(01-24-2016, 01:09 AM)Strela Wrote: (01-23-2016, 10:18 PM)wiggum Wrote: Maybe the way Bunkers/Pillboxes is not buggy but what about DISRUPTION results rarely happen (especially for units in bunkers) and BROKEN results are as rare as it gets.
I think Inf can be pushed a bit to hard in PzB, no matter offense or defense. This needs tweaking in my opinion like many players already said (Look at all those threads about the topic).
A "Gamey", unrealistic, approach that produces "winning" results is not like a comprehensible approach that works as you would expect it in a realistic way.
Thanks Wiggum,
Firstly we're looking at disruption/broken and I'll layout how it works in due course.
What I'm particularly interested is some examples of 'a comprehensible approach that works as you would expect it in a realistic way'
This would assist me to understand where you (and obviously others) are being forced into 'gamey & unrealistic' actions.
We have prided ourselves on trying to have players 'discover' tactics that were used historically and that is obviously not working based on your commentary. I also want to understand whether your thoughts are only related to bunkers or are broader, covering off other games systems.
Thanks,
David
What i mean is this:
Currently you have to understand the ingame Mathematics behind a combat situation rather then having to understand the situation in a military way. Knowing all the numbers and modifiers is worth a lot more then knowing real world tactics.
I mean, the FIRST tutorial has a victory hex that can only be effectively targeted by one other hex (due to modifiers).
Its not clear to the average player why without going deep into the Mathematics behind a combat situation.
I would expect HMG platoons to effectively suppress (DISRUPT) a static enemy.
Even when the enemy is in the open you hardly if ever see a DISRUPTION result from HMG platoon fire even on small (below 10) enemy units.
For me, a 15 men unit inside a bunker that takes 10 casualties should be BROKEN.
Ingame, its mostly not even DISRUPTED.
As others already wrote, in reality the hardest thing was to get close to a fortified position. A few well aimed MG bursts from a HMG that wounds 5 men of a Inf platoon and that platoon mostly bogged down, ingame this should be represented with the BROKEN status.
Currently, ingame i can run circles around fortified positions with my platoon while taking maybe 0.5 casualties per hex move and if i get unlucky i get DISRUPTED (unlikely).
But assaulting such a position, even when the defenders are surrounded and reduced to below 5 men and i assault with 180, can take 3 turns till the assault succeeds...if ever. And even if the assault deals another 2 casualties to the enemy...they most likely still dont get DISRUPTED although the player would expect them to be BROKEN by now.
I can pound the defenders in a bunker hex with 4 naval artillery units (ships) and rocked artillery and i would be lucky to see a DISRUPTED result. In any other game you would assume such a barrage would suppress the defenders at least, making their fire very ineffective for one turn (30min) at least. And even when i see such a rare DISRUPTED result, next turn its mostly gone again...(which is maybe realistic because 30min are enough to recover but because DISRUPTION results are so rare and there is no SUPPRESSION effect simulated it just dont feels right).
Sorry but i think you really need to look into the whole DISRUPTED/BROKEN mechanics again, currently its counter intuitive.
Mostly, i thinks thats because SUPPRESSION is not simulated (which would be needed for this level), instead PsB uses the same DISRUPTED/BROKEN mechanic as PzC but with changed Mathematics...but these Mathematics still dont seem to fit the scale of the game.