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HOI4 Dev Diary - Combat and Stats changes

Hi everyone and welcome back to another dev diary! Today is about various changes that affect combat and units. With the Barbarossa update we want to shake up the meta a bit and also change a few stats and other aspects to make using the tank designer more interesting and rewarding.

High Command bonus changes
For a long time now unit bonuses from high command have confused people. Most expect that they apply to battalions, when in fact they apply only if their target unit type was “the majority type”, which was basically a weighted type count. They also could overlap, so infantry, mountaineers and artillery would apply to the same units letting you stack stuff in ways that was never intended and quite unintuitive.

Screenshot_1.png


This system has now changed, and divisions get bonuses based on their composition, this is a straight up ratio based on the number of non-support battalions of each type, so a 2x artillery 3x infantry division will be 40% artillery 60% infantry.
Battalions are always classified as a single type for this (even though some are scripted with multiple types) based on this priority:
cavalry > armor > artillery > motorized > mechanized > infantry

The exceptions being rocket & special forces, which both act as an addition, so if the 3 infantry divisions in the example above were mountain units, then the division would also be 60% special forces and if the 2 artillery are nebelwerfers it'd also be 40% rocket

When counting the battalions of armies (ie when we have an actual unit and not only a division template), battalions that lack equipment will count as less, so a Light Tank battalion with only half it's tanks will count as 0.5 battalions (and not count at all if without tanks). The total sum of the compositions will still end up 100% (unless every battalion is without equipment).

Screenshot_3.png


To make it easier to see this we now have an indicator in the division windows showing the breakdown.

Combat Width
As a part of our efforts to shake up the 40/20 width meta, we have made changes to the combat width of province terrain. Province widths now range from 75 to 96. Plains have a new base combat width of 90, while Mountains have a new combat width of 75. Most of these widths will not divide into each other easily, hopefully moving the ideal width away from multiples of 10.

Urban provinces are now the “widest” with a width of 96. But this does not mean they will be the easiest provinces to overwhelm. Mountains, marshes, and urban provinces now have reinforcement widths of ⅓ of province width instead of ½. This should hopefully give these provinces a slight defensive buff, while allowing us to open up pushing power in the more open tiles.


Screenshot_2.png


In conjunction with these changes, we have also been looking at reducing the overstacking penalty. We hope that this will alleviate some of the need to have divisions that are the perfect width for a given province. But at the same time, smaller countries should now be able to specialize their division width to suit their home terrain more appropriately.

Breakdown (numbers not final etc etc)
  • Plains
    • Standard 90
    • Reinforce 45
  • Desert
    • Standard 90
    • Reinforce 45
  • Forest
    • Standard 84
    • Reinforce 42
  • Jungle
    • Standard 84
    • Reinforce 42
  • Hills
    • Standard 80
    • Reinforce 40
  • Marsh
    • Standard 78
    • Reinforce 26
  • Urban
    • Standard 96
    • Reinforce.32
  • Mountain
    • Standard 75
    • Reinforce 25
One of the major things that make larger divisions like 40 width armor hit disproportionally harder than smaller ones is also how targeting and damage works inside combat in relation to the enemies defense. Essentially the larger divisions make more efficient use of concentrated damage as it punches through defense. To solve this we are doing a few things. First of all we are weighting the targeting towards wider divisions being more likely targets and also when picking targets to try and match it to have wider divisions spread damage over smaller rather than always concentrating it. They will probably still hit harder, but combined with width changes and other downsides of larger divisions it should make it less clear cut.
However, this part isn’t quite done yet though so I’ll cover it again in more detail in one of the “bag of tricks” diaries in the future when i see how it pans out, but I figured it needed to be mentioned now ;) That said though, to wet your appetites here is a little tease from a debug mapmode in development...
1620214309589.png


Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.

Reliability
For the tank designer it was important that reliability was more impactful if it was to be a good tradeoff with other aspects of design, so we needed to change it up (lest @CraniumMuppets 0% reliability tank monsters would take over the world). Now it will not just affect rate of loss in attrition but various other aspects:
  • Reliability affects losses from attrition like before
  • Reliability now affects org regain when moving, and also makes any weather related org effects more impactful when low
  • Lower reliability scales up all impacts from weather so if facing extreme weather a unit with low reliability equipment will suffer more of those weather effects
  • At the end of combat units with better reliability will be able to get back a certain amount of tanks etc to simulate that simple more reliable constructions would work better for battlefield repair and be less fragile when taking damage. So it's a bit like capturing enemy equipment in combat - but in reverse :cool:

Screenshot_4.png


Our goal is that this creates interesting tradeoffs when designing equipment and will make you have to consider if its worth switching a strategy focused on speed and firepower towards reliability when operating in bad weather and tough areas like the Russian winter or in northern africa or jungles.

Oh, and I figured now might be a good time to point out that there will be a future diary on weather changes and other cool related stuff, so these changes aren't completely in isolation. But one step at a time :)

But before we go, a few words about the studio...

Studio Gold
Hello everyone, my name is Thomas, but perhaps better known as @Besuchov here :)

As you saw here we have recently reorganized ourselves a little, moving from a big centralized Stockholm studio to splitting ourselves into Red, Green and Gold. This is mainly an internal org shift to make sure we keep our growing organization firmly focused around making good games. You shouldn't notice too many differences in the short term, we are still PDS making GSG on the Clausewitz engine, but it does mean that we can align each studio to the particular games. Since you will hear the studio names every once in a while, I just wanted to say who I am and what the studio is responsible for.

My role is Studio Manager, which means I'm accountable for the long term success of Studio Gold and working with things like management, staffing, and long term plans. Studio Gold has as its main focus Hearts of Iron (but we may or may not have some secret other stuff as well). Directly making the games though, that's still the job of Podcat and the team, but I intend to do my best to create an environment where we have the best chances to make great games together.

For me this is coming full circle at Paradox. I started as a programmer in 2004 and one of my first tasks was to work on Hearts of Iron 2. Since then I've done various things including being lead programmer for Hearts of Iron 3 (and Victoria 2), Project Lead for EU4 and more recently Studio Manager for PDS. Next to EU, HOI is my favorite game and I'm delighted to be back in a place where I can focus on fewer games and where that game is Hearts of Iron. You will see more of me in the future even though I will mostly take a backseat to the team working on the game.

That’s all, see you all again next week for more dev diary goodness!
 
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Unlikely that will be the case after 1.11.
I really hope so. However I think the way the designer works makes that unlikely. They would have to implement it so that in the "gun selector" in the tank designer you'd have the option to choose every individual variant you had made of the gun. Otherwise it's possible that they would have the actual AT gun have variants, but not the tank gun, but that would be somewhat strange as well.

We've discussed this already, but given that the devs chose to make the armor bonus variable in favor of armor only and not piercing, they seem to be somewhat unaware of the already-existing imbalance. Luckily, it would be easy to make it go both ways, there were a lot of complaints in the comments, and the devs have shown they are open to making improvements.
 
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"Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing,"

The new systen would not change that. I thougth, damage is then somehow propotional to the difference armor-piercing
 
"Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing,"

The new systen would not change that. I thougth, damage is then somehow propotional to the difference armor-piercing
With the new system, in a certain orb, it is. Outside that orb it's still 50% or 100% (as before), but when piercing and armour are close enough to each other there is a zone where the damage is between 50% and 100% of hard attack.
 
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With the new system, in a certain orb, it is. Outside that orb it's still 50% or 100% (as before), but when piercing and armour are close enough to each other there is a zone where the damage is between 50% and 100% of hard attack.
Yes, just between 50 and 100 %. "This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing," cited from the Devs, but, I don't see a differnce in the new system above 100%.
 
Yes, just between 50 and 100 %. "This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing," cited from the Devs, but, I don't see a differnce in the new system above 100%.
We went through this up above; the fact that one end of the slope is at Armour = Piercing is, from a system viewpoint, irrelevant. To get a specific result, you just change where you set the piercing and armour values; if you like, think of the 'old' armour value being in the middle of the new range, while the 'new' armour value is equal to the piercing (ie. the 'new' armour value is 14.3% higher than the 'old' one).

not to be nitpicky but the armor bonus affects damage from all attacks.
Sorry, yes, my bad. I was thinking of historical cases...
 
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Im not sure I like these strange width zones. It will be a nightmare to calculate things and the suboptimal solution will probably feel bad for the most of us. This will probably not apply to role playing players.
 
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Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage
I know I'm late to this diary but with the new DLC coming up, I thought I'd read up on the upcoming changes to piercing. Am I the only one to think this is the wrong way round? Heavy Tanks already reigned supreme since no infantry could ever pierce them making them totally invulnerable (add SPAA and they're invulnerable to planes too).

What needed to be buffed was the piercing, not the armour!!!

Now everyone is going to build nothing but heavy tanks as all other units will be entirely worthless, or am I misunderstanding this?
 
I know I'm late to this diary but with the new DLC coming up, I thought I'd read up on the upcoming changes to piercing. Am I the only one to think this is the wrong way round? Heavy Tanks already reigned supreme since no infantry could ever pierce them making them totally invulnerable (add SPAA and they're invulnerable to planes too).

What needed to be buffed was the piercing, not the armour!!!

Now everyone is going to build nothing but heavy tanks as all other units will be entirely worthless, or am I misunderstanding this?

I saw a comment about the twitch stream they did recently that mentioned they have buffed piercing as well. I've not watched the stream so can't say for certain.
 
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I know I'm late to this diary but with the new DLC coming up, I thought I'd read up on the upcoming changes to piercing. Am I the only one to think this is the wrong way round? Heavy Tanks already reigned supreme since no infantry could ever pierce them making them totally invulnerable (add SPAA and they're invulnerable to planes too).

What needed to be buffed was the piercing, not the armour!!!

Now everyone is going to build nothing but heavy tanks as all other units will be entirely worthless, or am I misunderstanding this?
It is not about buff, but about logic change from binary to linear with cap. Armor and piercing values are changed accordingly, so piercing in new version will have higher values to accomodate to the new calculation logic
 
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I know I'm late to this diary but with the new DLC coming up, I thought I'd read up on the upcoming changes to piercing. Am I the only one to think this is the wrong way round? Heavy Tanks already reigned supreme since no infantry could ever pierce them making them totally invulnerable (add SPAA and they're invulnerable to planes too).

What needed to be buffed was the piercing, not the armour!!!

Now everyone is going to build nothing but heavy tanks as all other units will be entirely worthless, or am I misunderstanding this?
Heavies generally weren't pierced, so they don't change much. Mediums, which were previous always pierced, now have this "half-pierced" thing, so they're the ones that are stronger than before
 
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It is not about buff, but about logic change from binary to linear with cap. Armor and piercing values are changed accordingly, so piercing in new version will have higher values to accomodate to the new calculation logic
Tx. If they've boosted AT piercing then this would make it a lot more balanced because AT is expensive to put in all you divs so if it gets a chance to pierce a 40w heavy (even at only 50%) then it's good - but otherwise, it just buffs tanks. Guess we'll find out.
 
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Armor and Piercing
Currently the effects of having stronger armor than the enemy can pierce, or being able to pierce an enemies armor are binary and give fixed bonuses. This meant that there wasn't really any benefit to have more armor than you needed to stop the enemies piercing, and also that being a single point of piercing under enemy armor was just as bad as having no piercing. So things were quite binary. With the tank designer coming we wanted to make it feel like your investments in upgrades were always worth it, so we are changing armor and piercing to have more gradual effects.

Armor > Piercing
  • Unit takes half damage (as it currently works)
Armor < Piercing and Amor > 0.75 * Piercing
  • Take damage between half damage to normal damage by difference in value
Armor < 0.75 * Piercing
  • The unit takes normal damage
Lets break this down with an example:
  • A panzer division has an armor value of 52
  • Its being attacked by an infantry division with some anti-tank guns. Their piercing is 60
  • If this was the old system this armor would be worthless and not reduce damage at all
  • Now because its close enough (between 60 and 45), so you get roughly half of the normal effect around 25% reduction of damage.
This change of Armor x Piercing will affect the ships too?
 
Did the armour and piercing interaction changes actually get implemented in the end? I am struggling to find them in the defines of the game to confirm and the only lines i found were literally the old Yes or no binary system.
 
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Did the armour and piercing interaction changes actually get implemented in the end? I am struggling to find them in the defines of the game to confirm and the only lines i found were literally the old Yes or no binary system.
You are very unlikely to get a reply from a dev in an old thread like this one. You might want to start a new thread in this forum.
 
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