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thegerman2008

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+4

I thought the damage will increase with the patches, because sometimes it´s hiliarous to see 70 soldiers of 12000 dying in a snowy terrain


OFC the rest is Excellent

+5

'hiliarous to see 70 soldiers of 12000 dying in a snowy terrain' <-- Maybe they just have REALLY good camo?

Back on point:
In real life soldiers die, so why not in a game like this? infact i think damage should be increased by 40-60% as not enough people die.

Example:

if i had a battle, 88k infantry againt 1k tanks and two tanks died and about 20 infantry died. This should be increased by a percantage to at least 20k infantry casualities and 100-400 tank casualties.

The above example is based on a reall battle i had ingame.
 

GrafKeks

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+5

'hiliarous to see 70 soldiers of 12000 dying in a snowy terrain' <-- Maybe they just have REALLY good camo?

yeah why not xD In a "We take that province while they don´t see us" manner ;P
Back on point:
In real life soldiers die, so why not in a game like this? infact i think damage should be increased by 40-60% as not enough people die.

That would be fine
 

Smut Peddler

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Kallocain, are you aware of any improvement to the land battle detail screen that will let the player know what type (i.e. INF I, II, III for example) of opponent they are facing? Details on what brigades makes up an enemy division in combat (with just a mouse-over) would be very helpful.

Its fustrating to not know what constitutes an enemy unit that your troops are facing other than if it is an infantry, armored, or specialist division (for instance if they are an early-war type, or they have a mix of militia and artillery, etc).

Thanks
 

RoboCzar

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- Its no longer possible to extend the radio range of a HQ by stacking some tank brigades with a big radio strength together with it.

Sorry, what's the reasoning behind this? The assumption I made with this "bug" is that if you spend IC to attach units to the HQ, they are acting as HQ support/command liasons for the subordinates in the group.

Is there some kind of game mechanic that's being exploited here? Keep in mind that if you reorganize your theaters at any point, or if you are deep into asia, this is the only way to get an AI-assigned grouping to reliably keep its units in radio range. Think "Bitburg HQ" and fighting in asia. A fully brigaded theater HQ with 4000km range is almost enough to keep AI units in theater HQ radio range.
 

ashandresash

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The engineers issue (bigger effects on defence and on terrain effects) is something I've liked a lot to read. Why not reducing also the incapability to attack?

And that introduces me the point I'm missing (sorry, I didn't posted in the threads you opened). I like that you are not able to attack for a period after attacking or being attacked, or strategic redeployment. But, this effect (after combat) should be related to the importance. Maybe it's the result once your units are not fully or almost fully organized (two points of organization, for example). The purpose is avoiding some exploits about this.
 

jju_57

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Will the AI attack forts now? Currently any level 10 fort is left alone by the AI no matter how important the province.

Secondly, with the additional changes for cold weather will the tech work to negate some or all of that?
 

womble

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Sorry, what's the reasoning behind this? The assumption I made with this "bug" is that if you spend IC to attach units to the HQ, they are acting as HQ support/command liasons for the subordinates in the group.
It's always been a bit of a stretch to rationalise it this way. If they're relay stations for a Theatre HQ, how come they aren't effectively dissolved and spread over the millions of square kilometres they are now allowing the HQ to access? They obviously aren't because the brigade's function at the location of the HQ is entirely undiminished.

Is there some kind of game mechanic that's being exploited here?

Obviously, additive radio rangeds was an unintended mechanic. That is a useful mechanic to overcome some of the SNAFUs that we're handed by other shonky implementations, it wasn't an unreasonable workaround, but the devs obviously don't like it.
 

jju_57

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SO does radio range EVER increase at all? How about a tech that allows radio range to increase then?
 

RoboCzar

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It's always been a bit of a stretch to rationalise it this way. If they're relay stations for a Theatre HQ, how come they aren't effectively dissolved and spread over the millions of square kilometres they are now allowing the HQ to access? They obviously aren't because the brigade's function at the location of the HQ is entirely undiminished.

I see what you're saying here, but if you're spending the IC on the brigade, why should it "dissolve"? When you detach it from the HQ, the range bonus disappears and hence the advantage of having it attached in the first place. It's an abstraction, in my opinion, and it works well given the problems the AI has with command group cohesion.

Obviously, additive radio rangeds was an unintended mechanic. That is a useful mechanic to overcome some of the SNAFUs that we're handed by other shonky implementations, it wasn't an unreasonable workaround, but the devs obviously don't like it.

I can understand them not liking it, but what really needs to happen is a reworking of the way theaters and the command structure operates, as well as making the AI aware of radio range and "command distance". Brigaded HQ radio ranges is a great workaround for what is essentially a big problem in large front land wars, in which you have ceded portions of that front to the AI to reduce micromanagement. The AI will split up your command groups and send them all over the place, heedless of radio range... UNLESS you brigade the HQs and limit the damage the AI causes by its organization of its assigned front.

This should not be "fixed" because it's not what's broken. It makes AI fronts manageable until such time as the team sees fit to either fix the AI or come up with new command range mechanics.
 

unmerged(28368)

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Will the speed of Engineers increase at the same rate as the speed of Light Tank Engine?
 

Surt

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That the theatre creation button only works in peace and that its totally unpredictable is not going to make me a happy General.

Also that France, Russia has many and Germany/US only got 2(3?) is annoying, more should be allowed as soon as land units gets out of its radio range. Alternatively make some decisions to create them.
 

aaaaburnHOI

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increase encirclement penalty

I think the encirclement penalty should be increased to better simulate the extra bad military situation from having the enemy surround you. The already mentioned change to lower org when surrounded should help too.
 

jju_57

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I don't like how combat is less deadly than before. As it is right now a campaign that eould take a week in HOI 2, two weeks in real life, could take almost two months in HOI3 because combat isn't deadly enough (and don't get ms started on attack delay).

You are confusing strength losses vs. organization losses. The length of time a combat takes is based on organization levels not strength. Strength goes to damage. So if strength doesn't drop as much this might actually make some combat FASTER.