Light AT gun should allow AT guns as a substitute in TOE

This is meant for reports dealing with issues only on the scenario/unit data and map data.

Moderator: Joel Billings

Post Reply
User avatar
Beethoven1
Posts: 1439
Joined: Wed Mar 24, 2021 9:23 pm

Light AT gun should allow AT guns as a substitute in TOE

Post by Beethoven1 »

Axis has this 28mm light AT gun, which is produced in ridiculously low quantities (3 per turn).

This is from a grand campaign game between Neaugustus and Alex Malek (AAR available here - https://discord.com/channels/9438273612 ... 1758395473)

Image

Neaugustus has a ridiculous number of 1544 37mm AT guns sitting in his pool...

But he has 24 units which are using the 28mm AT gun in their TOE. Between them, they have a deficit of 807 of the 28mm AT guns:

Image

But the production system does not allow the 37mm to be substituted for the 28mm...

As a result, Neaugustus has enormous shortages of these in various divisions:

Image

I also just changed in my StB game (testing the OOB beta), and I have this same issue, a shortage of 280 within the first few turns. That is also with me limiting the max TOE of many units strictly:

Image



Please change it so that regular AT guns are set as a substitution for light AT guns so that this silly situation can be avoided.

Image
neaugustus
Posts: 13
Joined: Tue Jun 07, 2022 11:00 am
Location: Moscow, Russia

Re: Light AT gun should allow AT guns as a substitute in TOE

Post by neaugustus »

Appreciate Beethoven for creating a bug report.

The situation with those light AT is quite humorous. Though I believe it is really easy to change that by allowing this model to be substituted
User avatar
Wiedrock
Posts: 1739
Joined: Tue Oct 11, 2022 7:44 pm
Location: Germany

Re: Light AT gun should allow AT guns as a substitute in TOE

Post by Wiedrock »

The amount produced "3/week" is just too low, as pointed out here: https://www.matrixgames.com/forums/view ... 8&t=395136 the total historical production was ~2.700+ while in game we only get about ~470 in total.
Not 100% sure if back then I looked up how many more would "spawn in" with reinforcement Divisions, but this would be rather neglectable I guess and may change drastically with the new OB anyways.
Beethoven1 wrote: Tue Oct 03, 2023 5:56 pm Please change it so that regular AT guns are set as a substitution for light AT guns so that this silly situation can be avoided.
Just replacing them with normal AT Guns seems logical at first sight but historically they rly had a weird place in the Divisions and were mostly used in lighter'ish Divisions, so I assume having the correct numbers being produced may be more appropriate/realistic and would make up for some/many of the missing ones.
User avatar
Joel Billings
Posts: 33530
Joined: Wed Sep 20, 2000 8:00 am
Location: Santa Rosa, CA
Contact:

Re: Light AT gun should allow AT guns as a substitute in TOE

Post by Joel Billings »

As discussed in the other thread in the data area, the production will be increased in future updates. Sounds like it's going to go up to 18 accounting for losses, what's in units and other ground elements. Thanks for raising the issue.
All understanding comes after the fact.
-- Soren Kierkegaard
Post Reply

Return to “Scenario Data / Map Issues”