• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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
################################################################

##########
Air
##########
- 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

##########
Land
##########
- 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.

##########
Navy
##########
- 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


##########
AI
##########
- 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.
 
Last edited:
  • 51Like
  • 16Love
  • 4
  • 3
  • 1
Reactions:
Corax: "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."

Is this true? Are there any physics geeks here? In my mind I am thinking about how commercial aviation CHASES weight reduction with full blown passion. It's true that the speed of commercial aircraft doesn't change a whole lot, but that's because the manufacturers match thrust to weight. So, the reason commercial aviation chases less weight is to reduce the amount of thrust needed in order to increase fuel efficiency. I think . . . . .


If Corax's statement is true, however, typically adding cannons to fighters did increase drag, so you would want to account for that. Also, anything that is an external pod (bomb locks, drop tanks, etc) would give quite a bit of drag and so should decrease speed, but I don't believe there is a "drag" variable in the calculations? Which would mean, the only way to reflect this would be to give a malice to speed based on weight. Just thinking out loud . . . .

Thanks!
 
  • 2Like
  • 1
Reactions:
Is this true? Are there any physics geeks here? In my mind I am thinking about how commercial aviation CHASES weight reduction with full blown passion. It's true that the speed of commercial aircraft doesn't change a whole lot, but that's because the manufacturers match thrust to weight. So, the reason commercial aviation chases less weight is to reduce the amount of thrust needed in order to increase fuel efficiency. I think . . . . .


If Corax's statement is true, however, typically adding cannons to fighters did increase drag, so you would want to account for that. Also, anything that is an external pod (bomb locks, drop tanks, etc) would give quite a bit of drag and so should decrease speed, but I don't believe there is a "drag" variable in the calculations? Which would mean, the only way to reflect this would be to give a malice to speed based on weight. Just thinking out loud . . . .

Thanks!

Weirdly enough there's a great writeup on the effects of weight on aircraft performance on linkedin, but there's also the FAA's guidelines that give an idea. Basically more weight reduces climb speed, optimal cruise speed, manoeuvrability, rate of climb, max altitude, basically any flight characteristic of an airplane but max speed. Since airlines don't want to go faster due to drag increasing much faster as you approach the speed of sound they try to reduce weight because it allows them to go further since they get more lift for a given wings size which means smaller wings which means smaller engines which means less cost to operate, among other things gained from less weight such as climb rate and runway length requirements. Additionally It can be the case that in order to make the lift of the aircraft high enough for the weight you increase the drag (large straight wings or higher AOA etc...)and so indirectly is reduces speed.

If I'm misunderstanding anything I'd been happy to get an explanation of it.
 
  • 7
  • 2Like
  • 1
Reactions:
Thank you, Corax!

I agree that excess thrust equals better climb rates and acceleration! :) I happen to be geeking out on the internet at the same time you were posting this. This is what I found:

"The drag will increase with the square of the mass increase." and we know drag is a direct counter to thrust. (found here)

" . . . the thrust is in direct relation to weight . . . Now we can see , , , that increasing the weight and/or the velocity will increase the thrust horsepower required to maintain flight." (found here)

"The thrust needed to maintain this speed in straight and level flight is also a function of the aircraft weight." (found here)

I don't know what the true answer is because I never studied this in college or anything - just food for thought.

Thank you so much for responding and being helpful!
 
Thank you, Corax!

I agree that excess thrust equals better climb rates and acceleration! :) I happen to be geeking out on the internet at the same time you were posting this. This is what I found:

"The drag will increase with the square of the mass increase." and we know drag is a direct counter to thrust. (found here)

" . . . the thrust is in direct relation to weight . . . Now we can see , , , that increasing the weight and/or the velocity will increase the thrust horsepower required to maintain flight." (found here)

"The thrust needed to maintain this speed in straight and level flight is also a function of the aircraft weight." (found here)

I don't know what the true answer is because I never studied this in college or anything - just food for thought.

Thank you so much for responding and being helpful!
lovely source, 4.12 Minimum and Maximum Speeds talks directly to it being a function of drag and thrust for max speed.
 
  • 2
Reactions:
The thing is, the naval XP buffs are basically all for techs that give % stat buffs, not unlock new modules, with I guess the idea being that experience helps you learn how to use your tools effectively faster. There aren't any air techs like that, only modules.
 
  • 2Like
  • 1
Reactions:
Well, the depth charges and the armour could be researched with exp. Also there could be an argument that with more experience you would observe the flaws of your current equipment and try to overcome it. In many cases prototypes didn't enter production but the experience from the trials helped shape a model that actually contributed the war effort.

The point is that the player doesn't become overwhelmed with different techs he doesn't have time for. Because they could add a few techs here and a few techs there with each patch and create this problem. I think it's better if we prevent it in advance.
 
  • 2Like
Reactions:
Alright, just re-did a game with France with save save start point. Navy seems indeed to have some problems, losing tons of screens while nothing before.\
Also Germany seems to have beefed up, finally they break through my 9/1 infantry divisions.
Allow me to update here: had again another run: this time the chances were much different. So, it could be there's not much difference with naval fights.
 
Oups, just found a bug with CAS: I had a CAS already on production, automatic upgrade, then I find this info. It looks like I can't even produce it, yet it's in my production queue.

1688785597370.png
 
  • 1
Reactions:
I honestly, will not mind these combat width changes, but I know other MP players will.

The real problem with the changes is as follows:

A) The way combat targeting works is it favors having large divisions over small divisions.

I have done a test recently and I am fairly certain: 40-42 width divisions will not go away, simply because only those divisions can maximize defense & breakthrough in a way that you can't do with 20 widths divisions. Combat width on tiles in that regard is almost irrelevant: it's will stay multiples of 20 because of current equipment stats, not because of anything else (if the player understands the game mechanics of course).

Assuming the current 42 widths have optimized their breakthrough/defense to equal that of potential enemy effective attack, anyone who uses 21 widths universally will have their divisions about 37.5% worse than the same composition of unit types that the enemy has.

Reason being: every reduced defense/breakthrough point matched enemy attack and with their removal, the chances of enemy success in inflicting damage went up by 300%.

Assume this; you have two 42 width divisions with 100 defense and 100 soft attack. They face two enemy divisions with 100 breakthrough, 100 soft attack. Assume no hardness for both, no modifiers. These divisions should fight equally well against each other because:

([2(100 enemy soft attack*(coordination = 0.35) + 2*100 enemy soft attack/2]-100 defense)*4+100 attack negated by defense= make the number of actual attacks hitting each side is equal(180 on one division and 50 on the second for both sides.

=max[(2(100)*0.35 + 2*100/2]-100,0)*4 + min(100,2*100/2*4)
= 180

second division:
=max[(2*100/2]*4-100,0) *4+ min(100, 2*100/2)
= 50

Now try using 21 widths for one side. They have double the division count now, with half the stats, except org.

Now their calculation is:

([2(100 soft attack*(coordination = 0.35) + 2*100 enemy soft attack/2]-100 defense)*4+100 enemy attack negated by defense= make the number of actual attacks hitting each side is unequal(180 on one division and 50 on the second for both sides.
=max[(2(100)*0.35 + 2*100/4]-50,0)*4 + min(50,2*100/4*4)
= 330

second/third/fourth division:
=max[(2*100/2]*4-100,0) + min(100, 2*100/2)
= 25

As a result, now one side takes (330+25*4 = ) 430 damage while the other takes (180+50*2 =) 280 damage. The side taking more damage gets 50% more org on the other hand, but it will lose in the end because every one of these divisions will be deorged eventually one by one, not to mention higher equipment losses.

The only way to counter this: reduce the coordination value to 50% of what it is right now,(0.175) but that will make the game go from exponential to arithmetic (AKA a "meta template" will be less relevant compared to optimizing IC usage and will make the game slower paced) and I suspect people will still try to counter this by making "5 tank/1 motorized" templates).

B) People don't like having many division size templates. They look for cookie cutter solutions that work on Speed 4 by principle "Click and beat anything that comes your way"

That's why the lazy players will simply build something universal no matter what, even if it's inefficient.

C) People playing MP don't like small templates. They lag the game down. Only way to avoid that: build a mobilization mechanic. Otherwise Brazil, Mexico, Peru will print dozens of divisions that have no impact 90% of time, but still consume game resources.

For that reason, most MP lobbies ban division widths under 10 for garrisons and raise to 20 for frontline units often.

What needs to be done is a mobilization mechanic: you can't just have 90% of your army deployed in 1937 for no reason. There has to be a cost for doing that.

D) You as devs are deliberately avoiding OOBs given the HOI3 disaster. That's reasonable.

But you need to introduce corps level formations in the form of "attachables": aka being able to attach one division to another and stay in the same province at all times(and move at same speed).

CTRL + 1-10 is great, but the unit speeds are different leading to issues on manual attack. EUIV has it for years, for HOI4 it's overdue and shouldn't be that hard to implement.
 
Anyways, been playing around with the range for Strategic combers. Its not as bad as I thought they would be, to keep them 4 engined you will probably need to rush engines ASAP.

Anyways, any plan to adress the imbalance between people who don´t have BBA vs people who do? As it is right now, you can´t really replicate the pre-designed ones with the plane designer. They are cheaper and frankly have stats that you will never get with the plane designer.

I mean, I know its the same for the tank and ship designer but with the plane designer the difference is so blatant.
 
We need smaller airzones to change the air meta. With the massive reduction in range, drop tanks have become mandatory if you want to cover the current air zones. It's not a choice now, it's a necessity (and it already was before this change).
 
  • 1
Reactions:
Ok, I found a problem: There are a lot of new techs now but the duration of the research time has not been reduced, or there is no option to use air craft expierence points to make the research faster

It should be reduced somebit, or adding the option to use your aircraft expierence points to make the research faster, because there is already a problem to keep your army up to date. Specially, the nations with the outdated focus trees have a big issue to keep up with their historically techs. Italy got an massive research boost with his focus tree, even in 35 days they get more as other majors in 70.. but not all have this option.

So reducing the research duration or giving a option to use the expierence points would be a good idea. (For all nations)

The real testing of airgraft was the fastest and best way to get development in every war equipment so using air xp as development boost seems the best way of doing this1
 
yep research setup for the new torpedoes has not been implemented yet so that will be the case in the final patch
Please give a special eye for France. Only 3 slot for most od early game, and now more basic research to find... I understand the purpose but you might reconsider the baseline for some majors.
 
  • 1Like
Reactions: