is 10 really the build tho im suprised people dont throw in at guns or maybe some AA if they dont think they will have air superiorityNow?
7/2s have been inferior to 10/0s since 1.5 and WTT when artillery got nerfed.
is 10 really the build tho im suprised people dont throw in at guns or maybe some AA if they dont think they will have air superiorityNow?
7/2s have been inferior to 10/0s since 1.5 and WTT when artillery got nerfed.
They aren't bad but you'd be better making more tanks and 10/0s. You can typically encircle bad terrain and kill it with the 10/0s which are even cheaper.So I think 7/2 along side tank divisions isn't bad on an offense.
You use them for the armor meme and the "hard" stats (attack, breakthrough, etc.). Recon is pretty useless.Dont light tanks have less recon then motorized tho
It's used only by minor nation or in SP these days, the meta inf build is 14-4 if you want good inf division. Or just build tanks and a bunch of 10 width inf to holf the line.I just started hearing people say that 7/2 is no longer meta since artillery was nerfed long ago and that 10 infantry is way better. Is it true?
What uses are left for artillery outside support if adding it to infantry divisions makes them weak?
Minors that do this will tend to struggle to have enough divisions to cover front lines.To be honest, pretty much every nation can afford tanks. If you put at most 1 factory on guns, 1 on motorized, 1 on support equipment and the rest on light tanks and light SPGs, you can have 1 or 2 20w light tanks. A template of 4-5 lights, 2 light SPGs and 2-3 motorized is ideal. Since you get 3 factories from the default focus tree all you need is 1-2 more. For infantry just spam cheap cavalry. Use the support equipment for maintenance on the tanks so you don't need guns.
Recon doesn't practically matter.Dont light tanks have less recon then motorized tho
In a combat, if a division targets another with more defense/breakthrough than it has attacks, its attacks will only have a 10% chance each of doing damage. However, if they have more attacks than the target's defense/breakthrough, each "attack over def/bkt" will have a 40% chance of hitting. For example - division A has 100 attacks, and targets division B which has 50 defense. 50 of division A's attacks will be under defense, and only 50*.1 = 5 of them would be expected to hit. However the other 50 would be over defense, and 50*.4 = 20 of them would be expected to hit.
The game really only uses /200 of the land stats, and will use the remainder to affect the chance of it geting rounded up or down, so it kinda averages out to being the same total amount as a straight /200.Out of interest, does the game roll its RNG dice as many times as it sounds for that calculation? If we have a combat with an attacker of 1000 soft attack and defender with 2000 defence, will it roll a die 1000 times, per combat tick? Or does it simplify that calculation somehow?
I'm asking because I noticed that the game ran smoothly with 10-20 active combats but when the Soviets started an all-out assault (50+ combats) the ticks slowed down to a crawl to me.
(Most RNGs are pretty CPU intensive and a game really should keep the calls to <1000 per second, and I'm being generous there.)
bitmode?
Here are some screenshots of a game I finished a few weeks ago. My 7/2 Basic Leg Infantry were mostly unchanged from the assault on occupied France in 43, more Divisions added as the war progressed. Germany surrendered in May 6, 45. Basic 7/2 Divisions can still work in this scenario with AA, Battlefield Air Support, Marine Amphibious Divisions in the Armies, and Spies. I also used an Army with 20w Med Tanks. (My first time using screenshots.) No Mods except Colored Buttons.I just started hearing people say that 7/2 is no longer meta since artillery was nerfed long ago and that 10 infantry is way better. Is it true?
What uses are left for artillery outside support if adding it to infantry divisions makes them weak?
They're not crap, just not the meta anymore in MP. Play 20 width all you want in SP, AI not good enough to handle it anyway.7/2 is not crap. There are far too many people who do not understand the base mechanics and just pick one "meta" thing and act like everything else is garbage.
Unless, say the AI builds 40w.Play 20 width all you want in SP, AI not good enough to handle it anyway.
20w are arguably better at attacking 40w than 20w.Unless, say the AI builds 40w.
But they don't, and I, personally, have gotten most achievements without much effort with either historical divisions or not just bothering to edit them at all.Unless, say the AI builds 40w.
If only man, if only HOI4 AI is that competent.Unless, say the AI builds 40w.
It is explained in the land combat page of the wiki. The attack numbers are divided by 10 but then random numbers are actually rolled for each of these scaled down attack points.Out of interest, does the game roll its RNG dice as many times as it sounds for that calculation? If we have a combat with an attacker of 1000 soft attack and defender with 2000 defence, will it roll a die 1000 times, per combat tick? Or does it simplify that calculation somehow?
I'm asking because I noticed that the game ran smoothly with 10-20 active combats but when the Soviets started an all-out assault (50+ combats) the ticks slowed down to a crawl to me.
(Most RNGs are pretty CPU intensive and a game really should keep the calls to <1000 per second, and I'm being generous there.)
bitmode?