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I'll answer in chunks for it becomes too long...

Also going back to our argument about "is 15mm enough": was reading "History of the Panzerwaffe", in Spain Soviet T-26 and BT tanks were pierced by rifles at distances under 100m.

The response by them was to fire from long-range from their 45mm, evading close distances.

That number probably comes from "A survey of tank warfare in Europe from D-Day to 12 August 1944". It gives an average distance of opening fire for open terrain as 1'200 yards for open terrain and 400 yards for closed. On average you get your 800 yards but it's an average of two and not even weighted average.
Zaloga's armored champions states that in Italy the average engagement with tanks would start at 350 yards.

Sounds like he used the original, while the tank warfare survey likely rounded things up from the original. Or is totally unrelated.


As per German heavies:


Eastern front

You see how 75mm kills fall off rapidly after 800m while 88mm still retains its efficiency? And 75mm includes high velocity KwK'42. And these are kills, not engagements, engagements will be sufficiently higher.
A couple of context things:
A. This is a Soviet study based on 735 medium & heavy tanks
B. This is for 1943-1944
C. There is no differentiation between Stug/Tiger/Towed AT as the source of these hits. Also there is no differentiation between KWK 42 and even KWK 37.


I see other things:
1. For distances >800m 88mm guns claim only 33% of their kills.

For 75mm it's about 16%

Which means 67% of kills for 88mm and 80+% of kills for 75mm was achieved at a distance under 800m.

2. At distances under 400m, 36% of 75mm kills were achieved and 18% of kills for 88mm.

3. The lack of segregation between Towed AT/AA/Tank/TD distorts the data because of completely different circumstances and visibility capacity in each case.

German 88mm Flak 18s were often forced to open fire at large distances because they were nearly impossible to conceal, due to their size. Compare that to a 75mm Pak 40.

Firing a 88mm gun from a Tiger turret (from a height of 3m), a 88mm PaK 43 (from a height of 1m) and a 88mm Flak 18 from a height of 2m give completely different visibility lines.

4. Not only that, TD units, Tank units and Flak units have very different training and optics.

I) An 88mm Flak has to be prepared to hit targets at 3000m, and gets optics and rangefinding for that role. As well as crews trained for long-range direct fire (somewhat similar to naval cannoneers in that regard), and selected from the best of the best.

At the same time, a heavy AA is immobile and easily detectable on the field, due to its height, forcing it to engage at longer distances..

II) An Anti-tank's crew's training is completely different. Their job is not to be the best, they are workhorses needed in every infantry division, the "black bone" of artillery and it's their job to trade their towed AT gun for enemy tanks. "Hide and Hope" as the unofficial US TD motto goes. For that reason, they prioritize camouflage, and are ready to sit and wait until the right time to make their "one of their few shots" before they get destroyed.

II) Tanks are different from both, their job is to take out any resistance and remain unpierceable. They are the tallest and most mobile of the three.

For this reason an 88mm in Heavy AA is likely to fire at 1200+m, tanks at 800+m while an AT gun is likely to fire at no more than 600m.

Lumping all 3 together messes things up badly. Which is exactly the problem of this study.

It's shows nothing about AT, it just show tank vulnerability at given distances. And even then you're mixing T-34s, IS, Churchill, Matilda, Sherman and KV tanks which were very different between themselves.

On the contrary these are very real things. You can't take a medium tank, "add 50% to everything" and get an acceptable heavy tank as the result. Russians learned it the hard way with Chayka, Turks with Altay engine and transmission, Koreans with Hyundai Infracore + MTU and S&T + Renk.
I-153 "Chayka" is an aircraft. Kind of unrelated.

The Americans developed their own heavy tank "T26" with a 90mm gun, but it was decided that producing it is not justified given that Shermans can do their tasks.

Although the Sherman M4E2 Jumbo is an example of a medium turned into a heavy tank.


You don't need to know much, AT threats are the same be that Indo-Pacific or Europe. So if Armies having huge stocks of well-protected MBTs decide to spend money on much less protected yet "more expensive" light tanks there should be a reason why Indo-Pacific theater requires lighter vehicles
I have substantial experience discovering "how wrong I am" when I use plain logic and not getting into details. Which is why I sometimes refrain from expressing an opinion.

Speaking of which: I hated the pre-NSB meta of "Heavy tanks 2 being almost unbeatable compared to AT 2s" but now I realize Podcat's era meta had actually been kind of close to reality due to low AT mobility simulated.
 
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The main problem with light tanks in game is the light tank battalion.
Historically it doesnt really exist light tanks were generally combined with mediums either for recon or just cost/availability.
Also Constantly losing div xp for upgrading to mediums and mech is just annoying.
 
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Why are the battalions different amounts of equipment based on tank type? Wouldn't standardizing it make it easier to balance cost/performance?
I suspect the answer is that once upon a time someone thought it was a good idea for reflecting actual WW2 unit sizes but since then all sorts of balance and anti-exploit adjustments have occurred leaving a residue of different equipment counts.
 
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Why are the battalions different amounts of equipment based on tank type? Wouldn't standardizing it make it easier to balance cost/performance?
I think it made sense in pre-designer HoI4, as it increased believability without much cost in accessibility (we are talking about a game that needs separate excel sheet to calculate expected number of factories working on tanks, bar is low here). Of course, it failed absolutely when we get an option to design our own lights and mediums.
Which being said, I think there is some point in wanting SPART and SPAA to have their own unit sizes.
 
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I think it made sense in pre-designer HoI4, as it increased believability without much cost in accessibility (we are talking about a game that needs separate excel sheet to calculate expected number of factories working on tanks, bar is low here). Of course, it failed absolutely when we get an option to design our own lights and mediums.
Which being said, I think there is some point in wanting SPART and SPAA to have their own unit sizes.
Ah, I had a thought… the base game has no designer.
The devs need to balance the game both with and without the DLC active. I bet this is the main reason they didn’t simply harmonize the game around having all the dlc features, which is basically what the poster is suggesting.
 
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Ah, I had a thought… the base game has no designer.
The devs need to balance the game both with and without the DLC active. I bet this is the main reason they didn’t simply harmonize the game around having all the dlc features, which is basically what the OP is suggesting.
It gave me the idea to play without all dlcs
 
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playing without the navy/air/tank designers is much more fun, makes the AI much more competitive and is much less APM heavy in terms of managing research, refits, module upgrades, etc. your deathstack will still wipe AI half-fleets, your 555 range/attack/agility fighter III will still wipe AI fighter II, and your tank divisions will still be allowed to push unharassed... but the margins are much, much better. no more 1:25 fighter KDRs with 100 planes to their 1000.

unfortunately I do love the specialization the spirits of the army and high command promotion system offer, so I usually leave NSB on, and MtG is fine too.
 
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I think a large part of this is related to production. Right now to build a tank, I design one and assign a factory. That one factory is building the entire tank. If I design a new tank on the same chassis, well I need to assign a different factory to that tank. In reality, the same factory would build the hull regardless of what turret I put on it, and the factory that builds my artillery is also probably the one actually making the gun system for the tank. The game does not do a good job of representing production lines and the benefit of shared components, which pressures the player into simplifying their divisions as much as possible.

Also as the player, we can see the future. We have reams and reams of papers and books talking about what worked historically for WW2. We have a handy tree of technology that charts the path forward. We already know that Strat bombing as practiced in WW2 wasn't very effective. We know from out the gate that AA guns work well in the AT role.

I do think better/more niches would be a good start. I think exaggerating terrain effects on equipment would be useful. Make it painfully obvious that if you bring a tank to the desert, it better be a light one, etc.
 
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Speaking of which: I hated the pre-NSB meta of "Heavy tanks 2 being almost unbeatable compared to AT 2s" but now I realize Podcat's era meta had actually been kind of close to reality due to low AT mobility simulated.
for a big part of that era, partial piercing was not a thing in hoi 4. it was either full pierce or nothing. that was the worst part/unrealistic. anti-tank guns which could not penetrate frontal armor of big cats at 1000m+ could penetrate basically any vehicle of the time from the side. especially at typical distances for actually firing them...from what i understand, a 57mm (even the lower velocity versions the allies used as opposed to zis-2) would be threatening to a tiger 2 from the side at 500m or less. a 37mm would not. that strongly implies that the 57mm has an impact on the battlefield that the 37mm doesn't against those tanks.

partial piercing as a mechanic models this. the inability to pen the vehicle from the front at distances it can fire is relevant for sure, but not as oppressive as if the gun can't penetrate the tank from any angle. when the tank still has to respect danger from side shots, the degree to which its mobility improves is less. it can be more aggressive with positioning, but still has to avoid exposing itself to bad firing angles.
 
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I think a large part of this is related to production. Right now to build a tank, I design one and assign a factory. That one factory is building the entire tank. If I design a new tank on the same chassis, well I need to assign a different factory to that tank. In reality, the same factory would build the hull regardless of what turret I put on it, and the factory that builds my artillery is also probably the one actually making the gun system for the tank. The game does not do a good job of representing production lines and the benefit of shared components, which pressures the player into simplifying their divisions as much as possible.
A system for combining different equipment would be nice but risks overcomplication
 
Oh yeah, very slippery slope. There is something to be said for HOI3 system where (if I remember right) you just built the battalions directly and didn't really produce equipment? My memory is hazy on this part of HOI3.
That is generally how it worked. There was "practical" research stuff that was suppose to simulate the "more I produce this, better I get at it".
 
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A system for combining different equipment would be nice but risks overcomplication
Actually I'm writing 'suggestion' of such system right now. Basic problem seems to be that there is very small overlap between 'infantry stuff' (infantry weapons, but also artillery), 'tank stuff' (hull, engine, armor, chassis, turret, and then also actually even weapons) and 'aircraft stuff' (airframe, engine, bombs, torpedoes, through guns are actually mostly aligned with infantry stuff), and don't even let me start about 'naval stuff' (btw single .50 cal costs 0.75 Production when mounted on aircraft, but 20 Production when mounted on destroyer). Either you have convoluted system where 75mm cannon can represent either Small Tank Gun or Improved Small Tank Gun, or you cannot mount 3.7cm towed AT gun on your panzerjager.
 
That is generally how it worked. There was "practical" research stuff that was suppose to simulate the "more I produce this, better I get at it".
I detest the HOI4 research system in comparison to HOI3. The whole practical/theoretical split along with having a point system that you could spread or concentrate as you desired is miles ahead of the slot system.
 
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I detest the HOI4 research system in comparison to HOI3. The whole practical/theoretical split along with having a point system that you could spread or concentrate as you desired is miles ahead of the slot system.
The downside of the HOI3 research system was it was a tremendous Newbie trap. You needed to know what you wanted to do before you started. The number of times I'd build paratroopers but then not have any transport planes (and no practical speed) was annoying. It punished you for trying new things.
 
The downside of the HOI3 research system was it was a tremendous Newbie trap. You needed to know what you wanted to do before you started. The number of times I'd build paratroopers but then not have any transport planes (and no practical speed) was annoying. It punished you for trying new things.
Can't you run into that now...?
 
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The downside of the HOI3 research system was it was a tremendous Newbie trap. You needed to know what you wanted to do before you started. The number of times I'd build paratroopers but then not have any transport planes (and no practical speed) was annoying. It punished you for trying new things.

Can't you run into that now...?
I would say you still have this, especially with the various designers. You can easily research the newest airframe without realizing you also need the newest engine for example.
 
Tank and airplane designers were a mistake. While cool on paper it's absolutely atrocious for the ai. Might be okay for multiplayer but still it's something that sounds awesome, and probably felt awesome for a week until it wasn't and it was a further nerf to the ai.
 
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Tank and airplane designers were a mistake. While cool on paper it's absolutely atrocious for the ai. Might be okay for multiplayer but still it's something that sounds awesome, and probably felt awesome for a week until it wasn't and it was a further nerf to the ai.
Which is kinda strange when I think about it. Ok, tanks are complex. But fighters are broken (in game theory sense) by experiments since about five minutes after BBA release. These legendary 25:1 KDR should not be achievable if AI just used meta design, and meta design can actually be found automatically (from devs perspective) as long as boundary conditions are well-defined.
 
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