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MaxShootingStrength

Posted: Sun Feb 16, 2014 5:01 am
by RandomAttack
Has anyone tried playing around with this? This is a line in the gamerules.pzdat. If you set it to "10" instead of the default "0" (no limit), it changes the dynamic of the game considerably.

The change only seems to apply to brand new games-- not saved games. I have always been a little turned off with potentially having large numbers of 15 str Panzers late in the war-- and I don't have the self-discipline to stick to a house rule about it. If I have the $$, by gawd I'm going to max out as much as I can!!
I'm just weak that way... :P

- No overstrength (OS) is used directly in combat. So the only use of OS is "reserves", to keep your unit effective at shooting max 10 longer as it takes losses. Really changes the way you think about buying those extra points. For example, I'm usually very protective of my arty, and they don't typically take a lot of losses-- so there isn't much need to OS them as those extra points aren't used/needed.

- But OS is "kind of" used in defense. If you have a 12 strength unit that takes a "5 kill/5 suppressed" result it will still fire back with the remaining 2 str pts (I guess because the effective return fire is still <10).

What I've seen (in limited play) is tougher battles-- you can never attack with more than 10 str so a lot of the "total kills" we are used to with our uber-units just aren't going to happen. And it is a bit of a mind-game to start thinking about those OS points as "reserves" that will basically just keep your units attacking longer at "10" before you need to buy reinforcements in battle (at twice the cost). Using OS seems to take on more of an "operational" flavor.

I know the scenarios probably aren't balanced for this, but it does seem to change the flavor of the game a bit, and it's definitely harder-- in a different way than just cranking up the difficulty. Anyway, was really just wondering if any of you had dabbled with this in your modding adventures and your opinions.

** I also posted this in the Matrix forum, but probably should have put it here as it seems a little more active**

Re: MaxShootingStrength

Posted: Sun Feb 16, 2014 9:16 am
by Tarrak
I personally haven't used the parameter yet but it was introduced with exactly the idea in mind you are describing. To reduce the strength of OS. If my memory serves it was discussed in Allied Corps beta as a part of the 1.20 rules but wasn't generally liked so it ended just as an option in the config file.

P.S. I moved your topic from scenario design to the main forum. While it's borderline between them both it may receive more attention here.

Re: MaxShootingStrength

Posted: Sun Feb 16, 2014 8:08 pm
by Razz1
it's a very interesting way to play.

OS is used in deployment to keep your units full strength on the battlefield longer.

Takes a long time to get use to it, but quite a good feature.

Re: MaxShootingStrength

Posted: Sun Feb 16, 2014 10:52 pm
by RandomAttack
I'm still in my first games, after playing through the regular way about a jillion times but it does change things up...

Re: MaxShootingStrength

Posted: Mon Feb 17, 2014 12:12 am
by Anfield
I really like this idea, might have to try it. Keep us posted on how it goes. Anything to keep the game fresh, as you say, after playing it a jillions times!

:D

Re: MaxShootingStrength

Posted: Mon Feb 17, 2014 7:25 pm
by Horst
I once played with MSS 10, but OS becomes too expensive then for a reinforcement effect you can get much cheaper even with elite reinforcements. I ditched it again and let the AI keep its higher combat effectiveness. The AI already sucks enough anyway.

Re: MaxShootingStrength

Posted: Wed Feb 19, 2014 2:44 pm
by RandomAttack
This definitely favors the OS defender. And only buy OS between scenarios when it's cheaper. So in early/mid DLCs where the Germans are almost always attacking, what I'm seeing is it definitely slows the pace. Might need to add a couple of turns to make up for that. Later, when more on the defensive, it definitely helps that effort. In a nutshell, seems like battles become more of a slugging match with the OS "reserves" playing a key role. It's not quite as easy to completely destroy a unit.

I don't think it's better or worse, just different. Not sure I'll play it much, as the scenarios aren't balanced for this mode, but I do find it a good change of pace.