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Developer Diary | Summer Open Beta

Hello there, it's me C0RAX.
A bit of the different DD than you’re used to this week. I'm here to introduce a new thing I will be doing over the summer. This summer for 4 weeks we will be giving you the chance to test some of the balance changes coming with the 1.13 Stella Polaris patch. These changes are hand picked for testing in order to get feedback from the community on specific changes that might have large impacts. These changes will affect all three major combat groups (Army, Air, and Navy), and vary from value changes to some new functionality and behavior so be sure to read the change list so you know what you're getting yourself into.

So let's go into how this is going to work. From July 6th until August 3rd there will be a special Summer Open Beta branch on steam, this branch will have the new changes listed below. Additionally it won't have anything new coming with Arms Against Tyranny just changes for base game and previously released DLC’s. In the last week of the test we will post a feedback form to be able to collect feedback data that we can use to analyze your responses. Of course this doesn’t mean you can’t or shouldn’t post about it outside the form, I want to encourage as much discourse, theorizing and number crunching as possible so give it a try and let us know what you think.

Now lets go over the change log.

################################################################
######## Summer Open Beta ######### Balance
################################################################

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Air
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- Excess thrust will now increase agility instead of max speed (0.5 AGI per excess thrust)
- airframes now how base max speeds to better represent airframe size speed effects
- major air rebalance pass for airframes and modules
- increased tech date for survival studies to 1939
- Improved aircraft turrets
- slight decrease in agility hit for large bomb bays
- small airframe can only take single turret modules
- adjusted turret stats so they are less powerful for fighters but better for bombers
- rebalanced thrust and weights of modules and airframes,
- added new modules
- Large autocannon
- Large bomb rack
- Armor piercing bomb rack
- 3 levels of torpedo mounting
- Added new techs for plane designer (see above)
- Combat better Agility and Speed has increased effect on air combat

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Land
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- reduced terrain combat widths slightly, change support widths also
- Super Heavy tanks are now support units. Super Heavy tanks are no longer line battalions
- Armor skirts provide 1 more armor
- Most tank chassis' now grant 10-20% more armor
- Super heavy tanks now cost more overall, but require 20 per support company.

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Navy
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- added damage reduction to piecing thresholds for naval combat
- convoy hitprofile reduced from 120 to 85 bringing it inline with new hitprofile calculations
- Ship torpedoes accuracy increased to bring them back in line with new hitprofile calculations 145 > 100
- slightly decreased AA disruption from ship AA
- removed visibility effects of super heavy bb armor
- rebalanced, ship engines
- removed visibility impacts from medium guns
- rebalanced IC costs to reflect engine changes
- super heavy armor now part of normal heavy armors
- rebalanced armors
- added cruiser armor to carriers


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AI
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- AI more likely to upgrade division in the field even with equipment deficits
- added generic AI upgraded infantry template for late game infantry
- added ENG and USA upgraded infantry templates for AI and improved their infantry templates in general

Right now let's get into some explanations.

Thrust and weight:
Let's get the big one out the way thrust and weight for planes. This change requires a bit of game explanation and some explanation of aircraft. So why affect agility, agility previously was a stat that was seldom increased but often reduced by making it something you are rewarded by not using all your thrust budget you can lessen the agility effects of modules by not loading up your entire plane creating a choice between maximizing raw damage or maximizing damage bonuses during air to air combat by bring higher Agility.

Now the aircraft stuff, so power/weight is very not intuitive for aircraft, adding more power will make a plane faster but taking weight off a plane won't make it faster since speed is almost entirely determined by thrust against drag not weight. What less weight does provide is better climb rate acceleration plus some other things. These are abstracted into agility in game. So now if you want your plane to go faster you either use a newer airframe with lower drag (higher base speed) or by putting a bigger engine in the existing airframe.

Combat widths:
Now the next big change, terrain combat widths. This is the change that originally spawned the open beta idea. These changes are generally intended to flatten the efficiencies further for combat widths while also reducing division sizes. There will obviously still be certain numbers that fit better than others but overall these differences should be less extreme.

  • Terrain = CW+Reinforcement Width
  • Desert = 82+49
  • Forest = 76+40
  • Hills = 72+36
  • Jungle = 74+34
  • Marsh = 68+22
  • Mountain = 65+25
  • Plains = 82+49
  • Urban = 86+28
Ship penetration:
Finally the last change I want to discuss is the new penetration effect for ships. To put this imply they now reduce damage directly on top of reducing critical chance. The damage reductions are smaller than for land combat but that's because they have a much greater effect on the combat but be careful defeating an armored foe with just small guns should be much harder now.

Thresholds and damage are as follows

Pen to Armor ThreshholdCritical Change FactorDamage Factor
221
111
0.750.750.9
0.50.50.7
0.10.10.5
000.3

##########
HOTFIX
##########
07/07
- hotfix for legacy damage reduction for ships was conflicting with new system (they will now add to each other) set legacy value to 0
- hotfix for missing agility mods for bomb bays

10/07
Naval Combat:
- fixed damage reduction happening before stat initialisation
- fixed +1 to threshold values for ship penetration
issues reported here

- updated combat width defines as per
- implemented type 2 combat widths as per
- improved some templates for planes
- balance pass on new modules
- rebalanced dismantle and conversion costs for BB engines
- adjusted damage reduction thresholds for ships

That concludes the run down of the upcoming “Summer open beta” and it's coming to you tomorrow!. I hope to see you try it out and give feedback on the changes. See you next week for more Arms Against Tyranny content coming your way. It's going to be a pretty one.
 
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I support these CW changes because they push in the direction of historical divisions. I think there's a divide between the SP community which wants more historical accuracy and the MP community which wants to roll around everywhere with massive 40-42w tank divisions. Nobody during the war used divisions with 500+ tanks (ok, the Soviets did at the beginning and failed miserably).

I don't have a proposal to fix this divide, although maybe doing something with artillery may help because it was way more important during the war than it is in the game.
 
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@C0RAX
Hello, since you are making changes to infantry and air stuff, could you please have a quick look and consider additional adjustments from these four please? I am sorry for the ping, but I came home late from work and could not catch up with you when the diary dropped.

Click to get redirected to the Suggestions thread:

Suggestion #1 - Close Air Support Mission

Suggestion #2 - Air Warfare Casualties

Suggestion #3 - Air Attack Ability

Suggestion #4 - Strategic Bombing Mission

Thank you.
 
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I support these CW changes because they push in the direction of historical divisions. I think there's a divide between the SP community which wants more historical accuracy and the MP community which wants to roll around everywhere with massive 40-42w tank divisions. Nobody during the war used divisions with 500+ tanks (ok, the Soviets did at the beginning and failed miserably).

I don't have a proposal to fix this divide, although maybe doing something with artillery may help because it was way more important during the war than it is in the game.

Totally agree. I will go even further, anything over historical size divisions should be penalized.
 
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Totally agree. I will go even further, anything over historical size divisions should be penalized.
Then the core math of the game needs to be altered. Width changes like this would require a major rework of the combat system to justify, and I don't think it makes sense this late into a very successful game's life cycle.
 
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I support these CW changes because they push in the direction of historical divisions. I think there's a divide between the SP community which wants more historical accuracy and the MP community which wants to roll around everywhere with massive 40-42w tank divisions. Nobody during the war used divisions with 500+ tanks (ok, the Soviets did at the beginning and failed miserably).

I don't have a proposal to fix this divide, although maybe doing something with artillery may help because it was way more important during the war than it is in the game.
You would have to change fundamental combat mechanics to incentivize this sort of historical play, and I think it would be a really tough task. Even just rebalancing values wouldn't get there I don't think, it would just either not change much or make tanks so bad that no one uses them (see: the 1.0 version of NSB when they were crazy expensive, meanwhile motorized was OP so people just used that). The simple fact is that divisions with high attack and breakthrough + concentration of IC into a relatively small # of quality divisions will push faster and with fewer losses.

There's not really that big of a difference between using like a 20w vs 40w division now that targeting is harder to control (plus with smaller divs you gain org per width, so you can force successful attacks at greater cost, which also doesn't seem particularly meaningful as a "historical" thing). Your goal anyway is to fill out of the combat width and pack as many stats into one battle as possible. If I put 4 250 tank divisions into a combat instead of 2 500 tank ones does that make it more historical? Doesn't really feel like a meaningful distinction.
Then the core math of the game needs to be altered. Width changes like this would require a major rework of the combat system to justify, and I don't think it makes sense this late into a very successful game's life cycle.
Agreed. Changing combat width of provinces has nothing to do with penalizing large divisions. The ORG tradeoff is I suppose an attempt at doing that exact thing, it's just that low org can be perversely helpful in the only situations where being precisely meta matters (i.e. in a multiplayer tank battle, if your unit takes longer to de-org but you lose the battle anyway, you're just taking more HP -> IC losses to get the same result).
 
Superior Firepower.
Infinite Fun.
1688678809622.jpeg
 
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The combat width changes are very confusing. Having arbitrary reinforce widths instead of the current 90+45 on plain and 84+42 on forest will just make stacks of divisions behave unpredictably under multiple combat directions. Honestly the combat width system is already difficult enough to adapt to, and making it even more random just takes the strategy out of division design.

The other changes are nice to hear, but it's combat width changes probably need some tidying up or revoked.
 
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This looks rly promising, sh looks fun. But what are the reasons behind changing the combat with. It´s already complicated getting the right combat withs, what´s the benefit of the new changes? It just looks way harder too manage and counterintuitive with the new reinforcment with.
 
Any changes to line artilley|SP artillery? It`s so bad, everyone is just building tanks, while we should have had a more comboned arms approach.
You would have to change fundamental combat mechanics to incentivize this sort of historical play, and I think it would be a really tough task. Even just rebalancing values wouldn't get there I don't think, it would just either not change much or make tanks so bad that no one uses them (see: the 1.0 version of NSB when they were crazy expensive, meanwhile motorized was OP so people just used that). The simple fact is that divisions with high attack and breakthrough + concentration of IC into a relatively small # of quality divisions will push faster and with fewer losses.
If infantry/AT/AA/TD has notably more hard attack, you would build divisions with more HP and less cost for HP so you don`t bleed as much IC.
 
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Why not make heavy tanks support units too? They were used as independant battalions, there was never a division of them.
 
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I am somewhat confused by Toperdo Air Research Level 1 in the Air Tree. It gives the Light Torpedo Mounting which is already avaiable if you have the Torpedo Tech in the Naval Tree. I feel like nations who start with Torpedo Tech should also have this one or rather the Light Torpedo Mounting should be exclusive to the Air Research then.
 
I am somewhat confused by Toperdo Air Research Level 1 in the Air Tree. It gives the Light Torpedo Mounting which is already avaiable if you have the Torpedo Tech in the Naval Tree. I feel like nations who start with Torpedo Tech should also have this one or rather the Light Torpedo Mounting should be exclusive to the Air Research then.
yep research setup for the new torpedoes has not been implemented yet so that will be the case in the final patch
 
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With the Superheavy tanks becoming Support, can you leave the SHTD and SHAA hardcoded in (Even if you can't make them) so modders can make armored cars and mechanized vehicles using the designer?

Basically setting it up so that modders can make "SHTD" equipment required for mechanized companies, allowing you to design your own half-tracks and the like
None of the tank chasses are hardcoded. Modders can already make custom mechanized/armored car variants if they want, they don't need to cannibalise the SHT chasses-- they can just make their own.
 
If on nearly every tile everyone is experiencing some minor combat width coverage penalty or 1-2 width below max…then is it so bad?

A lot of the criticism I see of combat width changes are often centered around the notion that one should never experience width issues. As in, back in the day there only was 80 width and there was no reason not to be 20w.

if everyone is slightly off on combat width, then it becomes a relevant stat. If everyone just rolls around in perfect divisors of 80, no one ever has to consider width.

I think it’s a good thing. Since there isn’t an expectation to be perfect on width you can now factor that into your division size with consideration of the terrain you’ll be fighting in.
 
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Why not make heavy tanks support units too? They were used as independant battalions, there was never a division of them.

That's true but we only have a very limited unhistorical 5 Support Company slots per Division. So that makes the problem worse. The game really needs a basic "Attach" command at least. It could make one Div follow another around like they are one Div. Or it could temporarily combine them into a new temporary Div template.
 
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On the air module changes:

I really like the idea of excess thrust increasing agility. I also really like the idea of engine tech increasing max speed by a percentage of the base airframe speed. I think this provides more interesting choices and trade-offs. One thing that seems odd to me, however, is that equipment that adds weight (fighter weapons for instance) only decreases agility but does not decrease speed at all. As a test, I loaded up a fighter with cannons. Sure, my agility dropped drastically, but I could still fly at max speed? I would think that with all that weight (and each piece of equipment does have a weight stat), I would also reduce my max airspeed some. You may wish to consider some balance there.​

The max speed of an advanced light airframe with tech IV engine is "only" 675 km/h (iirc) in this beta. This seems a bit underrated to me as late war single engine fighters were reaching speeds of 700 - 750 km/h. However, I am completely ok with this if your team introduced some other modules that affected speed (like turbo chargers and superchargers that increase cost and fuel consumption or some other balance) which brings me to my wish list . . .​

Please see Freezer's "Reworked Air Designer" (already mentioned in this thread) mod. Some of it may be a bit of overkill, but some of the ideas are solid. I believe if you balanced the weight of weapons modules with reducing speed (somewhat) with new modules that add production cost but increase speed, you could really get a very nice set of balances and trade-offs and great variety in designs. Here are some additional ideas:

  • Add an "Airframe" module radial button in the air designer just like the engine or armor module in the tank designer. This represents improved production capabilities working with aluminum, wing design, struts, spurs, flaps designs, metal smoothing, etc. (I do understand much of this is represented in the airframe techs but hear me out). You can hit the '+' sign to make slight improvements to your airframe (could affect speed, range, agility) while adding production cost (and possibly more aluminum at the highest levels). This allows you to keep your "Basic Airframe" fighter viable later in the war (think Bf-109 k vs. Bf-109 b) while still not negating later airframes (Improved and Advanced) which represent better "from the ground up" designs.

  • Add a Fighter Canopy Tech Line
    • Assumed Starting Tech: No Canopy / Open Cockpit (or small windscreen only) - Max speed lock (if this is possible) no matter how big the engine is!
    • Tech 1 "Bird Cage" (e.g. Bf 109) - Flat glass sections held in position by a metal frame and muntins. Rear view is blocked. The frame causes blind spots. Unlocks max airspeed (if this is possible). Increases cost.
    • Tech 2 "Malcolm Hood" (e.g. Spitfire) - Expanding the bird cage concept but bulging the glass outward and adding flush-mounted recessed glass panels behind the openable canopy giving a better view to the rear. Increases defense (I see you coming!); increases agility (I can more quickly anticipate, see, and counter your attacks). Increases cost.
    • Tech 3 "Bubble Canopy" - A single piece of plexiglass constructed without bracing that allows a full 360 degree view. Increases defense, agility and attack. Increases cost a lot.
Thank you!
 
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