WWW: The German player does not use artillery

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dadiman260

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I know we are talking about hoi 3 but if u look at ww1 it's the best example of how powerfull artillery is as a weapon, it should be a key part of the army if you want to assult any town or fortified position. On the other hand tanks should be the same just on plains and open terrain they should be a key component for a specific terrain.
 
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You're changing position here
I'm not. I argued since my OP, that builds with arty should be viable just as builds without arty. That the game shouldn't include no brainer choices for support.

no-one is advocating forcing people to build artillery (and the game we've seen clearly allows the production of artillery-free divisions), but rather arguing that a division without artillery would be at a severe disadvantage to a division with artillery.
That two sentences contradict themselves.
Oh you don't HAVE to build the thing I want you to build. But if you don't build it you will lose.

Not unlike how a nation without an army would be at a severe disadvantage to a nation with an army
A nation without an army is not the same as a nation without arty.

Players aren't forced into historical builds, but the level of choice is at a level of detail below the "of course you'd have arty in most line divisons" level.
That's not a choice. A choice is 1: I build arty. 2: I chose a different option.

It's all about the level of detail in the game - and in a game where you build individual tanks and aircraft, I'd argue the choices about artillery shouldn't be about whether it's used or not (for most divisions, not all), but rather how much (one battalion, two battalions, two regiments, etc.,).
Then again, why do you want to force arty on me? What if I'm fine with the abstracted light arty? What if I want to use air as fire support? What if I want to include tanks instead of guns as fire support?
Saying that arty is mandatory would be very bad gameplay design choice imo.

P.S. Remember: all my points are about the GAME and not the history of WW2.
 
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Well arty is a support battalion even if you put it into a combat slot, so what else are you talking about then?
(yeah I wrote company, i meant battalion)
There's your answer.
 
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The Devs have already said that artillery was not properly balanced in the build they were playing, and that it is being addressed. I could understand if this was still an issue if the game was released, but it hasn't. This is a non-issue at this stage.
 
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I'm not. I argued since my OP, that builds with arty should be viable just as builds without arty.
Divisions without artillery are still viable especially if they have other substitutes for fire support or were designed for a special role. But they should be at a disadvantage and thus take heavier losses when used in armies without proper artillery battalions/brigades to support their offensive.
 
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Anyway its been repeated many times that everything we're arguing about is just a balancing issue that is being sorted by the developers. Artillery will be as necessary as it needs to be by release, than Johan made it appear in World War Wednesday.
 
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That two sentences contradict themselves.
Oh you don't HAVE to build the thing I want you to build. But if you don't build it you will lose.
.

A counter to arty should be something like tank support bridge but the point is that an army without artillery should not be able to win without any fire support (cas , Tanks) because infantry is useless against artillery have u read any history books or watched any history channal. Instead of makeing arty just a choice it should have counter like tanks or planes make them impervious to artillery dmg but make it excel in other areas like taking towns and positions that have been dug into or defending against soft targets.
 
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Let me put together what i mean because i am not a native english speaker and sometimes trying to put something into english ruins the meaning of what i say. I dont mean artillery should be necessary to win or tank being necessary i also think over reliance on a single unit is bad but ur idea of support bridges being interchangeable is not very good each support bridge should excel in an area and have a counter to it for example artillery should be exceptionally good at takeing on town and soft armies (inf, mechanized, armoured cars) but a counter to artillery should be armor or air units for example they should completely negate the effect/bonus that the artillery gives. Thats proper balance what you are talkin about is just makes units completely useless and interchangable
 
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Divisions without artillery are still viable especially if they have other substitutes for fire support or were designed for a special role.
Viable means: capable of working successfully; feasible, just as Daniel's build is... viable. If you think so then why are you arguing with me?

But they should be at a disadvantage and thus take heavier losses when used in armies without proper artillery battalions/brigades to support their offensive.
Yeah obviously, arty has huge soft attack. I never said that it shouldn't do much damage, but as an unit it shouldn't be better then the other support choices. Pros, and cons: this is my whole point.

This is why I asked you guys if you read any of my posts.

Let me put together what i mean because i am not a native english speaker and sometimes trying to put something into english ruins the meaning of what i say. I dont mean artillery should be necessary to win or tank being necessary i also think over reliance on a single unit is bad but ur idea of support bridges being interchangeable is not very good each support bridge should excel in an area and have a counter to it for example artillery should be exceptionally good at takeing on town and soft armies (inf, mechanized, armoured cars) but a counter to artillery should be armor or air units for example they should completely negate the effect/bonus that the artillery gives. Thats proper balance what you are talkin about is just makes units completely useless and interchangable

Well the game is kinda designed around that idea. High soft attack: strong vs inf, High hard attack: strong vs armored, etc.
The game is also designed around the idea, that support battalions are "luxury" You may have the capacity to build one or two, but you definitely won't have the IC to stuff all your infantry divsions full of every kind of them. And this is where my point comes into play: There are several types of support, and I want them all to be viable.
 
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I'm not. I argued since my OP, that builds with arty should be viable just as builds without arty. That the game shouldn't include no brainer choices for support.

Viable for what though? I'd argue the different support options mean divisions will be better or worse at different things, rather than every division is as viable as each other with whatever range of support companies they have. Arty should be necessary for a division to do a good job attacking, for example.


That two sentences contradict themselves.
Oh you don't HAVE to build the thing I want you to build. But if you don't build it you will lose.

That's not a contradiction (there are pretty clear rules to logic and semantics - the statement I made did not meet the criteria for a contradiction, by some margin), and I said "severe disadvantage", not lose.

A nation without an army is not the same as a nation without arty.

How so in the context of this argument (obviously arty does not equal army, so at the base level what you say is plainly correct, but what you imply in the context of this argument less so).

You argue "There must be choice for what we build and what we don't - there should be no "no brainer" choices, so arty should be optional to an effective combat division".

I say this is the logical equivalent of "there should be no "no brainer" choices, so armies should be optional to an effective winning strategy".

The example is intended to highlight that the issue here isn't whether there should be no brainer choices (there always will be, at some level), but rather the level of detail at which those choices are made - it sounds like you'd prefer the game to run with a simplified and historically implausible combat model where arty was far less important than it was historically. My argument sounds like I'd prefer to run with a simplified and historically implausible strategic model where armies were far less important than they were historically. Logically, looking at no-brainer decisions, it's equivalent.

For example - abstracting out whether armies are important is a ridiculously low level of historically plausible detail when making choices - anyone who's played Axis and Allies can see this.

Abstracting out whether artillery is important, on the other hand, is a lower level of detail, so it's less obvious to people that it's historically implausible - but logically it's the same thing.

It's just a matter of where to draw the line on historical plausibility. Some of us prefer more (arty is important), some less (arty should be optional to an effective combat division).

That's not a choice. A choice is 1: I build arty. 2: I chose a different option.

Not so - say you're about to have lunch, and you're at a lunch bar that only sells sandwiches. You can buy one sandwich or two. That is still a choice. It's a choice at a lower level of detail, but it's still a choice.

Then again, why do you want to force arty on me? What if I'm fine with the abstracted light arty? What if I want to use air as fire support? What if I want to include tanks instead of guns as fire support?

I'm not forcing arty on you - if you choose to operate poorly optimised forces, that's you're choice. If you have limited resources and want to prioritise other types of support because they're tactically more flexible, even if they're a little less effective, that's your choice. There are still very much choices, and lots of them, they're just a bit more complicated than a binary yes/no for artillery.

Of course you can use all those other things - but if the combat model is worth it's salt, then if you have a combat division with arty supported by CAS and tanks, and a combat division without arty supported by CAS and tanks, the division without arty should, all else being equal, not perform as well.

P.S. Remember: all my points are about the GAME and not the history of WW2.

As are mine. In my perfect HoI, there would be a combat model that provides historically plausible combat factors for the various elements involved in combat. If this is to occur, then artillery has to be important to the point that for a combat division expected to assault the enemy, at least some arty is a no brainer (and if it doesn't, I'll mod it so it does). Again, I could use your method to argue for no armies in game - this is a game, remember, not the history of WW2, so why do we have armies in the first place (that's a serious question btw, you'll find if we go down the path of answering it, you'll see why arty should be important)?

Importantly, arty as important doesn't mean less choice in the game, it means the choices are at a higher level of detail - a level of detail well provided for in the game through the division designer.
 
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Well the game is kinda designed around that idea. High soft attack: strong vs inf, High hard attack: strong vs armored, etc.
The game is also designed around the idea, that support battalions are "luxury" You may have the capacity to build one or two, but you definitely won't have the IC to stuff all your infantry divsions full of every kind of them. And this is where my point comes into play: There are several types of support, and I want them all to be viable.

Hmm i think i know where the argument comes from its because paradox for some reason decided to put stuff like artillery into support category and its not a good idea as they are a key component and heavily influence the battle they produce direct results and really are kind of necessary. You cannon compare a first aid tent or engineere bridge to 100 artillery pieces things that are in support category should provide % modifiers imo for example eng should provide river bonus and dig in bonus while things like arty or at should give a massive damage bonus to fighting other main devision components.
 
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Viable for what though?
Viable for winning the game. As I said in my OP.

That's not a contradiction (there are pretty clear rules to logic and semantics - the statement I made did not meet the criteria for a contradiction, by some margin), and I said "severe disadvantage", not lose.
Well we could argue about semanitcs, but it's too late for that. Your quote implied that a div with arty should win against a div without arty. (or be at severe disatvantage, whatever that means)

The example is intended to highlight that the issue here isn't whether there should be no brainer choices (there always will be, at some level), but rather the level of detail at which those choices are made - it sounds like you'd prefer the game to run with a simplified and historically implausible combat model where arty was far less important than it was historically. My argument sounds like I'd prefer to run with a simplified and historically implausible strategic model where armies were far less important than they were historically. Logically, looking at no-brainer decisions, it's equivalent.

Yeah but here is the thing: It's not me or you who designs the game. It's PDS. None of our preferences matter, I just said that I agree with the developers on their idea of allowing the player to use diverse builds, and not just the same old build every time, because that's the most optimal by far(as was the case with hoi3).

I'm not forcing arty on you - if you choose to operate poorly optimised forces, that's you're choice. If you have limited resources and want to prioritise other types of support because they're tactically more flexible, even if they're a little less effective, that's your choice. There are still very much choices, and lots of them, they're just a bit more complicated than a binary yes/no for artillery.
Stop with the binary choices nonsense. Read my posts again, I literally said like 5 times now, that I want the game to have many viable builds for divisions. That also includes divsions with some arty, and divisions with lots of arty, and divsions with an other choice for support.

As are mine. In my perfect HoI, there would be a combat model that provides historically plausible combat factors for the various elements involved in combat. If this is to occur, then artillery has to be important to the point that for a combat division expected to assault the enemy, at least some arty is a no brainer (and if it doesn't, I'll mod it so it does). Again, I could use your method to argue for no armies in game - this is a game, remember, not the history of WW2, so why do we have armies in the first place (that's a serious question btw, you'll find if we go down the path of answering it, you'll see why arty should be important)?


1. There are no armies without arty in hoi4. Smaller guns and mortars are part of the infantry bat.
2. I'm not saying that you shouldn't use Arty. If you want the game to be historically correct by the last gun, then do it. This is why the game is so wonderful because it gives YOU the CHOICE. Just as it gives ME the CHOICE to ignore the arty, and still win a game.

Not so - say you're about to have lunch, and you're at a lunch bar that only sells sandwiches. You can buy one sandwich or two. That is still a choice. It's a choice at a lower level of detail, but it's still a choice.

Come on, that analogy is very dodgy, but let's roll with it.
If I do get hungry I want my place to include both sandwitches, and hamburgers. I want to have the choice between the two.
 
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Johan once said that we will not have "no brainer" choices in the game. Arty is strong, but it's not the only way to win the game.

One thing is not having "no brainers" and a different one is making war in the fields of la la land. Artillery should be one of the strongest arms, as it was irl. That doesnt mean that you should make "all art armies" but artillery was the number one killer in both world wars. However, it seems there is no place for it in the new hoi except for infantry guns and mortars (which seem to be the artillery pieces that are integrated with infantry).
 
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One thing is not having "no brainers" and a different one is making war in the fields of la la land. Artillery should be one of the strongest arms, as it was irl. That doesnt mean that you should make "all art armies" but artillery was the number one killer in both world wars. However, it seems there is no place for it in the new hoi except for infantry guns and mortars (which seem to be the artillery pieces that are integrated with infantry).

Arty will be rebalanced, so it will be viable.
However, it won't be as overpowered as it was historically was.
 
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I can see large quantities of heavy artillery not worth it for jungle or mountain fighting. I completely agree that it should be very powerful in the European theatre.

That said, just because Germany beat the USSR without using artillery doesn't necessarily mean that artillery is underpowered or not useful. There seem to have been loads of things wrong with the USSR in the game we've seen so far.
 
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I don't really understand the prolem with this. You didn't ''need'' arty brigades in darkest hour or HOI 3. Regimental artillery guns like the ones that all well-equipped infantry divisions had at the time are part of the infantry equipment and the infantry battalions. The ''artillery'' equipment is supposed to be equipment for Artillery battalions and divisional artillery. The type of artillery you might or might not want to have in your unit if you are a major nation. I think this makes excellent sense..

Against the ai, you dont really need arty in hoi, I agree, just like you dont really need a lot of things. Against a human player, you will be overwhelmed if you dont use arty in your builds. In hoi arty could pack a huge punch thanks to the fact that it didnt take frontage width.
 
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Arty will be rebalanced, so it will be viable.
However, it won't be as overpowered as it was historically was.
why not make everything viable by makeing everything work the way its suppose to artillery should be completely devistanting against infantry when attacking a town or dug in position and so should bombers on the other hand Tanks and Cas should tear through artillery it should completely destroy it. Like i said that would be proper balance the oposite side of the scale from what u want i think what u want is for the bonuses for those units to be so watered down that a normal inf without arty can win with one that has arty because "reasons". Most support bridges should have massive bonuses/ Overpower bonuses but under very specific conditions that would encourage useing them in those specific conditions not watered down to the point where u might aswell not use them because then we are basically playing ck2 in ww2 setting
 
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And when i am talking about very specific i mean very specific like not just bonuses when dug in but for example massive dissadvantage when getting attacked by armored units in plains because they would either have to be abandoned or defended by infantry while retreating
 

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@Zaku - I think it's time to agree to disagree (and by all means respond to this, and unless you ask questions, I won't respond again - no point going on forever like this - I hope that you enjoy HoI4 when it releases, and that you don't let this get you worked up :)), but for clarification:

Viable for winning the game. As I said in my OP.

I'd hope winning the game would involve a lot more than just the decision of the make-up of a division (it's worth remembering we don't even know what winning the game entails at the moment - we know what it meant in HoI3, but we haven't found out about victory conditions in HoI4). That said, I would expect particularly powerful nations (the US at least) should be able to win without arty, but it'd be like someone trying to win a fight with one armed tied behind their back - harder than it would otherwise be. For smaller nations, that level of self-handicapping should be pretty painful.

Your quote implied that a div with arty should win against a div without arty. (or be at severe disatvantage, whatever that means)

A div without arty attacking a div with arty should be at a severe disadvantage in most (but not all) situations, assuming supply is available for the arty. Saying otherwise is pretty much the equivalent of sayihg that HoI4 should be winnable without an army, in terms of historical plausibility. You're of course entitled to argue for one or both, but I'm equally entitled to have my preferences on this point.

On the by, using the phrase 'severe disadvantage' leaves things open to other things being part of the combat (which they usually were).

Yeah but here is the thing: It's not me or you who designs the game. It's PDS. None of our preferences matter, I just said that I agree with the developers on their idea of forcing the player to use diverse builds, and not just the same old build every time, because that's the most optimal by far(as was the case with hoi3).

Of course it is - I'm not for a second suggesting PDS should code to my personal design preferences - but just like you argued one thing (arty not being necessary for an effective combat division) I'm arguing another. PDS obviously has the final say, and I respect what they'll roll with (on this note, Johan has shown us that a brigade of arty has similar soft attack to 3 brigades of infantry, at least in the relatively recent screenshot he posted on Twitter).

Nobody was talking about binary choices, only you. Read my posts again, I literally said like 5 times now, that I want the game to have many viable builds for divisions. That also includes divsions with some arty, and divisions with lots of arty, and divsions with an other choice for support.

I have read your posts - here's what you said:

That's not a choice. A choice is 1: I build arty. 2: I chose a different option.

You have two elements to your choice as posted by you - it's binary.

1. There are no armies without arty in hoi4. Smaller guns and mortars are part of the infantry bat.

So you're telling me I have to have infantry battalions in my divisions now? I thought all choices were supposed to be viable. That said, I agree smaller guns and mortars are part of infantry equipment, but it's still the case that in a historically plausible game, a division with the support from a dedicated artillery battalion (or more) will have more capability than a division with the artillery organic to its infantry battalions, all else being equal. I have no issue if your preference is for this not to be the case, but there's equally nothing wrong (from a gameplay or historical plausibility perspective) in preferring otherwise. It also turns out that this is the approach the devs are taking.
 
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