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Jun 5, 2002
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Air was over powered in 1.04 and huge stacks of air could wipe everything off the map. This has been fixed, good.

Now its heavy tanks. Nothing (barring other heavies) can stand in the way of heavy tanks with arty brigades;

A stack of 24 the best infantry (I mean inf at 100+ org with all the infantry improvements) with arty/AT/eng brigades together with the best FM in difficult terrain (forest, etc...) + forts just gets their ass kicked with barely a scratch on the tanks paint.

This needs to be fixed
 
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Apr 9, 2003
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Feels like this tread has slipped away a bit. I thought the problem was that “ONE” country can tec and build super duper killing tanks…..just wondering why rising the costs for needed tecs or build time etc. would fix this problem.

As I see it no other country then Germany has the ability to bare the costs of building those tanks, since the rest of the major powers need to focus on many different tec trees with much less ic.

Just improve those terrain effects; tanks should have a lot lower hard/soft/attack/defence in woods, hills etc.
 

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Second Lieutenant
Nov 26, 2001
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More thoughts..specific to thread

Somehow in the game mechanics, the following historical conditions should be a given.

Planes (tac) kill tanks...most often...
{except thick forest or bad weather or night conditions}

They are the tankers worst nightmare...

Tanks kill infantry...most often
{except forest , cities , prepared defences}

Tanks kill tanks ... equal
{variables quantity, quality, leadership}

There was not and even today, is not, a tank suitable to root infantry out of certain environments.

The Bradley (and the troopers inside) are one heck of a lot more effective for this purpose than the "specwise" much more powerfull Abrams.

Do not lower the effectiveness of Tigers II's or JS tanks they were lethel when correctly employed but were not even close to being invincible. Reference...http://www.battlefield.ru/is2_2.html


Possible Solutions:
A) change "dugin" and "fortified" and "major city" area variables to include a antitank kill factor.
B) lower the antiair defences of armored units
C) increase the kill potential of air units verus armor....

{ahhh air units ready did kill tanks you know, not just disrupt them them (which they also did effectively) }

blah blah blah


:rolleyes: Tanks for listening.

Budgie
 
Jun 5, 2002
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OK ..

Live example... 24 inf divs in a level 5 fort with org 100+, 18 with arty brigades, 6 with AT brigades, all the inf tree researched, all the arty tree researched are attacked by 12 heavy tank divs... in a few hours they are routed losing about half their strength , tanks have almost no losses...

Is that real ... I dont think so ... See Kursk, see Stalingrad, See the battle of the Bulge etc... heavy tanks never had such a stupendous effect in a few hours
 

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Colonel
Jun 10, 2003
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mentioned it somewhere else already:


as long as you wait for the free techs - germany can't


- adv. med. tanks 70mm before mid of 1940

- adv. hvy. tanks 120mm before mid of 1941


have operational.

First I think this is quite "historical" if germany would have concentrated more on designing better tanks.

Second, in HOI - WWII is for some reasons faster than historical - means there are only very few games without an decision before 1941/42.



Suggestion:

historically especially tank techs (and some doctrines) were copied by the enemy.

(This means some nations were able to learn from the enemy)


Give a nation after each battle a small random chance to get a "free" techs used against him in this battle:

Free could mean that he gets can build a prototype tech without having the lower techs.

Or free could mean the reduction of the build time of a doctrine.

But I don't think that this could be implemented before HOI2
.
 
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