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GOOD ENOUGH FOR SECONDS
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The problem has been touched on in a number of other threads: vehicle-mounted weapons are far too efficient at evaporating infantry.

This isn't a problem for fire in support of an infantry contact. It's a problem where, on the opposite side of every hedgerow, there are heat-seeking coaxes, hull MG's, and turret .50's. They aim and begin firing instantaneously. You would be lucky to get off one zook / shreck before being suppressed and wiped.

It's not the volume or lethality of fire that's the problem, it's that threats are identified far too quickly. The situational awareness in a tank should be abysmal. How does everybody know exactly where that AT team is poking its head?

In short; give a universal nerf to vehicle HE weapons. Maybe an exception for open topped?
 

axnone

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So foot soldiers should be able to charge machine guns head on on open fields without much casualties? Infantrymen are supposed to be vulnerable outside towns and forests.

And I don't believe increasing aim time would solve the problem at all.
Ok so you increased aim time, your brave lads get to charge 10-20m farther, and get pinned by MGs again. I don't see the difference.

On the situational awareness, yes maybe crews do have some weird telepathy ability and aim too fast right now, but IMHO that's more of a realism issue and changes won't be having much of an impact on the current game mechanism.
Aim time for tanks during tank duels are another thing.
 

Vyllis

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Infantry have bad mechanics actually.

Get more penalties because you move (sound nice on paper but its horrible in the game).

Vehicle aim really fast versus tiny soldiers moving or not at 500-600m, sometimes in forest or bushes/hedgerow. Its not as obvious as a tank or a vehicle in the middle of a field.

Can't give the retreat order when under fire unless you leave them get pinned intentionally then use it.
https://forum.paradoxplaza.com/forum/index.php?threads/ambushing-and-retreat.1017663/

Can't shoot back at half exposed gunners from open top vehicles.
https://forum.paradoxplaza.com/foru...-half-tracks-open-top-when-its-close.1019670/

Can't use HMG to shoot at light vehicles/half track (but the vehicle HMG CAN do this, WHY ? Its the fucking same weaponry).
https://forum.paradoxplaza.com/foru...o-fire-at-open-top-light-armored-vhc.1013592/

Get spotted forever versus opponent with bad sight and need to be microed and walked out then in of their cover to get it back.
https://forum.paradoxplaza.com/foru...ight-on-good-stealth-concealed-units.1017857/
Get evaporated from mobile MGs platform with too much rate of fire and accuracy because of the veterancy system.
https://forum.paradoxplaza.com/forum/index.php?threads/veterancy-revamp.1019779/

Also there was the problem of tanks instant rotation but now its gone. Very good !

And some more i forgot or i need to get more data to be sure about it.
I encourage you to test Gronank mod and give him feedback when its released, to see how you find the infantry balance in there:
https://forum.paradoxplaza.com/forum/index.php?threads/gronankmod.1017910/#post-22778063

PS: i forgot about the "satellite guided mortars machine guns" and stuff like that.
 
Last edited:

Ahab78

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sorry, I need those HE guns to check ATGs. (which are all placed in pillboxes nowadays)
 

gronank

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I have considered reducing the effect of direct fire support in my mod, but after other changes to infantry survivability, I haven't yet found direct fire support to be a problem.
 

Melidere12

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So foot soldiers should be able to charge machine guns head on on open fields without much casualties? Infantrymen are supposed to be vulnerable outside towns and forests.

And I don't believe increasing aim time would solve the problem at all.
Ok so you increased aim time, your brave lads get to charge 10-20m farther, and get pinned by MGs again. I don't see the difference.

On the situational awareness, yes maybe crews do have some weird telepathy ability and aim too fast right now, but IMHO that's more of a realism issue and changes won't be having much of an impact on the current game mechanism.
Aim time for tanks during tank duels are another thing.
The problem is more when an AT squad moves up to the edge of the forest and get insta pinned before they can fire a single round, with an attack move mind you. I'm fine with my guys getting rekt running across open ground into MG's but when you can place armoured cars, halftracks, tanks right next to a forest without fear, it's a bit silly.
 

Fussel

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To be honest I think a better change would be to remove the movement damage penalty first and see how things feel after that.
It is a ridiculous damage difference between units being on a move or pinned. Fallschirmjäger get sometimes instaclipped and wiped while moving a little bit in a hedgerow whereas Ersatztruppen take the whole freaking ammo loadout without giving to much of a damn while being pinned on an open field...

Also it just feels wrong to wait till your stress meter gets full and press the falling back command instead of manually moving your guys out of the danger zone.