KeldorKatarn wrote:I've seen certain mods do this, adding the camo trait to PaKs and certain self propelled Anti Tank units.
My guess would be that giving that trait to Paks and those SPATs which don't have a lot of ground defense, e.g. the Marder series vs the StuG series, might make those less armored SPATs more viable?
Has anybody played with that change? Does it work? Does it make those units more fun because they cause ambushes all the time? Or does it play crappy because you constantly run into enemy ambushes?
I'm trying to catch up on the forum after a few incredibly busy months, so apologies for the late reply. Bottom line: after playtesting, I'm not convinced about the 'camo' trait except for a few very specific instances. Although I haven't tested everything yet.
Background: I did some modding and playtesting with the camo mod, but that was months ago. Sadly some issues with my old PC forced me to stop modding for a while and then a busy period left me unable to spend much time on games until recently. Your idea about giving the camo trait to towed AT and light SPAT was one of the things I tried.
It was alright when I used it for light scout/recon units, for towed AT it did not feel natural when playing, and especially SPAT with camo felt just weird. I am still contemplating about giving camo to the towed units, but I do not want to give it to SPAT. The biggest problem is that a StuG is lower and easier to hide than the earlier Marder models, which are just PaK's slapped on top of a tank chassis. So applying it consistently is very difficult. For example, how high does the GD need to be before you feel it does not need the camo trait? You can also simply increase the GD for the Marders and claim it is because they are difficult to hit, because GD is not only representative of armour thickness but other factors as well.
One advantage of the camo trait is that it makes recon units more useful, but I did not like the strange empty hexes in a defensive line where you knew something was hiding. Especially on maps that are large-scale it looked out of place to me. For dedicated, light recon units it seems to work and is somewhat logical, but AT units with it seem to cause more raised eyebrows and frustration than improvements to my gaming experience. But that is very personal, of course.
I did discover that making AT better is very hard, because they have so many drawbacks in the stock game. Of course, the towed AT class became almost obsolete during WW2, and the various methods in making them mobile were not always successful (the US 'TD' concept, or the German 'interim' models). Towed units should be worse than SPAT, and the heavier the caliber the worse it gets. Towed units are cheaper, but not much else. But in the game, AT is not competitive compared to a lot of other classes.
For a start, the towed units are way too expensive when you buy them transports, and the cheaper SPAT's are outclassed by tanks that are more useful and cheaper in the long run because they take less damage. On top of that, AT class has a poor unit selection in the early years, and when they start to improve the tanks often remain a better choice overall. It seems they are simply not economically viable until late in the war (with the soft cap), harder to use and their advantages are very limited; for example their biggest advantage, the +3 ini when they are attacked by tank/recon class cannot be exploited easily (well, by me at least

)
So I tried to approach the problem from different angles; to give some insight in ideas I was testing (one of my goals was/is to improve AT, AA and recon classes), the best results were made when I nerfed some other unit types, in combination with some movement/combat rule changes. It is unpopular to make units worse, but it might be the only way to keep things balanced. The best changes I've tested so far:
A new movement cost system (a few dozen movement types, with four types of towed movement), including changed terrain values.
Changing the spotting values: Give all medium/heavy tanks and closed SPAT units (like Elefant) only 1 spotting, but give the light tanks that were used in recon roles (like PzII) 2 spotting or reconmove. Open-topped units (Marders etc.) and towed AT got 2 spotting. The low spotting for tanks sounds frustrating but it makes recon much more useful.
I also did some work on completely reassigning attack/defense values with some homemade formula, as some are simply way off in the stock game. I was still testing AA changes when my old PC started behaving strangely, luckily I did not lose all my data. For AA testing, a primitive high/low altitude combat system showed some promise despite problems I was still working on. I did discover some bugs/issues still left in PzC however...
And I even went back to the old Panzer General system of having dedicated (sometimes switchable) medium-heavy AA units and lighter units that can actively attack both ground & air targets without the need to switch. It worked better than expected, too good even during the early war years, so it needs tweaking. And all this tweaking and testing takes a lot of time...
And I'm sure a lot of players would find those 'improvements' questionable, but I'm not done testing... But with the beta eating all my precious gaming time, it will be a while before I can continue. So those are some ideas as food for thought, they might give some inspiration. If you have questions or need some more details, just ask.