There's been a lot of questionable balance choices.
Right.
Good observation.
Just wondering: would a thread totally dedicated to "Balance in HoI4" be helpful?
I suppose I could slap up a thread entitled "Balance in HoI4: What are you thoughts?"
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There's been a lot of questionable balance choices.
Yes, but it still shows that the same amount of performance has a much higher cost than before. You just have the option to drop certain aspects you don't need to lower the cost, but then your tanks are specialized and have disadvantages in other situations.This is also just trying for the same stats as you can also get significantly more then you could before in the stat of your choise, so the options are much greater now then before and that have a value as well.
Well yes, you can, but...For instance so can you easily get a Light Tank in 36 with more soft attack then this medium tank in 41 and at less then half the cost.
I'd argue that speed is important for a classic tank division unless you just use it to break a heavily defended tile in multiplayer. In which case you should build heavy tanks instead. Or CAS - but that's a different topic.Just as you can make this one at lot cheaper by giving up on things you might not need, like speed or piercing. You could then make up with the lost piecing by including a TD and end up ahead.
I'm curious about how the nerf to TD breakthrough affected it. In 1.11.3 I had good experience with designing a max soft attack and highly armored SPG and a max piercing TD and sticking them in tank divisions alongside tanks. Basically, the idea is to use the fact that divisions get 40% of their piercing and 30% of their armor from the max piercing/armor bat. But of course you still need regular tanks for breakthrough. Are the nerfs to breakthrough of SPG/TD so bad that they're now worthless?Divisions with SPGs/TDs always were roughly 75% the production cost, but in my opinion lose too much breakthrough to make up for the extra soft/hard attack or piercing.
Id suggest that if youre pairing them with motorized, breakthrough on tanks is no longer important because motor already provides more than enough in most cases. So if anything Id say SPG and TD are more useful than regular tanks because of the lower cost.I'm curious about how the nerf to TD breakthrough affected it. In 1.11.3 I had good experience with designing a max soft attack and highly armored SPG and a max piercing TD and sticking them in tank divisions alongside tanks. Basically, the idea is to use the fact that divisions get 40% of their piercing and 30% of their armor from the max piercing/armor bat. But of course you still need regular tanks for breakthrough. Are the nerfs to breakthrough of SPG/TD so bad that they're now worthless?
Being a TD adds a -95% modifier to the base breakthrough now, which is quite rough. Afaik, previously it was +95% because someone messed up the numbers. But if you stack up positive modifiers against it, it becomes less noticeable (first level of Mobile Warfare already grants +20%, making it only -75%). You could probably make an SPG-TD-tank-motorized hybrid division to get the most out of them, but I imagine it would still have less combat power, although being more cost-efficient.I'm curious about how the nerf to TD breakthrough affected it. In 1.11.3 I had good experience with designing a max soft attack and highly armored SPG and a max piercing TD and sticking them in tank divisions alongside tanks. Basically, the idea is to use the fact that divisions get 40% of their piercing and 30% of their armor from the max piercing/armor bat. But of course you still need regular tanks for breakthrough. Are the nerfs to breakthrough of SPG/TD so bad that they're now worthless?
Last I checked, this only applies to tanks and not tank destroyers. Those techs in the MW doctrine apply to tanks, and TD are only all_armour and not specifically tanks.(first level of Mobile Warfare already grants +20%, making it only -75%)
SPG have had a place in tank divisions, once the division in question has "enough" breakthrough you can add additional attacks for less cost by using SPG. In the past, refetting them up one tank tier didn't hurt either.I've never been much of a user of SPGs or TDs before NSB, so I can't tell if they are worthless now. I had always seen them as cheaper alternatives for when high breakthrough isn't as important, e.g. when you're trying to grind down the enemy with high soft attack or when being on the defensive against tanks.
How much is "enough"?once the division in question has "enough" breakthrough
Does this place currently still exist? I'm not sure if there is a magical difference at the chassis/equipment level. But as for the battalion level, SPG battalions seem to just be straight up worse than tank destroyer battalions. They consume more width and require more vehicles per battalion, and more supply per width, vehicle, and battalion. TD has more recovery and is classed as front line, so it can benefit from some of the SF techs.SPG have had a place in tank divisions, once the division in question has "enough" breakthrough you can add additional attacks for less cost by using SPG.
When your division reliably has breakthrough > opposing attacks that combine onto it, it has enough breakthrough.How much is "enough"?
I'm not sure.Does this place currently still exist?
Depends how much damage theyre doing, how much air support you have, etc.How much is "enough"?
That is only true without NSB. If you try to replicate a generic "Medium Tank II" with the tank designer, it will cost you roughly 50% more IC, in my case 19.4 vs. 13 IC. But if you make a smart design, the resource costs will be much lower. My design only costs 1 steel and 1 tungsten whereas the generic one costs 2 tungsten and 3 steel. I used the basic medium cannon (1939) since the improved medium cannon is 1942 tech and the generic Medium Tank II is 1941 tech. Two man turret because the extra breakthrough of the three man turret isn't needed for this comparison and it would lower the speed to the point where I have to upgrade the engine. 1940 radio for greatly inproved defense and breakthrough (+65% each) and two additional machine guns to increase soft attack and defense to values comparable to the generic tank. Bogie suspension, welded armor and a gasoline engine are common and cost-effective parts. Fuel cost for tanks in NSB is generally lower than for generic tanks since all hulls have the same base consumption and it only scales with engine upgrades (meaning that for light tanks there's basically no difference while super-heavy tanks only use a quarter of what they use without NSB).
My "1941-valid" Panzer IV has very similar combat stats to the generic one, the only area where it falls off is piercing (60 vs. 81) which would require a better gun. Further upgrading the engine (max speed) or armor (armor, breakthrough) will add +1 resource cost each (doubling the currently required amount) which wouldn't be efficient for the minimal gain when trying to reach 9.0 km/h and 80 armor. Upgrading to the 1942 medium cannon will increase the resource cost by another 2.
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That is only true without NSB. If you try to replicate a generic "Medium Tank II" with the tank designer, it will cost you roughly 50% more IC, in my case 19.4 vs. 13 IC. But if you make a smart design, the resource costs will be much lower. My design only costs 1 steel and 1 tungsten whereas the generic one costs 2 tungsten and 3 steel. I used the basic medium cannon (1939) since the improved medium cannon is 1942 tech and the generic Medium Tank II is 1941 tech. Two man turret because the extra breakthrough of the three man turret isn't needed for this comparison and it would lower the speed to the point where I have to upgrade the engine. 1940 radio for greatly inproved defense and breakthrough (+65% each) and two additional machine guns to increase soft attack and defense to values comparable to the generic tank. Bogie suspension, welded armor and a gasoline engine are common and cost-effective parts. Fuel cost for tanks in NSB is generally lower than for generic tanks since all hulls have the same base consumption and it only scales with engine upgrades (meaning that for light tanks there's basically no difference while super-heavy tanks only use a quarter of what they use without NSB).
My "1941-valid" Panzer IV has very similar combat stats to the generic one, the only area where it falls off is piercing (60 vs. 81) which would require a better gun. Further upgrading the engine (max speed) or armor (armor, breakthrough) will add +1 resource cost each (doubling the currently required amount) which wouldn't be efficient for the minimal gain when trying to reach 9.0 km/h and 80 armor. Upgrading to the 1942 medium cannon will increase the resource cost by another 2.
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Doesn't the medium one man turret reduce soft/hard attack by -25%? That's why I've used the two man turret (and the basic medium cannon because the improved one is 1942 tech) and added 2 machine guns to get the 24 soft attack. Also it was a more realistic design to include a few machine guns lol.First off, I agree with you whole heartedly, the stats are less.. This was the closest that I could get using 1941 tech but it would have been much better without the armor was a little bit much. However, I could have gotten closer I think using sloped armor, which I neglected that gives you an additional 20% armor. I don't know. It's not that far off though, it could be much worse. I think that the modules are too expensive imho.
Excuse me it was the job of over powered CAS, the MOT did help them run away from Chinese in the longest retreat ever, losing Seoul in the process.
I can’t remember exactly. I didn’t notice the reliability, it was just for turret though 2 Tung 1 Chromium. I think that I had a better design with about 16-17 IC, in reality that is a 10-15% increase over the old base. Even if you are talking 18 that is a 23% increase.Doesn't the medium one man turret reduce soft/hard attack by -25%? That's why I've used the two man turret (and the basic medium cannon because the improved one is 1942 tech) and added 2 machine guns to get the 24 soft attack. Also it was a more realistic design to include a few machine guns lol.
That 66.7% reliability might hurt in the long run though. I used welded armor instead of riveted, so I only needed armor level 4 which gave me higher reliability and saved some resources. Rivited armor is usually not worth its cheaper cost if you want to design something that can withstand piercing attacks. How many resources per mil does your tank need? For whatever reason Pdx decided that this isn't visible in the tank/ship designer and you have to calculate it yourself. It should be 6 in total if I remember everything correctly, which would be quite a lot for a budget medium tank.
about 200 early game and maybe around 300-400 late game.How much is "enough"?
Just look at the enemy infantry soft attack or look at your own infantry template. Let say they are 120 for each 10w, so 240 for 20w as your tank. Now your tank is 50% hardness, so it would receive about 120 per 20w. Now you will want a tank division total breakthrough as min 120 and preferable as double that, 240 per 20w, to defend vs 2x20w infantry.How much is "enough"?
You need to use a heavy or super heavy chassis to get the 4 slots for secondary cannons at 5 each, and 50 from the heavy howitzer, as well as the full +40% from arty tech to only get 98 soft attack. You'd have to use a soft attack designer or SF doctrine attacks boost to get it over 100. But even if you are over 100 soft attack per battalion, those battalions are 3w. Thats only 33 SA/W. A TD with the same setup of 70 soft attack, has 35 SA/W.This scaling gets stronger as the game goes on till 1942ish where you can hit over 100 SA per SPG battalion with the heavy howitzer. No Tank will ever hit that kind of damage output because of the low SA nature of tank guns and that tank SA scaling is dependent on Doctrine.
You need to use a heavy or super heavy chassis to get the 4 slots for secondary cannons at 5 each, and 50 from the heavy howitzer, as well as the full +40% from arty tech to only get 98 soft attack. You'd have to use a soft attack designer or SF doctrine attacks boost to get it over 100. But even if you are over 100 soft attack per battalion, those battalions are 3w. Thats only 33 SA/W. A TD with the same setup of 70 soft attack, has 35 SA/W.
The guns and secondaries also cost a minimum of 30 IC, before the chassis and everything else. That level of attacks is going to be extremely expensive.
A somewhat ironic part of this is that the old heavy SPG3 at 80 base attacks, 5 gun adding +15%, designer adding 5%, and SF doctrine for +10% at battalion level could also clear 100+ soft attack. And no one cared.