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I did not find mention of this in the revised manual, or in any of the summary's I've come across about the update:

Units in low supply now have their attack values halved. In the past, the effect of low supply was that the number of die rolls was halved, but the attack value was 100%.

I could understand the presumed logic of this for the attack values assigned to "soft" units, or even "hard units" firing HE, but for units firing AP ammuntion, the impact is extraordinary compared to the old game assumptions. A given unit firing an AP round will certainly be disadvantaged by conserving ammunition (something that was adequately reflected in the old design), but now, cutting the attack factor in half in effect reduces the penetratimnh power by half....it doesn't make any sense. If it was felt that "low supply" status needed to carry a higher penalty, this was not the way to go about it; going the route that has been taken has serious consequences for the effectiveness simulation.

Am I missing something?
Don Fox Wrote:I did not find mention of this in the revised manual, or in any of the summary's I've come across about the update:

Units in low supply now have their attack values halved. In the past, the effect of low supply was that the number of die rolls was halved, but the attack value was 100%.

I could understand the presumed logic of this for the attack values assigned to "soft" units, or even "hard units" firing HE, but for units firing AP ammuntion, the impact is extraordinary compared to the old game assumptions. A given unit firing an AP round will certainly be disadvantaged by conserving ammunition (something that was adequately reflected in the old design), but now, cutting the attack factor in half in effect reduces the penetratimnh power by half....it doesn't make any sense. If it was felt that "low supply" status needed to carry a higher penalty, this was not the way to go about it; going the route that has been taken has serious consequences for the effectiveness simulation.

Am I missing something?

I have missed this during BETA testing as well. Can't recall that it occured during playtesting, nor that such a change was proposed/discussed during the BETA period of 1.03. Have I missed something too? Or did it slip in the final exe files by accident?
Huib Wrote:
Don Fox Wrote:I did not find mention of this in the revised manual, or in any of the summary's I've come across about the update:

Units in low supply now have their attack values halved. In the past, the effect of low supply was that the number of die rolls was halved, but the attack value was 100%.

I could understand the presumed logic of this for the attack values assigned to "soft" units, or even "hard units" firing HE, but for units firing AP ammuntion, the impact is extraordinary compared to the old game assumptions. A given unit firing an AP round will certainly be disadvantaged by conserving ammunition (something that was adequately reflected in the old design), but now, cutting the attack factor in half in effect reduces the penetratimnh power by half....it doesn't make any sense. If it was felt that "low supply" status needed to carry a higher penalty, this was not the way to go about it; going the route that has been taken has serious consequences for the effectiveness simulation.

Am I missing something?

I have missed this during BETA testing as well. Can't recall that it occured during playtesting, nor that such a change was proposed/discussed during the BETA period of 1.03. Have I missed something too? Or did it slip in the final exe files by accident?

It must have slipped into the final EXE's by accident as I don't recall this happening either. But I have a fix for it already, so it will be included in the official 1.03 UPDATE.

Sorry gents.

Jason Petho
I suggest that everyone waits until the corrected patch is
released next week before continuing any new move in
an ongoing game.
The 50% cut in the attack value for units out of supply
is too drastic of a change, and will ruin many games IMHO.

Cheers,

Eddie
Jeepster777
I have already upgraded so I will have to just wear it until the patch is updated, it certainly adds an interesting twist I do agree with Don that this plays havoc with AP attacks. I also never noticed this during BETA testing

Matt ~Digger