Good game but...
Posted: Fri Jul 08, 2022 8:07 pm
...why is nothing in pipline to try and fix the most two obvious flaws to this other great game? At the moment I my self rate this at 3,5/5, but this game should be a 5+++/5, beacuase it is so historical accurate, realistic and detailed in all other aspects. I really have to give credits to the developers, it can not be an easy task creating this monster and done it so well in almost all ways.
Before I start my little rant, I enjoy playing both Soviet and Axis. Have no bias towards either side. Just want the game to be as historical accurate and realistic as possible for an IGOUGO-game.
CPP-drain:
It is not even remotly realistic or historical accurate that a pitchfork unit with low CV, and which is routed or shattered, is able to drain a elite formation of the amount of CPP it currently do. It is, to say the least, astonishing that a game so remarkable good in so many aspects, is so flawed in this regard.
"A battle plan do not survive first enemy contact." as we say in the swedish army. That is often correct, not always of course, BUT it does not mean that a battle plan will be impacted negative, it can actually be the other way around. That you are instead faced with a better outcome than expected and the battle plan has to be re-written to maximise explotation.
So, lets say a weak soviet cavalry division or a weak rumanian division is thrown in front of an advancing elite formation to plug a gap. If the attacker routes this formation, IRL that would mean even more chaos for the opponents defensive plan as the front is more and more shattered. So if abstracted correctly the CPP should instead rise for the elite formation that routes or shatters an defending formation (to simulate that the attacker has managed to get an upper hand in the operations) and at very least not be affected at all.
I can not understand why the CPP-question has not been taken seriously and fixed and tested in a Beta by the developers yet. Those who do not want to participate in "experiments" sticks to the official updates and the rest of us that goes with every new update have to live with the fact that stuff can be drasticly affected.
With the combat delay, which I see as positive thing if it stands for it self, added with the CPP-drain there is to few times and not close to simulate the overwhelming chock-effect that a operational breakthrough would give irl, especially in a IGOUGO-game. Those who do succeeds now, because it is of course possible, should be even more succesful, which should be added to forecome the usual "but I have managed to make operational breakthroughs". Yes, I have that to and so have my opponents. But not in the expected scale or as often as it should have been.
The logistical unrealism
How is it possible that the soviets have so exceptional good logistical situation in 1941? The Soviet logistics in '41 was utter trash. But in the game? Just spam depots level 4 and always be sure that a new frontline will be formed solid and well supplied - as solid as it can be '41 of course, not talking about walls but unrealisticly good obstacles. Hell, even throw divisions around the rail network and there is still no problems with logistics. Try railing a divison with Axis and you have to postpone the planned offensives. Combined with throwing trash formation to drain CPP and the combat delay, this problem is a poison for the GC Campaign.
Solution? Increase cost drasticly for depot-building in '41 for the soviets and then decrease it as the game moves on. Maybe have a constant cost increase for both Axis and Soviets when building alot of new depots in the same turn. So, for example, one depot in a turn costs one point to build, the next costs two and so on, to simulate the fact that it is affecting the logistical staffs negativ to plan and re-plan the logistical grid. To easy to build a logistical grid as it is now in my opinion.
Especially affects '41 games
My frontlines has been trashed as the soviets in '41, but I never gets this overwhelming effect where I really feel that I am forced to take bad or even worse decisions where to build my new frontline. Just throw what ever trash-formation I have in reach to drain CPP and build a new frontline at my own wish with fresh units. Never felt the "Holy crap, he is dictating the events and I will lose in this Sudden Death game" so far as the soviets. Even though the initial breakthorugh should have resulted in that feeling. "Gamey"? I do not care. The game is what the game is and I will exploit it as all players should if they are playing as the soviets.
Finishing lines
So, is the game unplayable? No, it is still a really good game and enjoyable, even the GC. SO DO NOT GET MY CRITICISM THE WRONG WAY. To many brittle people now a days taking citicism as bullying, especially those taking heat for third persons and breaking down mentally on there behalf. I have no tolerance for that kind of crap. So please stay out of my face. With that sad, there is probably those loving the current system and I am eager to here those persons explain in detail why they like it and why it is realistic and historical accurate.
In most aspects this game is the best game there is in the genre. But the game would rise like a star and crush all other operational games by light years if something was done do get rid of this problems. If I personal had to choose the most pressing issue I would say it is the CPP, because it affects both sides equally bad. Scrap the whole CPP-system or fix it, I actually love the system but is totally flawed as it stands right now.
Important addition to the subject
Of course, this problems is when facing simular good and/or experienced player. I have no doubts that a better and/or more experienced player will crush an newbie. I my self was grinded as the Axis in my first MP-game against more experienced opposition. I played SD as well, so I did some really high risk operations in late november to even try to get over the SD-line and there was a Stalingrad-like pocket and som minor pockets where the Rumanians and Hungarians where trashed. Another subject as well...the minor axis allied problem. But I refrain from taking that disussion now. I do not see it as a big problem. Only a minor.
Before I start my little rant, I enjoy playing both Soviet and Axis. Have no bias towards either side. Just want the game to be as historical accurate and realistic as possible for an IGOUGO-game.
CPP-drain:
It is not even remotly realistic or historical accurate that a pitchfork unit with low CV, and which is routed or shattered, is able to drain a elite formation of the amount of CPP it currently do. It is, to say the least, astonishing that a game so remarkable good in so many aspects, is so flawed in this regard.
"A battle plan do not survive first enemy contact." as we say in the swedish army. That is often correct, not always of course, BUT it does not mean that a battle plan will be impacted negative, it can actually be the other way around. That you are instead faced with a better outcome than expected and the battle plan has to be re-written to maximise explotation.
So, lets say a weak soviet cavalry division or a weak rumanian division is thrown in front of an advancing elite formation to plug a gap. If the attacker routes this formation, IRL that would mean even more chaos for the opponents defensive plan as the front is more and more shattered. So if abstracted correctly the CPP should instead rise for the elite formation that routes or shatters an defending formation (to simulate that the attacker has managed to get an upper hand in the operations) and at very least not be affected at all.
I can not understand why the CPP-question has not been taken seriously and fixed and tested in a Beta by the developers yet. Those who do not want to participate in "experiments" sticks to the official updates and the rest of us that goes with every new update have to live with the fact that stuff can be drasticly affected.
With the combat delay, which I see as positive thing if it stands for it self, added with the CPP-drain there is to few times and not close to simulate the overwhelming chock-effect that a operational breakthrough would give irl, especially in a IGOUGO-game. Those who do succeeds now, because it is of course possible, should be even more succesful, which should be added to forecome the usual "but I have managed to make operational breakthroughs". Yes, I have that to and so have my opponents. But not in the expected scale or as often as it should have been.
The logistical unrealism
How is it possible that the soviets have so exceptional good logistical situation in 1941? The Soviet logistics in '41 was utter trash. But in the game? Just spam depots level 4 and always be sure that a new frontline will be formed solid and well supplied - as solid as it can be '41 of course, not talking about walls but unrealisticly good obstacles. Hell, even throw divisions around the rail network and there is still no problems with logistics. Try railing a divison with Axis and you have to postpone the planned offensives. Combined with throwing trash formation to drain CPP and the combat delay, this problem is a poison for the GC Campaign.
Solution? Increase cost drasticly for depot-building in '41 for the soviets and then decrease it as the game moves on. Maybe have a constant cost increase for both Axis and Soviets when building alot of new depots in the same turn. So, for example, one depot in a turn costs one point to build, the next costs two and so on, to simulate the fact that it is affecting the logistical staffs negativ to plan and re-plan the logistical grid. To easy to build a logistical grid as it is now in my opinion.
Especially affects '41 games
My frontlines has been trashed as the soviets in '41, but I never gets this overwhelming effect where I really feel that I am forced to take bad or even worse decisions where to build my new frontline. Just throw what ever trash-formation I have in reach to drain CPP and build a new frontline at my own wish with fresh units. Never felt the "Holy crap, he is dictating the events and I will lose in this Sudden Death game" so far as the soviets. Even though the initial breakthorugh should have resulted in that feeling. "Gamey"? I do not care. The game is what the game is and I will exploit it as all players should if they are playing as the soviets.
Finishing lines
So, is the game unplayable? No, it is still a really good game and enjoyable, even the GC. SO DO NOT GET MY CRITICISM THE WRONG WAY. To many brittle people now a days taking citicism as bullying, especially those taking heat for third persons and breaking down mentally on there behalf. I have no tolerance for that kind of crap. So please stay out of my face. With that sad, there is probably those loving the current system and I am eager to here those persons explain in detail why they like it and why it is realistic and historical accurate.
In most aspects this game is the best game there is in the genre. But the game would rise like a star and crush all other operational games by light years if something was done do get rid of this problems. If I personal had to choose the most pressing issue I would say it is the CPP, because it affects both sides equally bad. Scrap the whole CPP-system or fix it, I actually love the system but is totally flawed as it stands right now.
Important addition to the subject
Of course, this problems is when facing simular good and/or experienced player. I have no doubts that a better and/or more experienced player will crush an newbie. I my self was grinded as the Axis in my first MP-game against more experienced opposition. I played SD as well, so I did some really high risk operations in late november to even try to get over the SD-line and there was a Stalingrad-like pocket and som minor pockets where the Rumanians and Hungarians where trashed. Another subject as well...the minor axis allied problem. But I refrain from taking that disussion now. I do not see it as a big problem. Only a minor.