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  • Posts

    • I've been told by two different AHC that it's bugged since HE Patch.  
    • *** so if lethality is the right approach for some weapons, it should be the right approach for all of them. No, I don't think this is the case, there is a clear difference in how mortars are played verses rifles.  In fact, a huge difference.  
    • *** LOL. It;s OK to adjust numbers of mortars based on lethality, but not GPMGs vs. LMGs vs. automatic rifles?  Yes, it is totally ok....... Mortars have very little to do with tactical play, you sit back and lob shells - nothing to do with skill between players like a rifle/smg/LMG.  
    • There was, but it was taken out.
      The idea was good, but the implementation needed work.
      The effect on the opposing sides RDP should have been capped at a max delay, rather than a near perpetual halt of it.

      Also, the unit purchase part was not thought fully out, you could sacrifice too much of the lower
      grade and rank kit for the highest.
      So imagine a low rank guy comes on and wants to play and and he finds 10 tigers in spawn pools
      but 1 pzII and 2 PZ38T, not exact numbers but that was the gist.
      It was a good idea, but not implemented well.
      Maybe it can come back some time but implemented properly. I do not know about the initial brigade deployments now.
      They were picked by HC in the past, but maybe that is no longer
       
    • LOL. It;s OK to adjust numbers of mortars based on lethality, but not GPMGs vs. LMGs vs. automatic rifles?  Well, how about T0 HEAT RGs once those are made realistically effective, or not-so-much in the case of the German one...? Are you going to want equal numbers there, or adjust based on lethality?  We probably want to avoid adjusting based on lethality when that approach favors Side X, but insisting on equal numbers when that approach favors Side X. So if lethality is the right approach for some weapons, it should be the right approach for all of them.
    • yes, this is odd too, beyond the brigade supply issue being discussed.  > do AHC/GHC still get to outline where they want brigades placed prior to a campaign start? how does this function work? and if it does still work this way (it used to in the old days) could not the same method be used to replace brit/fr bdes with americans - ie. let AHC tell CRS what goes where as replacement bdes?  > wasn't there also way  back in the old days an RDP quota system where the HCs on each side got to choose within parameters which specific units were to be researched and built and added in over time, like the tier system but allowing an over-weight of certain inf weapons, planes or tanks?  where did this disappear to? could it help at all in the current situation? 
    • Facing our current issues with supplies management that are manually put in place, it's maybe time to discuss about alternatives before 1.36 moves in. The opening of rear FB's will appearently also hugely favour the defensive side regarding available supplies.    Idea: One idea would be that frontline towns would have a minimal supply of tier1 units, but any AO on the town would trigger a reinforcement timer for both sides. This would simulate HC sending in more troops as the battle extends, with special features listed bellow to make it realist and become a new tactical ability. Starting with tier1 units, Supplies would be increased and improved as time passes by : - RULE: every 5 minutes a new pool of supplies arrives (times X friendly towns). It would contain X% of next tiers units so that the complexity of the battles evolves with time and no longer have latest tier units be burned up from the start. Example at Tier3 the distribution of reinforcement would be: 5'-  T1: 100% - T2 : 0% - T3 : 0% 10' - T1: 50% - T2 : 50% - T3 : 0% 15' - T1: 0% - T2 : 50% - T3 : 50% 20' - T1: 0% - T2 : 0% - T3 : 100% Etc. Delivered quantities would depend on the amount of friendly towns with a link to factories. Eventually consider a penalty according to AO population balance. This would create addiction to battles and help focus on longer lasting ones.  - OVERSTOCK: rear towns have no supply restrictions and offer full supply lists. overstocked supplies from a rear FB will still be possible, so that an attacker can prepare its offensive, or a defender prepare to hold. - .HAAC could automatically move 25% of surrounding towns' supplies within the next 15 minutes (still players can do it manually). This would simulate the call for help at surrounding garrisons. - .FALLBACK : when a rear town becomes a frontline town (defenders lost), its supplies  are lowered to a basic status, except if defenders used fallback command : in this case the remaining supplies become available at the fallback town to offer counter-attack capabilities, facing attackers that have basic supplies (aside overstock from despawn). - PARAS: paras have no restrictions and can bring most advanced weapons from the start of an AO With this solution the forces balance depend on players' choices and become part of the challenge with a lot of variety. rats would no longer be blamed.
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