Balance and Difficulty

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BillRunacre
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RE: Balance and Difficulty

Post by BillRunacre »

ORIGINAL: Mrslobodan

No time to rest[:D](seriously) ..I was really racing for all objectives to try to reach them on historical dates, but couldn't make it at all unfortunately..

I noticed he didn't have the best stats, but the enemy isn't that good either. It just feels like it should have an easier time with a frikkin air unit with 4 strenght points(!)[:D] But I don't know, maybe everything is fine and I just have to rest them.

Yes, Ostwindflak is right, keep your units a bit closer to the HQs and supply giving resources and their effect will be greater.

It might mean losing out on the odd kill as an enemy unit retreats out of range, but it will stop your unit's combat effectiveness from declining so much, and ultimately that will mean they can be engaged in successful combat for longer.

The actual stats in the screenshot (bottom middle) were an attack value of 8 to 0, so in better supply situation, it should have been an easy victory.

However, the earlier posts were referencing problems destroying Allied air units during the 1940 campaign for France. I would like to think that the Tank Groups would be in much better health for that campaign?
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RE: Balance and Difficulty

Post by BillRunacre »

ORIGINAL: TheBattlefield

After several battles with the anti-tank units, I have noted that these troops behave as an independent infantry corps with enhanced AT properties. If that was intended, everything is fine.

If this unit was more intended as a supporting tank destroyer, then his defensive values ​​should drastically reduced for soft targets. The attack values ​​in this area should also be somewhat reduced. The attack values ​​against tanks should not inferior to those of the main battle tank. The defensive values ​​against hard targets should be slightly below the tank groups. And voila: a nasty surprise for the careless tank driver and still unsuitable as unprotected front unit.

It's tricky to get this right for all stages of the war with multiple unit types, but I think if we reduce their starting Soft Defence value by 1 then it might help a bit.
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RE: Balance and Difficulty

Post by TheBattlefield »

ORIGINAL: Bill Runacre

ORIGINAL: TheBattlefield

After several battles with the anti-tank units, I have noted that these troops behave as an independent infantry corps with enhanced AT properties. If that was intended, everything is fine.

If this unit was more intended as a supporting tank destroyer, then his defensive values ​​should drastically reduced for soft targets. The attack values ​​in this area should also be somewhat reduced. The attack values ​​against tanks should not inferior to those of the main battle tank. The defensive values ​​against hard targets should be slightly below the tank groups. And voila: a nasty surprise for the careless tank driver and still unsuitable as unprotected front unit.

It's tricky to get this right for all stages of the war with multiple unit types, but I think if we reduce their starting Soft Defence value by 1 then it might help a bit.

This unit should be helped from their marginal existence. Thanks to the new movement mechanism, with the possibility of Hit'nRun, you could make it a lot more.

In Russia I have take a little more time with my offensive and can determine now that the AI ​​works here very mannerly. Robust front lines with staggered artillery and hardly kamikaze actions. The German soldier must vigorously digging to come out ahead in August '42. Good job, Bill!
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xwormwood
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RE: Balance and Difficulty

Post by xwormwood »

In all my game the against the Axis AI (expert difficult level) the AI had once more no problem at all to conquer Leningrad / to reach Moscow.

I guess it has something to do with too few russian units on the map.
This allows the AI Axis to advance against nearly no opposition. If a defender appears, it gets usually instantly destroyed from vastly supperior forces.
Russian winter didn't slowed down the Axis advance. Some units got hit by the effect, but they obviously can take the damage.

In my current game not even free Siberian units appeared, at least not until April 1942.

Germany and his minors equalt 53% of all land forces, while the USSR only musters 16%.
Germany leads the tech race by far, at least compared to the USSR (only exception Heavy tanks, where the USSR started with lvl 2 in 1939, which the Germans at least have too since 1941),
Axis could press Spain into there camp even though 5 UK and USSR chits tried to stop the advance.

I like a challenge, but maybe you can find some screws to adjust a bit.
One step in this direction could be do discontinues values about 100% (I've spotted a german armies near Moscow after the Russian Winter "striked" with readiness values of 104% and 103%, infantry level 2, high morale, which were untouchable, even after suffering artillery fire and air attacks).

edit:
ok, Siberians arrived end of April 24th, end of Allied turn.

Mid 1942, and the Axis AI is reaching a point where all techs are beginning to be maxed out.
Infantry tech 3 (Russia still at 0, due to slow advance and late start of research because of the very hight costs to buy russian infantry research chits).

Before the Allies might be able to stage a short lived D-Day attempt, Russia will be gone.

The Axis AI has too much money. I really want the AI to be strong when I play on the highest difficulty level.
But against such a load of money it is more like a puzzle game.
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RE: Balance and Difficulty

Post by BillRunacre »

Hi Claus

Maybe reducing the price of Soviet Infantry Weapons might be a good thing, as if both yourself and the Allied AI are having trouble investing in it then we have a problem.

Could you really invest any Soviet chits in Spain? That shouldn't be possible.
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TheBattlefield
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RE: Balance and Difficulty

Post by TheBattlefield »

It is now up November '42. Leningrad is firmly in German hands and I have to say, nothing happens in the north, although the card is welcoming extended in this direction. As a result of the experiences of my mod I therefore would like to make a proposal to revive this cold region:

1.
The convoy route from the West should proceed by default to the ice-free Murmansk. If units of the axis are near the cities of Murmansk, Kandalaksha, Kem or Bolomorsk a decision event could propose an optional but immediate rerout to Arkhangelsk with a reduction or even loss of income during the winter months. In case of refusal and the loss of one of these cities in retrospect the convoy will be rerouted automatically after a short period. (A penalty for strategic miscalculation must be!)

2.
Make Murmansk a NM objective.

3.
German operation "Arctic Fox" via Decision Event after the Finns join the club. Maybe 1 HQ, 1 Infantry Army and 1 Corps placed around the city of Oulu. Together with the Finnish Corps in Soumussalmi they could try to break the Murmansk support line.

4.
Russian Counter Event (to provide an easy reinforcement of the Finnish Leningrad front).

4.1.
In case of Axis forces approaching the Murmansk Line (Bolomorsk or further north) about 1 HQ, 1 Infantry Army and 2 Infantry Corps in half strengh will be placed near the city of Kandalaksha. (Leningrad is in Allied hands)

4.2
In case of Axis forces approaching the Murmansk Line (Bolomorsk or further north) about 1 HQ, 1 Infantry Army and 2 Infantry Corps in full strengh will be placed in Arkhangelsk (Leningrad is occupied by forces of the axis).

This is only a rough draft and needs some tunings but perhaps shows some possibilities...

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RE: Balance and Difficulty

Post by xwormwood »

Hi Bill.

Once Germany invaded Russia it should be possible for Russia to purchase Spain chits. I did this, buying 3 Russian chits if I remember correctly, as Spain moved step by step into the Axis camp, even though the UK had investest all possible chits to prevent this. All in vain, of course, Spain joined the Axis nevertheless.

Not sure if the Allied AI has problems to invest into Infantry tech.
If at all I've wasted some MPPs by purchasing 6 garisson units, while investing into a industry tech first.

So I might have been able to invest into infantry tech a bit sooner than i did, but even if I would have gotten the tech advance in late 1941 i wouldn't have been able to provide the tech to my units, nor would it had helped much against tons of german units with high readiness & morale, equipped with infantry tech level 2 or three.




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BillRunacre
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RE: Balance and Difficulty

Post by BillRunacre »

ORIGINAL: Xwormwood

Hi Bill.

Once Germany invaded Russia it should be possible for Russia to purchase Spain chits.

Hi Claus

I'm afraid not, it looks like we have a bug as it should not be possible for the USSR to purchase chits in Spain after they've entered the war.

This may suggest why your diplomacy had less effect than it should have done, as it may be that the engine didn't really include those chits in the % calculation. I don't know and am only hypothesising.

Franco would never ever ever have entertained a Soviet diplomat arriving on his doorstep, which is why the game setting is to prevent the USSR from investing in Spain.


Thanks for the other feedback and I do now think reducing Soviet Infantry Weapon research cost to 200 is a must. [:)]
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n0kn0k
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RE: Balance and Difficulty

Post by n0kn0k »

ORIGINAL: Bill Runacre

ORIGINAL: Xwormwood

Hi Bill.

Once Germany invaded Russia it should be possible for Russia to purchase Spain chits.

Hi Claus

I'm afraid not, it looks like we have a bug as it should not be possible for the USSR to purchase chits in Spain after they've entered the war.

This may suggest why your diplomacy had less effect than it should have done, as it may be that the engine didn't really include those chits in the % calculation. I don't know and am only hypothesising.

Franco would never ever ever have entertained a Soviet diplomat arriving on his doorstep, which is why the game setting is to prevent the USSR from investing in Spain.


Thanks for the other feedback and I do now think reducing Soviet Infantry Weapon research cost to 200 is a must. [:)]

Isn't there a script that triggers on ships being near Spain? Like with the traderoutes in Norway?
Perhaps that triggered the increase in Spain. I definately had the same thing happen to me. Spain joined the Axis rather quickly.
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RE: Balance and Difficulty

Post by BillRunacre »

ORIGINAL: TheBattlefield

It is now up November '42. Leningrad is firmly in German hands and I have to say, nothing happens in the north, although the card is welcoming extended in this direction. As a result of the experiences of my mod I therefore would like to make a proposal to revive this cold region

I do like this in principle, but I can't promise to implement it any time soon with so much to do.

I've added it to my ideas list and hopefully I'll be able to revisit it at some point and give it more consideration.

If you have any more thoughts on it, including specific HQ and unit names, then please do let me know. [:)]

Thanks

Bill
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RE: Balance and Difficulty

Post by BillRunacre »

ORIGINAL: n0kn0k

Isn't there a script that triggers on ships being near Spain? Like with the traderoutes in Norway?
Perhaps that triggered the increase in Spain. I definately had the same thing happen to me. Spain joined the Axis rather quickly.

Good spot, it's far too extreme. Consider this fixed! [:)]
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RE: Balance and Difficulty

Post by TheBattlefield »

ORIGINAL: Bill Runacre

ORIGINAL: TheBattlefield

It is now up November '42. Leningrad is firmly in German hands and I have to say, nothing happens in the north, although the card is welcoming extended in this direction. As a result of the experiences of my mod I therefore would like to make a proposal to revive this cold region

I do like this in principle, but I can't promise to implement it any time soon with so much to do.

I've added it to my ideas list and hopefully I'll be able to revisit it at some point and give it more consideration.

If you have any more thoughts on it, including specific HQ and unit names, then please do let me know. [:)]

Thanks

Bill

For orientation I have sent you a few "Murmansk" relevant excerpts from my decesion, unit and popup events. Also a Russian report and a "Artic Fox" image file. The historically and regional relevant unit names are of course noted in the unit script. However, a possible relocation of the convoy route from Murmansk to Arkhangelsk I had not yet taken into account. To make a campaign of the axis in the direction of the Murmansk line appear even more worthwhile, I also drop the Russian-American Lend-Lease units (inspired by the AoC campaign) near the city of Kem...
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RE: Balance and Difficulty

Post by BillRunacre »

Thanks! [:)]
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RE: Balance and Difficulty

Post by gwgardner »

MrsLobodan and I tried the France 1940 campaign again with a slightly nerfed Allies: no CV attacks on land units, no fighter attacks on land units, 50% reduction in French MPPs. The result still puts Germany into late August, early Sept to take Paris, but in my opinion the feel of the campaign was much more realistic.


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RE: Balance and Difficulty

Post by TheBattlefield »

ORIGINAL: gwgardner

MrsLobodan and I tried the France 1940 campaign again with a slightly nerfed Allies: no CV attacks on land units, no fighter attacks on land units, 50% reduction in French MPPs. The result still puts Germany into late August, early Sept to take Paris, but in my opinion the feel of the campaign was much more realistic.


Try again with this changes:

Reduced National Moral for France (20.000). Take out the alternate capital. Reduce the hard target attack for CV to "0". Reduce the NM_UPDOWN of the National Moral event "French Morale Is Boosted By Decisive Action Against The Communist Party" from 1000 to 100.
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RE: Balance and Difficulty

Post by BillRunacre »

I'm interested to know the issue with Fighter attacks on land units, they are generally costly and only have a 25% chance of inflicting a strength point loss on the targeted unit.
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RE: Balance and Difficulty

Post by gwgardner »

ORIGINAL: Bill Runacre

I'm interested to know the issue with Fighter attacks on land units, they are generally costly and only have a 25% chance of inflicting a strength point loss on the targeted unit.

First time through, I was able to knock down two of the German tank groups by a strength point each with fighter strikes. It just seemed excessive, so the second time through I refrained from such attacks.

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RE: Balance and Difficulty

Post by sPzAbt653 »

Do you recommend playing with Production Delay ON or OFF ?

What does everybody else use ?
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RE: Balance and Difficulty

Post by crispy131313 »

I use production delay and i think it has been standard in previous SC games when playing against other players as well
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RE: Balance and Difficulty

Post by sPzAbt653 »

I also use the production delay, and I was wondering if that was the normal thing to do.
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