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unmerged(430195)

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With the new and wicked awesome tech system, can we have multiple parts per design level? What I mean is say you build 1938 Medium Tank Guns. The problem I have with that is that it treats all tank guns as if they were the same when there weren't. There were AP guns, and guns meant for more general purposes. So instead of just getting the one gun can we get a small variety that allows us to further specialize and customize our armored units.

So for example, if I get 1938 Medium Tank Gun, I don't just get the one gun. I get an HE gun, an AP gun, etc. Or if I research artillery guns for my SP-Arty, then I get a "light" gun and a "medium" gun and so on to represent the different types of SP-artillery of the period that had different uses.
 

keynes2.0

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I think this is what the experience upgrades are supposed to represent. If I want to upgrade from lighter to heavier guns, I use experience to upgrade my production lines.
 

unmerged(430195)

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I think this is what the experience upgrades are supposed to represent. If I want to upgrade from lighter to heavier guns, I use experience to upgrade my production lines.

I'm not talking about gun size, I'm talking about different guns of the same tech level that offer specific bonuses and maluses compared to the standard gun. So, for example, an AP gun would have a HA bonus, while having a soft attack malus, making it better for taking down armor.

I didn't mean just getting bigger, "better" guns. The heavy gun, medium gun, light gun part was only referring to things like artillery where distinctions like AP, HE, etc. don't really work.
 

ringhloth

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Way too much micro. Weren't most gun upgrades like this sprinkled throughout regiments? So if you had 100 tanks in a unit, 33 would be of gun-invented-in-1939A, 33 of GII1939B, and 33 of GII1939C. The final tank would have a third of the GII1939A, a third of the GII1939B, and a third of the GII1939C. It didn't work well.
 

21oliver

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The thing is this is a strategic level war game, and people sometimes keep asking for corps or division level elements. It doesnt always mesh well. I think PI does a good enough job keeping it on the Strategic level while letting you dabble in the elements somewhat. The key imo is to just tweak the system, which it appears they are doing.
 

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Weren't AP, HE, etc. different kind of shells, not guns? As in, a single tank could carry some AP rounds and some HE rounds?

Either way, various ammo types is certainly an interesting thought to play with, now that I think of it. A tank carrying more heavy AP shells has different potential than one carrying mostly HE or incendiary shells. An attack fighter carrying rockets has different capabilities than one carrying bombs. Playing War Thunder (which gives you both tanks and planes), I know that ammo types and bomb/rocket loudouts can actually make a huge difference.

Not sure how it should be implemented in-game, but an interesting thought to play around with. I almost want various types of "ammo" to be its own tech on some level now. Still, we already have techs that do things like increase fighters' air attack, so I just imagine that ammo is abstracted into those techs. HOI3 even has some ammo techs, now that I think about it (bombs and torpedoes come to mind, and "ordinary" artillery and rocket artillery).
 

Alex_brunius

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With the new and wicked awesome tech system, can we have multiple parts per design level? What I mean is say you build 1938 Medium Tank Guns. The problem I have with that is that it treats all tank guns as if they were the same when there weren't. There were AP guns, and guns meant for more general purposes. So instead of just getting the one gun can we get a small variety that allows us to further specialize and customize our armored units.

So for example, if I get 1938 Medium Tank Gun, I don't just get the one gun. I get an HE gun, an AP gun, etc. Or if I research artillery guns for my SP-Arty, then I get a "light" gun and a "medium" gun and so on to represent the different types of SP-artillery of the period that had different uses.

We do know that there will be different variants of the same chassis:

Armored technology is based around chassis that you unlock. Each of the chassis has 4 subtechs, each of which unlocks a variant. So, for example, once you have unlocked the Panzer III tank you can research the tank destroyer variant, StuG III. The StuG III was a Panzer III chassis with the turret removed and a larger fixed gun placed in its stead. Variants like this can be switched to production lines from the original chassis without much of penalty, so once the Panzer IV becomes your main tank and the Panzer III no longer measures up, it's a perfect time to convert to producing StuGs on those Panzer III lines. Most nations developed their vehicles like this during the war, and we wanted to include this flavor. Historically, the StuG III ended up being the most produced armored vehicle in Germany during the war.

From what we understand the variants will be Tank Destroyer, SP Artillery, SP Anti Air and SP Rocket Artillery.

So mostly this is what Paradox will use to allow you to specialize the armor units.


Alot of people have however requested other variants like short barrel guns ( infantry support ) or engineering/flamethrower/anti-fort variations. That were produced in larger numbers then SP AA and SPRART on tank chassis.