Open Beta Patch 1.11.5 (Steam Only) Mk3 - Checksum 8d69

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51states

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IIRC, AI nations have more-or-less defined templates, and will not build others. (Only variants of those defined.) So China will use light tanks and motorized, but not heavy or superheavy.

Regarding planes, airfield capacity is a problem, but also fuel: China has essentially no oil and no useful way to buy any (since their trade convoys are effectively unguarded against Japan). Lend-lease them half the planes you did and make up the difference in fuel; that usually gets results when I do it.
As the USA I never get a lend lease path to China
 

Stolen Rutters

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Nice! Thanks!

Also, tanks just got cheaper in IC. (Edit- and some buffs are reduced too.)
Following the main patch notes here is a comprehensive and detailed set of changes made for balance as outlined in the change list above

Rocket launcher now forbids tank role
Moved tank_high_velocity_cannon_2 to antitank_4 tech from antitank_3
Turrets now determine which size of weapon is valid

Unithardnessbreakthroughmot equipment
Motorised0.2>0.110>5
Motorised AT35>36

TechPiecingChromiumTungsten
AT 185>601
AT 2100>901
AT 31
Mot rocket2

UnitSAHADefenceBreakthroughChassis per Bn
Lt flame tanks-0.75-0.75-0.75-0.75
M flame tanks-0.7-0.7-0.7-0.7
Hvy flame tanks-0.625-0.625-0.625-0.625
Heavy armor0.15
Light armor0.15
Medium Armor0.15
Modern0.15
S Hvy Armor0.15
Lt SPAA-0.5536
M SPAA-0.5336
Hvy SPAA-0.3536
SHvy SPAA-0.3536
Modern SPAA-0.5336
Lt SPG-0.4250
M SPG-0.2550
Hvy SPG-0.2540
SHvy SPG-0.2540
Modern SPG-0.2550
Lt TD-0.4250
M TD-0.2550
Hvy TD-0.2540
SHvy TD-0.2540
Modern TD-0.2550

moduleIC costadditive speed
armor upgrade0.25>0.2
gasoline engine3>11>0.5
diesel engine3>1
petrol electric4>2
gas turbine4>32>0.5
armour value
Rivetted armor-0.2>0-0,2>0
torsion bar3>1
Christie3>1
bogie2>0
interleaved3>1
wheel1>0
half track1.5>0.5

ModuleIC CostSAHABreakthroughResourceXP
auto cannon2.5>1.5
auto cannon 23>2
AA cannon3>2
AA cannons 24>3T1:S2
AA cannon 35>4T1:S3
small cannon3>1.5
small cannon 24>3
close support gun5>4S1
medium cannon4>3T1:S1
medium cannon 25>428>35T1:C1:S2
medium howitzer6>428>35-2T1:S2
medium howitzer 27.5>5.535>45-2T1:C1:S3
Rocket launcher3>4-4T2:S1
Rocket launcher 24>5-4T2:S1
High velocity4>325>26T2:S2
High velocity 26>5T2:C1:S2
high velocity 38>7T2:C1:S3
heavy cannon7>6T1:C1:S2
heavy cannon 28>7T2:C1:S2
heavy cannon 311>8T3:C1:S3
heavy howitzer8>750>55-4T1:C1:S3
Radio 11>0.5*0.25>*0.15
Radio 22>1.5*0.45>*0.30
Radio 33>2.5*0.65>*0.45
armor skirts1.5>0.5
sloped armor*0.1>*0.011>10
2nd turret cannon5.5>2
2nd turret HMG2.5>1

Asterisk define multiplicative values when the rest of a column is additive
 

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Sloped Armor for 1% Increase? so basicly nothing?

And rivetted Armor doenst give any cost reduction any more? So its basicly a bad version of welded? Same cost less armor

So basicly always use Sloped Armor

Never use rivetted

I generally like the cost reductions made but these 2 seem odd
 
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nfmarque

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Following the main patch notes here is a comprehensive and detailed set of changes made for balance as outlined in the change list above

Rocket launcher now forbids tank role
Moved tank_high_velocity_cannon_2 to antitank_4 tech from antitank_3
Turrets now determine which size of weapon is valid

Unithardnessbreakthroughmot equipment
Motorised0.2>0.110>5
Motorised AT35>36

TechPiecingChromiumTungsten
AT 185>601
AT 2100>901
AT 31
Mot rocket2

UnitSAHADefenceBreakthroughChassis per Bn
Lt flame tanks-0.75-0.75-0.75-0.75
M flame tanks-0.7-0.7-0.7-0.7
Hvy flame tanks-0.625-0.625-0.625-0.625
Heavy armor0.15
Light armor0.15
Medium Armor0.15
Modern0.15
S Hvy Armor0.15
Lt SPAA-0.5536
M SPAA-0.5336
Hvy SPAA-0.3536
SHvy SPAA-0.3536
Modern SPAA-0.5336
Lt SPG-0.4250
M SPG-0.2550
Hvy SPG-0.2540
SHvy SPG-0.2540
Modern SPG-0.2550
Lt TD-0.4250
M TD-0.2550
Hvy TD-0.2540
SHvy TD-0.2540
Modern TD-0.2550

moduleIC costadditive speed
armor upgrade0.25>0.2
gasoline engine3>11>0.5
diesel engine3>1
petrol electric4>2
gas turbine4>32>0.5
armour value
Rivetted armor-0.2>0-0,2>0
torsion bar3>1
Christie3>1
bogie2>0
interleaved3>1
wheel1>0
half track1.5>0.5

ModuleIC CostSAHABreakthroughResourceXP
auto cannon2.5>1.5
auto cannon 23>2
AA cannon3>2
AA cannons 24>3T1:S2
AA cannon 35>4T1:S3
small cannon3>1.5
small cannon 24>3
close support gun5>4S1
medium cannon4>3T1:S1
medium cannon 25>428>35T1:C1:S2
medium howitzer6>428>35-2T1:S2
medium howitzer 27.5>5.535>45-2T1:C1:S3
Rocket launcher3>4-4T2:S1
Rocket launcher 24>5-4T2:S1
High velocity4>325>26T2:S2
High velocity 26>5T2:C1:S2
high velocity 38>7T2:C1:S3
heavy cannon7>6T1:C1:S2
heavy cannon 28>7T2:C1:S2
heavy cannon 311>8T3:C1:S3
heavy howitzer8>750>55-4T1:C1:S3
Radio 11>0.5*0.25>*0.15
Radio 22>1.5*0.45>*0.30
Radio 33>2.5*0.65>*0.45
armor skirts1.5>0.5
sloped armor*0.1>*0.011>10
2nd turret cannon5.5>2
2nd turret HMG2.5>1

Asterisk define multiplicative values when the rest of a column is additive


How are heavy cannons now? by the chart medium cannons do more SA than heavy cannons?
 

FindFloppies

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Heavy cannons have much better HA and piecing and similar late game SA qualities
Just by the way, whoever fixed up the sea supply, whether team or one person, get them something nice.

It's now flexible, and also fairly responsive to rail changes; i.e. in the US, it initially starts still coming from Baltimore, but just a little level 3 rail upgrade to San Fran has the Pacific supply coming out of there, and you can do other things other places. It's not so inflexible now.

Also, whether side effect or design, you see ports getting supplemental shipments by sea, and not all by rail. Sort of a touch of realism, in a way.

EDIT: and yes, I know that was fixed earlier, not in this particular go-round of 1.11.5, but I thought I'd mention it anyway.
 
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If I undetstand this correctly, tanks were buffed across the board by making most of their components cheaper?
 
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FindFloppies

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isn't that the job for heavy high velocity guns? very immersion breaking that the IS tank armed with a 122mm cannon do less SA than a medium tank t34-85 :(
High-velocity cannon are more for hard attack/AT work. High velocity, lower payload. Higher SA is generally going to be lower velocity, bigger shells.
 
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tract

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- AI naval engineers will now follow orders and keep building what they were told to, even if they really disagree on what the navy of the future should look like

Does that mean what I think it means?

- Issuing a move command to a province the unit is already fighting in no longer resets combat

Yay, exploit patched.

- Significantly improved game startup time

What did you do?
 
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tankbuster

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EDIT : Dev response below indicates this only temporary while it gets implemented, so disregard the entire post I guess

:)

The changes to Tank Conversion are regressive.

It looked, in the previous beta, like we were getting seperate Conversion Cost and Production Costs, which reflected the amount of time it would take to change different components on the tank, similar to how Ships get upgraded. The tooltip was there, it just hadn't been hooked up yet.

1642012464699.png


Now Conversion Cost has been deleted altogether. You have to pay the full Production Cost to add even a small upgrade to your tank. The game thinks you're building a whole new tank!

1642010781974.png


Above is the Panzer II Ausf. a that Germany starts the game with. Pretty basic tank, lets add some smoke launchers.

1642012722393.png


The smoke launcher is the 3 canisters on each side, seen here on a Panzer II Luchs (image from Wikipedia).

Below, we are converting our Ausf. a tanks to the Ausf. b model with the smoke launchers. Shouldn't take long, to bolt on the new module, right?

1642010944608.png


Wrong. The game charges us for an entire extra tank. We must rebuild the entire thing, from the ground up. This makes tank conversion worthless. I would say it is broken.

Effect of Conversion Techs

There are 2 x Conversion techs we can research which each give a 40% bonus to production output, when converting tanks. Each of these techs takes months of research, and doesn't really alter the production rate of this tank all that much:

5.63/week - with no conversion tech
7.07/week - Improved Equipment Conversion (1937)
8.82/week - Advanced Equipment Conversion (1939)

Given we are only bolting smoke launchers onto the side of the tank, I would say that the techs are not the solution.

Different Types of Upgrades

Finally, without the Conversion Cost mechanic from the previous beta, there is no difference to the type of upgrade you're doing to your tank. We only added smoke launchers, but for a similar conversion cost we could change to a 3-man turret, we could fit a high-velocity gun, we could fit radios, we could even apply thicker armor and a bigger engine, we could do anything we want, because we are being charged the cost of a full tank anyway.

In WW2, tanks often received small upgrades, as new technology was developed, or to overcome deficiencies they encountered in a given theatre against a certain enemy. Unfortunately, we are presently unable to do a small upgrade, such as adding a newly-researched radio, or bolting on armor skirts, as we get punished for doing so.

The best example of this system is Ship Upgrades in MTG. As in real life, replacing the main armament of a ship is balanced so it's unattractive, but equipment such as ASDIC, AA guns, Depth Charges can be added to the platform to fit the tactical or strategic situation. It's good gameplay, with real tradeoffs.

I would propose that Conversion Cost is brought back for Tanks, to allow us to make these small upgrades, while keeping "exploity" total conversions prohibitively expensive.
 
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C0RAX

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The changes to Tank Conversion are regressive.

It looked, in the previous beta, like we were getting seperate Conversion Cost and Production Costs, which reflected the amount of time it would take to change different components on the tank, similar to how Ships get upgraded. The tooltip was there, it just hadn't been hooked up yet.

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Now Conversion Cost has been deleted altogether. You have to pay the full Production Cost to add even a small upgrade to your tank. The game thinks you're building a whole new tank!

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Above is the Panzer II Ausf. a that Germany starts the game with. Pretty basic tank, lets add some smoke launchers.

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The smoke launcher is the 3 canisters on each side, seen here on a Panzer II Luchs (image from Wikipedia).

Below, we are converting our Ausf. a tanks to the Ausf. b model with the smoke launchers. Shouldn't take long, to bolt on the new module, right?

View attachment 793545

Wrong. The game charges us for an entire extra tank. We must rebuild the entire thing, from the ground up. This makes tank conversion worthless. I would say it is broken.

Effect of Conversion Techs

There are 2 x Conversion techs we can research which each give a 40% bonus to production output, when converting tanks. Each of these techs takes months of research, and doesn't really alter the production rate of this tank all that much:

5.63/week - with no conversion tech
7.07/week - Improved Equipment Conversion (1937)
8.82/week - Advanced Equipment Conversion (1939)

Given we are only bolting smoke launchers onto the side of the tank, I would say that the techs are not the solution.

Different Types of Upgrades

Finally, without the Conversion Cost mechanic from the previous beta, there is no difference to the type of upgrade you're doing to your tank. We only added smoke launchers, but for a similar conversion cost we could change to a 3-man turret, we could fit a high-velocity gun, we could fit radios, we could even apply thicker armor and a bigger engine, we could do anything we want, because we are being charged the cost of a full tank anyway.

In WW2, tanks often received small upgrades, as new technology was developed, or to overcome deficiencies they encountered in a given theatre against a certain enemy. Unfortunately, we are presently unable to do a small upgrade, such as adding a newly-researched radio, or bolting on armor skirts, as we get punished for doing so.

The best example of this system is Ship Upgrades in MTG. As in real life, replacing the main armament of a ship is balanced so it's unattractive, but equipment such as ASDIC, AA guns, Depth Charges can be added to the platform to fit the tactical or strategic situation. It's good gameplay, with real tradeoffs.

I would propose that Conversion Cost is brought back for Tanks, to allow us to make these small upgrades, while keeping "exploity" total conversions prohibitively expensive.
The refit cost system was broken in previous beta's so this is not a regression. We still want to have refit costs work but the code required for it was not ready for the patch so we have removed the UI element to not confuse players until that time. working Refit costs will return just not in this patch.
 
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