Look at the first screenshot, notice the timer:

Moderator: rickier65


ORIGINAL: junk2drive
If they didn't work, the Soviets wouldn't have had them.
We are changing things in the update.
ORIGINAL: HintJ
ORIGINAL: junk2drive
If they didn't work, the Soviets wouldn't have had them.
We are changing things in the update.
If they worked that well, they should have made nothing but that weapon.

2) Katy was an area weapon. If you are in a small area she is at her best. 1km maps or smaller with Katy firing on you will not be pleasant. This is historically accurate.
3) As an area suppression weapon the main result is blast. However, one of the main concerns for tanks were blast weapons. While they wouldn't KILL a tank or the crew with anything other than a direct hit, and possibly not even then, they were very capable of knocking out the vehicle mechanically.
Beware of the rocket artillery on smaller maps. They can be devastating.
This weapons system was so fierce the first time the Soviets used it Soviet units retreated in disorder. I'm pretty sure we can figure out just how well the Germans liked it.
First, and foremost, reduce the number of launchers in the game.
Second, reduce their experience level.
Third, keep your forces spread out. I read that German tanks were taught to have 100 meter spacing. That doesn't often happen in wargames.
ORIGINAL: HintJ
I quit the game in disgust. I can understand such a severe result if I actually did something stupid. Game 2 in a random campaign broken. No way to recover from such an outrageous result except cheat.
It ruins the game for me.
Should I just edit the .xmls to make indirect fire so expensive that neither the AI (nor the player) can ever buy such a rediculously over-powered weapon?
ORIGINAL: ComradeP
2) Katy was an area weapon. If you are in a small area she is at her best. 1km maps or smaller with Katy firing on you will not be pleasant. This is historically accurate.
What is not historically accurate is the current availability date and the chance of encountering them in 1941 or early 1942. Many of the Rifle companies and battalions I've fought against had a Katyusha battery in support, and for the first year of the war, that's way too much.
What is also not accurate, is their precision. The rockets don't really scatter much at all. They're not an area weapon in the game. Their spread is not too different from that of regular artillery rounds, whilst in reality rockets were far less accurate.
3) As an area suppression weapon the main result is blast. However, one of the main concerns for tanks were blast weapons. While they wouldn't KILL a tank or the crew with anything other than a direct hit, and possibly not even then, they were very capable of knocking out the vehicle mechanically.
With the currently bugged display of where a projectile lands, it's very difficult to determine whether a tank was knocked out by a blast (which is unlikely from a 82mm projectile) or from a hit to the turret (possible). I've yet to see a single instance where a projectile that destroyed one of my tanks actually graphically landed on top of the tank. Usually, the impact is displayed dozens of meters away.
First, and foremost, reduce the number of launchers in the game.
Having said all that, I'd say the whole idea of the Soviets being able to pre-plot artillery/have turn 1 artillery could use tweaking. For instance, it should be removed completely from meeting engagements.
Preferably, in defensive battles, it should be limited to the part of the map the AI is defending. Realistically with the defenders usually being an infantry force, they would not know precisely where an attack would be coming from as at least in the case of the Panzer campaigns, the attacker is highly mobile whilst they are not. Pre-plotted artillery when they're attacking is fine.
I'd still be in favour of actually adding forward observers, that would remove quite a few problems with the current "every platoon commander's a spotter" problem.
Also: maybe random battles could use different setups for units in general, casualties can be rather high. My 12 tanks destroyed a Rifle division's worth of Rifle squads fairly quickly.
[:D][:D]lolORIGINAL: HintJ
And this:
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ORIGINAL: Mad Russian
One of the things we're looking at is the number of actual rockets that should be impacting on the map. An entire tank corps only had 8 launchers.
Good Hunting.
MR
ORIGINAL: dazoline II
Of course in PCO the IA also has more tanks and infantry than you do.
ORIGINAL: junk2drive
If they didn't work, the Soviets wouldn't have had them.
We are changing things in the update.