Q
qqmagnuz
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4k soft attack due to max planning bonus + veterans + country bonus .
Can you explain how to do this and/or show a screenshot of it?
4k soft attack due to max planning bonus + veterans + country bonus .
4k bonus isn't achievable except in some pretty extreme situations. 2k is easily achievable thoughCan you explain how to do this and/or show a screenshot of it?
Stats need diminishing returns, in a few of my games I've built some cheesy artillery divisions, where the inf to arty ratio was stupid, it didn't matter that org was low because the soft attack cut through anything.
1. The most efficient force ratio to overwhelm an enemy is 3:5:1 afterwards the benefit of new units greatly drops.
A battle 1:1 lasts 6 days
A battle 3:1 lasts 2 days
A battle 10:1 lasts 1 day 16 hours
Dispersion is also a really great tool to create a difference between the 5 landoctrines we currently have.
A manpower focused doctrine has a much lower dispersion, then a mobile oriented doctrine.
With the technique from above we can have more realistic losses., but maintain game and historical balance.
For example battles between German and soviet troops, soviet casualty ratios were usually much higher to achieve the same results.
The changes to units attack values no longer make it necessary to constantly increase org and morale to compensate for more damage, so we gain some additional flexibility to play around with.
If we now use org and morale, and different attack/defense modifiers for each doctrine to fine tune things we can get some really nice and differentiated results for each doctrine.
One doctrine tech may increase the attackmodifier but comes at the price of higher mp losses, another might increase the defense but reduces the morale of a unit, making it harder to counterattack.
One thing I wanted to achieve was that the doctrines should be different but not necessarily better after a certain point in time.
That's all well and good but it doesn't get to the root of the issue at hand which is casualties taken on the offensive.
The problem is the AI not realizing the dangers of front-line infantry Banzai charges and is committing to them like it is Okinawa 1945 all the time constantly, not the mechanics themself.
Alex, yes the AI attacks are an issue. But it really looks to me like the battle stats are way off too. I check the casualty window, and I often get crazy 0 results when I'm attacking. Most other times I get absurdly low casualties.High casualties when on the offensive with infantry is historical though and an aspect I at least want to keep in the game if possible.
The problem is the AI not realizing the dangers of front-line infantry Banzai charges and is committing to them like it is Okinawa 1945 all the time constantly, not the mechanics themself.
I do agree that 100:0 casualties doesn't make sense, but if you charge well prepared enemy lines with just infantry I would expect to lose at least 10:1 or 5:1 casualties if not even more.
High casualties when on the offensive with infantry is historical though and an aspect I at least want to keep in the game if possible.
The problem is the AI not realizing the dangers of front-line infantry Banzai charges and is committing to them like it is Okinawa 1945 all the time constantly, not the mechanics themself.
I do agree that 100:0 casualties doesn't make sense, but if you charge well prepared enemy lines with just infantry I would expect to lose at least 10:1 or 5:1 casualties if not even more.
But it really looks to me like the battle stats are way off too.
Oh yes understood. And agreed.I never said the battle stats were not way off, they indeed are. I agree fully.
What I said was that high casualties when attacking with infantry is historical.
As far as I can see, the combat mechanics in HOI3 worked fairly well, at least after they fixed the Defensiveness and Toughness issue in patches for the first expansion (someone mixed up their percentages (5%) and decimal fractions (0.05), causing the game to give units only small fractions of a percent (0.05%) as a bonus). You could use combinations of terrain, leader bonuses, special forces, air support, armor breakthroughs, and other advantages to get heavily one-sided results under the right circumstances, but you still took some losses even in the most extreme situations.
When AI attacks.with division with less than 100 soft attack, the observation does hold true. Sure, eventually AI could build ok templates, but usually it never gets the chance if matched against player.The reason I hit "respectfully disagree" is that the A.I.'s templates have improved. The Paradox team has dedicated effort into making the templates better.
To characterize the A.I.'s templates as "really bad" is a subjective observation.
As an observation, "really bad" could be true...but there could be a bit of exaggeration or a better way to describe A.I. templates in "Death or Dishonor."
The problem is the AI not realizing the dangers of front-line infantry Banzai charges and is committing to them like it is Okinawa 1945 all the time constantly, not the mechanics themself.
Alex, yes the AI attacks are an issue. But it really looks to me like the battle stats are way off too. I check the casualty window, and I often get crazy 0 results when I'm attacking. Most other times I get absurdly low casualties.
SM, can you think of anything else that would cause the lopsided results in SP that is highlighted by not happening in MP?