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johnbecool

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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).

As i experience in the game, combat losses are not deadly caus' of overstacking penalty...( 2 div and -10%attack due to overstacking...)
 

Exterous

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The changes seem very interesting. Looks like it might shake up a lot of division composition formulas
 

oribiasi

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- Decreased strength damage from combat by 20%.

Madness. Please do not do this; the current levels are insane, and if you further nerf the strength damage you will never beat an enemy ever.
 

jju_57

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- Decreased strength damage from combat by 20%.

Madness. Please do not do this; the current levels are insane, and if you further nerf the strength damage you will never beat an enemy ever.

Huh? I don't care if the strength is 100%. Org is what really matters. A 100% strength 0% org unit retreats instantly. So surround it and it goes poof!
 

brisduv

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Until theaters get fixed I think theater HQs should have an unlimited radio range

Yes redefining theaters is broken during wartime so I agree completely with this.


EDIT:

If the designers think they are 'improving' the game by removing a way of getting around their screwup of their theater design it is yet another WTF moment for HOI3.
 
Last edited:

womble

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I see what you're saying here, but if you're spending the IC on the brigade, why should it "dissolve"?
By 'dissolve', I mean that if you're scattering it across millions of square km, it's hardly going to be available at the location of the HQ for whatever that unit was originally built for. At the moment you get the combat strength locally, plus the radio increase, which is a twofer, and why it's going.

It's an abstraction, in my opinion, and it works well given the problems the AI has with command group cohesion.
Oh, I agree. But as an abstraction it needs no other rationalisation or justification.

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".
Again, I agree. But this has all been gone over a thousand times before, and the devs have decided which they're going to do in this patch.
 

petester

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I agree with the comment on Paratroopers. Initial Leadership cost should not be the fix. The real issue is that when dropped, they should not as powerfull as a true "inf" division & have limited AT capacity & have limited supplies.

Compared to a regular Inf Div, a static paratrooper division should be more powerful for SA/Defence, but weaker on the HA front (less effective, but more mobile AT weapons).

When dropped, the strength & org of an actual Para division is reduced dramatically (units scattered, equip lost during the attack). Thus potential fixes should be:

1) reducing org of unit when dropped
2) reducing HA of Airborne unit over Inf. reduce it further when dropped.
3) reduce supplies of Airborne unit when dropped. (30 days now. Probably should be more like 5-7 days. Thus forcing resupply by Tpt if in combat...)
 

RoboCzar

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Again, I agree. But this has all been gone over a thousand times before, and the devs have decided which they're going to do in this patch.

There have been a number of times where they have decided to implement something in a patch and withdrawn it beforehand, or patched it out later due to "customer revolt". I'm hoping this is one of those times.

It's so completely critical to cover over deficiencies in the AI's handling of units, that it makes no sense to leave it out, regardless of whether there's a real-life justification for it.
 

warchlak

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It would make sense to increase that range with a tech. Like, you know, radio equipment. Which is kinda in the game already. ;)

Yes or eventually creating a transmission brigade

or using the radar/radio station a player can create in a province. If the HQ is in a province with the radar/radio station then he will have a better range. Or the radio station should be in range of the HQ to be able to serve as relay and extend somehow the radio range...
 

warchlak

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I agree with the comment on Paratroopers. Initial Leadership cost should not be the fix. The real issue is that when dropped, they should not as powerfull as a true "inf" division & have limited AT capacity & have limited supplies.

Compared to a regular Inf Div, a static paratrooper division should be more powerful for SA/Defence, but weaker on the HA front (less effective, but more mobile AT weapons).

When dropped, the strength & org of an actual Para division is reduced dramatically (units scattered, equip lost during the attack). Thus potential fixes should be:

1) reducing org of unit when dropped
2) reducing HA of Airborne unit over Inf. reduce it further when dropped.
3) reduce supplies of Airborne unit when dropped. (30 days now. Probably should be more like 5-7 days. Thus forcing resupply by Tpt if in combat...)

And I don't know if it still in game, but IMO there should be a risk (percentage of "chance") that an airborne mission - because of unappropriate weather conditions or because there is strong units in the landing province- turns into a fiasco and the unit may be reduce to very low statistics both in number of soldiers and org/strength... Now in 1.3 it is really to easy with paratroopers...
 

unmerged(131628)

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And I don't know if it still in game, but IMO there should be a risk (percentage of "chance") that an airborne mission - because of unappropriate weather conditions or because there is strong units in the landing province- turns into a fiasco and the unit may be reduce to very low statistics both in number of soldiers and org/strength... Now in 1.3 it is really to easy with paratroopers...

Good idea.

 

seattle

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+8 on the strength loss

Diday's mod vastly increased the casualty rate which made the game so much better and more realistic. Finally you had to worry about manpower.

In vanilla I made huge manpower profits during Barbarossa as Germany, WTF???
In Diday, before Barbarossa I make sure to have 500-800 manpower left in the pool. Even then, I will run into shortages within 6 months! That's the way it's supposed to be.

Who the hell told PI that reducing casualties even further is the way to go????
 

unmerged(75861)

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And I don't know if it still in game, but IMO there should be a risk (percentage of "chance") that an airborne mission - because of unappropriate weather conditions or because there is strong units in the landing province- turns into a fiasco and the unit may be reduce to very low statistics both in number of soldiers and org/strength... Now in 1.3 it is really to easy with paratroopers...

I agree with the comment on Paratroopers. Initial Leadership cost should not be the fix. The real issue is that when dropped, they should not as powerfull as a true "inf" division & have limited AT capacity & have limited supplies.

Compared to a regular Inf Div, a static paratrooper division should be more powerful for SA/Defence, but weaker on the HA front (less effective, but more mobile AT weapons).

When dropped, the strength & org of an actual Para division is reduced dramatically (units scattered, equip lost during the attack). Thus potential fixes should be:

1) reducing org of unit when dropped
2) reducing HA of Airborne unit over Inf. reduce it further when dropped.
3) reduce supplies of Airborne unit when dropped. (30 days now. Probably should be more like 5-7 days. Thus forcing resupply by Tpt if in combat...)

I think Airborne should:
1) Cost much more leadership (who are the elites after all)
2) When dropped, be unable to move or attack or occupy provinces until relieved by a land supply connection
3) Defensive supplies should last probably 3 days. After a week with no relief, it should probably be destroyed by even a militia force.

4) When the province that has been attacked with airborne troops is eventually occupied by other friendly land forces, then the occupiers should get a substantial bonus to surviving infrastructure (so a level 10 port would be captured at level 5-8 or so, and so on for the other)

5) Engineers should also have a similar effect on province capture, but at a reduced level (and defending engineers should be able to counter this effect)

That would allow paratroopers to be used not to capture or attack independently, but to support an attack by capturing key infrastructures (bridges, air ports, ports etc) relatively intact.

-Stu
 

wesleytj

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Some of the provinces seem to be in the wrong place based on their names. I'd like that to be fixed. Kiev for instance is a big one.

Another is that I'd like to see certain cities made into urban terrain that aren't. Can you honestly tell me that Caen is "more urban" than Tokyo? :rofl: Seriously Tokyo is a Plains while Caen is Urban.

A lot of what you've posted looks great though, looking forward to the patch. :)
 

Chromius

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A lot of changes here. Are they all good, or would you rather have seen something else?

- Decreased strength damage from combat by 20%.

- 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.

More STR damage not less

+10

With theatre creation as it is there does need to be some type of radio tech or brigade stacking allowed. As Japan if you are taking over a lot of territory stacking brigades for hq range is the only option for me vs touching the theatre creation button. For people who dont care about an hq structure its not big deal. But really without a working theatre creation if you remove brigade stacking than you need to give us a functional radio tech say 10 levels adding so much percent per level. I mean otherwise why not just rip out the HQ structure while we are at it.

I do not think we should have to wait for an expansion to address this. And is this going to remove functionality of signal brigades in Didays/ICE mod?

And I agree that paratroopers need a re-evaluation

Cheers