimes doesn't make much sense, and it should be shown pre-purchase. The RoF partly 'decouples' the unit strength from the amount of rolls-to-hit, which can be beneficial sometimes. And because I have been modding values for a while now I have noticed some effects that cannot be compensated by simply tweaking the attack values, so I think the RoF has its merits.
The bottleneck design constraint seems to be the strength of the unit, which is usually fixed at 10. So if every unit has 10 chances to hit, this might unbalance certain things, because than you can only vary the kill chance per roll, not the number of times this roll gets made. The only way to replicate this mechanism would be to adjust the basic strength of the unit, and buying a 7-strength 21cm Mrs or upgrading a 11-str 7.5cm FK to an 8-str 15cm sFH might not be desired. These units would be proportionally more vulnerable or might even be 'Conscript'-like, treating them unfairly and mess up the combat system. But than your question would probably, and rightfully, be: why not just adjust the attack values to replicate the different effectiveness? I've been tweaking numbers for a while now, so I'll just show some examples of what can happen.
The RoF king, the Flammpanzer (RoF= 14), would be a very different unit if I would remove the RoF bonus. When stock (SA=6, HA=1), it has the same attack values as a Fallschirmjäger. So the chances of each roll to supress/kill are equal, but the Flammpanzer would do a lot more damage (on average 40% more kills than the Fj unit). If I were to remove its RoF, and apply some percentages, theoretically I'd have to make his SA=7.7 and HA=1.3 to compensate, but I found out it isn't that easy.
Let's say I made it SA=8/HA=1. This compensation will mean it keeps it advantage, percentage-wise, over the Fj, right? Well, the chances of hitting increase a little, but it will not compensate for the number of kills it will achieve. You will have to increase the attack values a lot to compensate, but it still can't replace the ability to make more kills than the unit strength (10). In its stock form, its specialty is attacking soft units with very low GD and making a lot of hits (very handy against Conscripts and overstrength soft units with low GD). For example, a soft attack tank like the PzIIIN can't do that without overstrength, and that will require lots of experience and be relatively expensive.
So the Flammpanzer occupies it's own little niche because of its peculiar stats. I think the idea is that the Flammpanzer quickly loses effectiveness rapidly as soon as the defense values of the enemy increase. If I increase its SA to make it kill a lot more than the Fj can, it will become very effective against soft units with higher defensive values as well. It becomes another soft attack tank like the PzIIIN. It will still have its trait but it will be less specialized, and will be even more devastating against entrenched soft units instead of just the ones with low GD.
Similarly, the reduced RoF of heavy artillery is to preserve their ability to damage units with high defenses, but make sure they do not become too powerful against units which have low defenses. This focuses the effectiveness of these units within a certain range of targets. So in order to get the most out of them, the player will have to use the large artillery against targets with high defenses. If he were to use them against some weak unit in an open field (see below), their ability would be wasted. This effect cannot be replicated by changing attack values, that would make them simply better or worse over the whole range of targets (global increase of ability), but thanks to RoF tweaks they must be used against a specific type of target in order to benefit from their increased abilities.
Think of it as a trade-off. Let me show you some numbers.
Artillery units attack a T-34/43 (GD=15) in an open field. All units have zero experience and normal strength:
Artillery Unit Miss Supp Kill [Shots] (Predicted result)
7.5cm FK nA= 84% 15% 1% [11] (0 killed, 2 suppressed)
10.5cm leFH= 80% 18% 2% [10] (0 killed, 2 suppressed)
21cm Mrs 18= 50% 40% 10% [7] (1 killed, 3 suppressed)
So, the 21cm is much better versus targets with high defenses. Who would have thought?
The same artillery vs. a poor Soviet Regular (GD=6) (entrenchment 0) in an open field.
Artillery Unit Miss Supp Kill [Shots] (Predicted result)
7.5cm FK nA= 45% 44% 11% [11] (1 killed, 5 suppressed)
10.5cm leFH= 35% 51% 14% [10] (1 killed, 5 suppressed)
21cm Mrs 18= 14% 59% 27% [7] (2 killed, 5 suppressed)
Mmmh... Still better, but not exactly what I expect from a unit costing twice as much as the 10.5cm. And if it wasn't for the lack of range, the 7.5cm would be quite competitive.
But now, the same artillery vs. a poor Soviet Conscript (GD=2) (entrenchment 0) in an open field.
Artillery Unit Miss Supp Kill [Shots] (Predicted result)
7.5cm FK nA= 28% 54% 18% [11] (2 killed, 7 suppressed)
10.5cm leFH= 24% 56% 20% [10] (2 killed, 7 suppressed)
21cm Mrs 18= 10% 58% 32% [7] (2 killed, 5 suppressed)
Yes, the conscripts would rather be shot at by the 21cm than the lighter guns. This is were the trade-off shows. The low RoF keeps it from being better in every discipline, but if the defense values increase it quickly becomes the better choice. There are situations where a smaller gun will be better, like attacking transport trucks and other units in the open with very low defenses, although entrenchment will quickly raise defensive values to where the bigger guns are needed. But still, a player must use the 21cm correctly to avoid wasting its capabilities, you can't just upgrade your guns and expect a general increase in lethality, despite the bigger numbers. That the player isn't told this is a big letdown, just like most traits are hidden.
I don't like the RoF being next to invisible. Almost all stats are clearly labeled when purchasing, so this very important one should be as well. And I wouldn't mind having some kind of pre-purchase way of determining if a unit is switchable...
ThvN wrote:I've noticed the 'borked' predictions are often due to the INI dice roll at the start of the combat. This can literally turn things around if the INI's are already close, very annoying. I'm hoping it will be made selectable in the future, it would be interesting to see if the combat results will start to fall better within players' expectations.
What do you mean, selectable?
I imagine one could run tests just now by giving units different INI values (for example give two units identical ones).
Since you appear to have such things on hand, is there a in-depth analysis of how the different combat values work and how much impact changes have somewhere?
'Selectable' means that I want it as an option, like the 'dice chess' option. I think the random combat results are not that bad, it's mostly the +1 or +2 INI dice roll at the start of the combat that can mess things up.
The chances to miss, suppress or kill with each roll depend on the relative attack/defense values of the units, which I read somewhere are taken from tables (hardcoded) in the game. The artillery has a much bigger chance of getting a 'suppress' result, so there are definately differences between unit classes. Since I have no hard data, I mostly rely on small tests like the one above.
My amateurish understanding was that essentially, who wins the initiative roll shoots first, high noon style.
Essentially, yes, but it is not all-or-nothing... For each point of advantage in initiative, 20% of shots are made before the opponent. So you have ini=8, the other has ini=6, your unit can use 40% of its shots before the other one can return fire. The strength points you kill and/or suppress with your initiave advantage can't shoot back, and the higher the difference, the more 'free' shots you get. But if the difference in ini is more than 5, this has no effect, because than you have a 100% advantage. Let's say you have ini=10, the enemy ini=3. You have 7 more, which is 5 or more, so your unit can use all its attacks before the other may return fire. If you kill 3 and supress 5, that leaves the enemy with 2 shots to return fire with.
So higher ini is not an 'all-or-nothing' advantage, but the higher the difference the better your chance to inflict damage before taking return fire, up until a certain point.
Imagine you are going to have this high noon shootout, and both you and your opponent get 10 shots each (no hi-cap magazines for you, and no six-shooters

). But there is this crazy rule: the judges hold a fiscal audition where the richer party can 'win' free shots against your opponent before he may return fire. For each 1,000 dollars more you own than your opponent you will get a free shot, but no more than five shots can be free, no matter how rich you are. So you show them all your savings and your opponent does likewise. The judges count, and let's say you win the audition by having 8,000 dollar more. That's a pity, you get five free shots but your last 3,000 dollars don't count, they are 'wasted'.
OK, so now you can open fire, but after you have shot five times your opponent is allowed to start shooting as well. So the first five are made without return fire, but your remaining shots will be done the classical way: after the free shots, both opponents will shoot simultaneously at each other as long as both still have ammo. If one party runs out the other may continue shooting, if he still can, until he's empty too.
Of course, if you manage to wound (suppress) your opponent, he will not be able to return with all his remaining shots. But if you miss al your free shots or they don't incapacitate your opponent, you will still be shot at a lot. So if you are a very lousy shot or your opponent is wearing a bulletproof vest these free shots won't help a lot. And being very rich is not much help either, because you only need to be 5,000 dollar richer than your opponent to get the maximum benefit.
ThvN wrote:Some say INI is supposed to resemble mainly range (I'm assuming they mean effective range). But if that were true, than artillery would have the highest INI's of all. So I like to think of it more as the ability to quickly engage (multiple) targets before they can shoot back, were not just range plays a role, but also accuracy, stealth, sighting equipment, training, etc.
I think it often IS about range, though. Mainly, if you have two tanks, one of which has a gun that can shoot much farther, that one ought to have a much higher INI value.
If you have two identical tanks, the one with better maneuverability ought to have higher INI, though.
But what if you compare a tank with double gun-range to another which can drive (exaggeration) 300mph and thus the first one can usually not hope to hit him, despite greater gun range?
Range still plays a big part, of course, but it depends on what you consider 'range'. It doesn't have a singular meaning, unfortunately, just like the rate of fire for a weapon can vary depending on what definition you apply. I try to use 'effective range' or 'practical range', which is something completely different than maximum range or theoretical range.
About the 300mph tank: the speed advantage could influence INI but I would also increase the GD, because it is harder to hit. So the tank with the longer ranged gun might still be able to shoot first at the 300mph tank before the other side can shoot (= higher ini), but the 300mph tank would probably not be hit by it, because its speed makes it very hard to hit (so its GD would be very high). The speed needn't automatically increase its INI, what if it only has a flame-thrower? It's all relative, unfortunately.
If a target is harder to hit, I try to reflect that by tweaking INI and/or GD, which is a separate mechanism from the whole INI system. But realistically, yes, a more mobile tank can compensate INI despite having a shorter ranged gun, because it might be able to negate the range advantage of the opponent by manoeuvering well.
Even worse when it comes to aircraft. A fast one ... should it have high INI? High movement? Great air and ground defense?
Don't get me started

. I'm trying to test out an idea I had a long time ago, which will radically change some airplanes. Basically, a lot of airplanes will become switchable into 'high' and 'low' versions. The idea is that this will force the player to choose each turn between keeping your Focke-Wulf switched as a 'pure' fighter to cover units, or to switch to a 'low' flying version with the ability to engage ground targets at the cost of reduced air fighting capabilities. The 'high' versions will generally have better ground/air defense, higher INI, etc.
This will also mean that fighters can be made more different and I can make planes that were historically less suited to higher altitudes relatively better in their 'low' versions. But I've discovered that tweaking plane defense/attack values is very difficult, and I've been forced to re-think my approach to include the AAA and air defense/attack stats of ground units. It's a mess and because my job has been taking more and more time I have not been able to continue modding for a while now.
Regarding your question: a fast airplane isn't fast everywhere. The P-51D has the famous top speed of 437mph (705km/h) at 25,000 ft., but at sea level it was barely faster than a P-40, which was generally considered to not be a very fast plane. In airplanes, high INI for me would be the ability to dictate the terms of engagement, which generally means having altitude/speed available quickly when needed. This is the concept of the 'energy fighter', which can strike and disengage almost at will against lower and slower opponents. But typical 'dogfighters' could have a high air defense, being hard to hit and having the advantage when the 'energy fighters' have wasted their potential initiative advantage. These are all just ideas which I have been trying to test, but it is difficult as the gamerules have changed in between and the new custom experience table opens up new possibilities.
ThvN wrote:So depending on wether a gun isn't too big (cumbersome) and slow to reload/re-aim at attackers, they certainly should be some adjustments to INI in my opinion. So, I'm trying to raise the INI for lighter pieces which could fire and be re-aimed quickly and/or fire directly at targets (some guns had direct-fire telescopic 'anti-tank' sights).
Artillery (or ranged units in general) are an exception to the INI rule outlined above, though, because the enemy cannot shoot back. Giving those units high INI would mean when assaulted directly, they'd be able to lay down heavy defensive fire at whomever tries to assault them, which would probably be very painful to soft attackers (infantry) especially. Unless I have even less understanding of the mechanics than I already admitted, which is entirely possible.
ThvN wrote:To prove your point, check the self-propelled pieces and their INI, example: The INI for the Wespe=4, StuH=2 (leFH 18=1). They all have the same gun, doesn't make sense. The StuH 42 was designed to be fired directly (and has INI=4 in AT mode...) and has a very low profile.
Another one, the 15cm sFH 18 (INI=1) was mounted in the Hummel (INI=5), yes, that makes perfect sense as well.
Yeah, I obviously have no idea of the reasoning behind SP-Art either. They are more likely to get into ground combat and should have a bit more survivability, maybe that's the reasoning? I dunno.
I think you understand the game quite well. Like you said, INI isn't used in ranged combat. So the INI value should only reflect the ability to engage those attacking units. So why are very comparable units so very different? I think it's a left-over from a rock-paper-scissors scheme, but it has so many exceptions now that some of the logic seems rather randomly applied. If an SP Arty unit has a higher INI than the towed model it could mean that the mobility causes the difference, but this logic is not applied consistently. But like you, I don't know, the stats mostly have pattern where I think I know what the logic is, but with the artillery I'm a bit lost.
ThvN wrote:About the defensive values, it makes no sense to me that a tiny 3.7cm AT gun has the same AD as a massive artillery piece. They are not exactly as easy to hit (let alone detect from the air), and their GD is quite different. Even with the same guns sometimes: the QF 25pdr has GD=2, but switch it to AT and it's suddenly GD=6? Okay, they might dig it in a little better, but it's still a fairly big difference? The 88mm FlaK has GD=2, but its AT switch has GD=5. But both guns will always have AD=10 regardless of switch state.
Same as above, tweaks to GD are neccessary because the AT unit will engage in direct (range 0) combat and having low stats will be a suicide-recipe in that context. Again, a turn measuring an entire day is a big problem, because you can do quite some digging in in that timeframe, but it also should be no problem (in real life) to elevate the gun and do some artillery bombarding at any time AFTER having dug in. Digging in can just be a handwaving gesture when it comes to these stats anyway, since there is an existing, entirely different mechanic for digging in.
That is exactly my problem with this sort of inconsistent values, it is not clear why there should be a difference except for giving it a quick 'fix' to make sure it won't be useless in its intended role. I don't mind handwaving and bending things to fit the intended result, that's fine, but apply too much of and it will start to have unintended effects, like ending up with overpowered or useless units.
For now, I stuck with the vanilla PzC approach, which has resulted in a ton of mostly identical artillery pieces. Ah well.
It's very hard to come up with plausible stats, especially for switchable stuff. For example, guille has made AT graphics for the german field howitzers. I found proof that they were actually used in this role, so ... fine, I'll include the switched state.
But with which stats? How good should a 7.5 cm gun be against tanks? It has to be worse than the dedicated AT guns available at the time, right? We already have that problem with the .88 which is better at the AT job than the AT guns.
Diminishing prestige aside (personally, I think punishing good play is a terrible idea, which is why I think this is a bad mechanic), really cheap prices are no encouragement. So the guns need to be much more expensive OR much worse than the AT guns available. But how good should 7.5 cm ART with AT rounds REALLY be?
Same here. I'm still busy figuring out good stats for switchable AAA units. At first I made them too powerful, after I fixed that I realized it might be a better idea to not switch them all into 'AT' units. But if I change one thing I have to make it more expensive, and start redoing other things as well.
BTW, not all artillery pieces were automatically worse than 'real' AT guns, if you look at the power of the gun and ammo. Some guns were supplied with fairly good AT rounds, but they only had a few. The Germans used captured Soviet 76.2mm artillery and rebuilt them into antitank guns, they even made their own ammo for them. But most artillery was far more useful in its intended role, and anti-tank use was usually only during emergencies. I think their initiative should be a bit lower than 'real' AT guns, and the attack values would depend on what gun it was and how common AT ammo was. HE could also be very effective against armored targets, but it would have to be a fairly big round.
I have been changing the soft cap into different values for each GC, so far it seems it needs to be a bit higher for the later years, instead of 800pr I'm now working with a 1000 prestige ceiling, and I'm in '44 West now.
More often than not, I did some comparisons and threw some semi-random number in the pzeqp file, sometimes realizing later that, compared with some other unit's stats, having it there can't be a good thing.
Some of these things remain unfixed, once I'm done with the germans, I'll post in the TGA thread and maybe you can take a look. I still got quite some work ahead of me, though.
Take your time, you will probably work a lot quicker than me

. In case you encounter problems, just let me know, I might think of some suggestions or my ramblings might help get you unstuck.