RE: How do you improve PzB???
I was also expecting the game to be a bit more revolutionary than it is at the moment.
In terms of how the game calculates combat results, my main problem remains the variability of results in between weapon systems and the way numbers are used.
The most obvious and problematic part of the numerical system is for defending units in improved positions or trenches: those only give a percentage defensive bonus, they don't stop fire entirely. If you'd previously take 10 losses on average, you will now take 7 in trenches. That just doesn't cut it. Soviet non-bunker positions are untenable more or less by default due to the high direct fire casualties the Germans cause and the low protection offered by entrenchment.
That also means that a bunker isn't the next step up from a trench, but exponentially better as units in it are a Hard target and get significant bonuses. The benefits from defensive positions don't scale well. This could also be a problem in PzC, and it's one of the areas where I was hoping the smaller scale and somewhat higher defensive bonus values might've improved things. In terms of protection from artillery fire and area suppression direct fire (like MG's), a deep trench isn't much worse than a log bunker. In game terms, it's a lot worse.
Due to how the game system favours rocket and projectile artillery units, the weapon systems that were primarily used for area suppression don't just cause the most casualties per gun for casualties caused, but as the game just gives a percentage bonus for entrenchments, they are also highly effective against entrenched troops, something they were historically poor against aside from a suppression effect (the weapons being inaccurate and taking a long time to reload compared to tube and barrel artillery).
The lack of absolute protection and a numerical system also means that tanks are able to take out tanks at ranges where they shouldn't be able to do so based solely on their attack/defence values. What keeps surprising me is that even though infantry vs. infantry combat is deadly, tank vs. tank combat is a very slow affair. 50 tanks knocking out 5 enemy tanks in the open per half hour is a very, very low figure.
Aside from that, the only other thing that somewhat disappoints me is both the artillery concentrations that are possible against single targets and how many units are spotters for nations, like the Soviet Union, where radios were less common, as well as Isolated units being able to spot. At the least, I was hoping they would spot at Detached value, so 1/2. More restrictions on which units can call in non-mortar artillery could help. The centralization and rigid nature of Soviet artillery support is largely nullified by the generous number of spotters.
In the game, many German forces are motorized formations with plenty of radios compared to infantry formations, and the Germans also had a more flexible artillery doctrine.
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