This will be changed in the AT and AA mod.Kerensky wrote:I forgot one change in that giant list:
Panzer 38T no longer has a discount upgrade to Panzer III.
The 38t will be considered an AT unit so you can upgrade to Marders as in history.
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
??? We are talking about two very different beasts here.Kerensky wrote:I'm fairly certain the StuH42 was changed at the last minute (didn't make patch notes!), and it is intentional to be 1.
StuG IIIB has range 1.
The 'upgrade' of the StuH42 has range 1.
The next 'upgrade' (possibly coming in the future) also has range 1.
Nice.Kerensky wrote:These units are all special 'bunker buster artillery' units (1 range, high armor, fortkiller trait artillery units)
How's that for undocumented changes.
Razz1 wrote:This will be changed in the AT and AA mod.Kerensky wrote:I forgot one change in that giant list:
Panzer 38T no longer has a discount upgrade to Panzer III.
The 38t will be considered an AT unit so you can upgrade to Marders as in history.
Of course, there's always the future to look towards. Balance is always an ongoing task of any long lasting game. It's never truly finished, there are always small tweaks that can be done to further refine and fine tune the game. And some tweaks may result in more tweaks being necessary. The alternative solution is to come up with a game like Chess.Vaughn wrote:It is too late for this release, but it would be cool if you thought about implementing this in a future release.
Currently, I do not think that light artillery pieces are air transportable or are able to be dropped with paratroops.
I seem to remember that there was a small arty piece in Pac Gen (US 75mm pack howitzer perhaps) that was air transportable, I don't remember if it was parachutable, and had a movement of two. Allowing them to be used like that would be useful.
This is significant.Kerensky wrote:Forgot one more.
Units that engage targets with a corresponding [1] value do not consume ammo of the defending unit.
In other words, you cannot strafe an IS-2 with a fighter to drain all of it's ammunition away.
The StuG used to have the ability to shoot 2 squares in a special case; namely when providing defensive cover fire for an adjacent unit you would attack that unit's attacker, even if it was directly opposite the unit you provide cover for.Longasc wrote:I initially wanted to second impar and deducter regarding the StuH42 range of "1" which is piss poor.
You actually changed the unit a lot. The soft attack is now just like the 3 range artilleries, while retaining much higher ground and air defense.
I am hesitant if this can outweigh the loss of range, it seems in future the StuH42 will fight at the forefront besides infantry rather than behind which could also be interesting.
If the StuH42 really has a special "fort killer" trait I will say it again, we need an UI improvement that allows us to check this very vital information (not only regarding the StuH but also special Infantry abilities) ingame. How are people supposed to know.
Yes, only [1] is subject to the new rule, any other ratings are not affected. The line of reasoning was that a very weak secondary attack (and any attacks in []a are usually secondary) should not consume primary ammunition, because it is bad for game balance and opens the door for various exploits. We wanted to fix this, but we did not want to introduce several different ammo types and complicate the game to fix such a minor, local issue.Molve wrote: What is the implementation here?
Have you marked these units with a special "do not consume ammo when defending against air attacks" flag?
Or have you added a general rule saying "[n] defense do not consume ammo when n<2"?
Or what?
Actually, the range of an artillery when providing covering fire is 1, since the game works by assuming the attacking unit enters the hex of the defender. Thus, when providing cover fire, the StuG IIIB artillery is in fact within range.* the way StuG arty works (specifically how range can be 2 in certain cases)