Increasing AT Gun Survivability & Other ATG/Vehicle Issues

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Anthropoid
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Increasing AT Gun Survivability & Other ATG/Vehicle Issues

Post by Anthropoid »

Having had one long binge weekend of play, I perceive two game-balance issues at present (playing as Germany on easiest difficulty with latest patch). Maybe this is because I need to learn to play more effectively or maybe it is a game-imbalance that could be modded?

AT Guns, even when well concealed, IMMEDIATELY draw enemy fire with an unerring accuracy, and all too often one shot destroys the gun.

Mortar fire will land all around an infantry squad, suppressing them, wounding some maybe killing a couple, even without LOS, but then as soon as a AT Gun around a corner and hidden in trees fires off one shot, *BOOM* in one mortar round the gun is destroyed. It is like AT Guns have a homing beacon on them, and also trigger charges set to self-destruct the gun when it takes a hit from an enemy mortar round!

In contrast, most of the feckless gun crew (who then crawl off to hide and refuse to follow any orders at all) generally survive! How does a gun get destroyed and leave the crew surviving? I would think it would be much easier to kill/maim the crew than to destroy the gun itself?

Were AT Guns really _that_ vulnerable? There really doesn't seem much point in bringing them to a battle the way they work in this game. I think in the span of playing about 35 hours (binging this weekend I should say) I was able to take out ONE Sherman tank with an AT Gun as he came around a corner. That with having used probably 6 AT Guns in about 15 battles.

Related to this is that these guns are nearly immobile, and in particular if you hide them they can be impossible to move.

The Infantry Gun does not seem quite so vulnerable to fire, and not quite so immobilzed, but again I really don't see much purpose in using them in the game, which seems a shame. They were in the German arsenal, and it seems they should have a role in the game, besides being left behind because they are cannon fodder/immobile fixtures in the landscape.

Looking in the workbook, I don't see any clear way to modify the issue of survivability of the gun, or the ease with which it is spotted by enemy. The movement rate / getting stuck rate I'm guessing could be modded, but I did not read that sheet closely.

I'm not sure if this problem could be modded other than to change some of the mortar ratings (blast rating, kill rating, Base Accuracy). But since mortars seem to work fine on all other units (have not seen the vulnerability to open-top APCs that others have commented on) I'm afraid that changing mortars will change their effectiveness on other things too.

Some other related points:

1 AT Guns and Inf Guns move at a snails pace [particularly it seems when you play on Slow Game Speed Setting], yes I know they should be slower than a MG or an infantry squad, but they just seem way too slow

2 AT Guns seem to get stuck if there is a rut in the road

3 Vehicles get temporarily 'stuck' a little too often

4 Infantry don't always stay inside buildings when you order them to 'go down a hallway, turn left, then turn right, then go out the window')

5 Units inside stone buildings seem a little bit too vulnerable to mortars and small to medium-sized guns, this could just be me not understanding how to position them inside the building?
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