Historic Battle - Event No.61 - Battle of...
SchwerePanzer
29 Apr 2012
Was good fun. Not sure about arty. We can't simulate it any further and if the arty players have fun it's fine with me.
Once the defenders found better positions on the map they had the advantage of numbers, cover and arty. Maybe sticking to three battles would be enough?
@orkel arty really fires only via minimap just try it using the mod. Have to agree though that it shoots better than I expected (at least in the hands of good arty players). Once I became the arty tagret in the last battle I was gone. All my modules plus gunner on the first hit and later the rest. So I kind of feel for Orkel. In reality an arty barrage would be a lot different. Right now it still feels like a single shot from a sniper although arty doesn't have the sniper/god view.
Once the defenders found better positions on the map they had the advantage of numbers, cover and arty. Maybe sticking to three battles would be enough?
@orkel arty really fires only via minimap just try it using the mod. Have to agree though that it shoots better than I expected (at least in the hands of good arty players). Once I became the arty tagret in the last battle I was gone. All my modules plus gunner on the first hit and later the rest. So I kind of feel for Orkel. In reality an arty barrage would be a lot different. Right now it still feels like a single shot from a sniper although arty doesn't have the sniper/god view.
pieterdegreef
29 Apr 2012
I absolutely LOVED the games... the concept that is.
It was my first so I don't really know what the impact of arty was compared to other games. I like the idea of arty but perhapsa little less powerfull than Hummels. I thought they where very powerfull as where the the ISU's.
What also was rather annoying was me in a Ferdy being "forced" on that hill which is probably the last thing Porsche had in his mind... so I think a more open environment would be more appropriate. Also very frustrating, you can't see a damn thing.. which is not a very big problem in a Panther but in an as good as stock Ferdy... it is hard! (but INCREDIBLY enjoyable for me and Nick "nislim")
I think is incredible how much of a difference those little changes in gameplay make... much more pro and satisfying! Can't wait for the next one...
It was my first so I don't really know what the impact of arty was compared to other games. I like the idea of arty but perhapsa little less powerfull than Hummels. I thought they where very powerfull as where the the ISU's.
What also was rather annoying was me in a Ferdy being "forced" on that hill which is probably the last thing Porsche had in his mind... so I think a more open environment would be more appropriate. Also very frustrating, you can't see a damn thing.. which is not a very big problem in a Panther but in an as good as stock Ferdy... it is hard! (but INCREDIBLY enjoyable for me and Nick "nislim")
I think is incredible how much of a difference those little changes in gameplay make... much more pro and satisfying! Can't wait for the next one...
vitya
29 Apr 2012
it was a very good battle, well, after we coordinate our defense better, it was a little unbreakable. ;-)
1.: lack of coordination, I thought I could do, but I had to concentrate to my ISU, so I did not make my job, as commander - my fault.
2.: plan as before, but we decide Mule, from the top, will be the Commanding Officer... That was fun.
3.: plan as before, the Germans do a little one force trick, I cannot reach the other part of the village in time (slow ISU, too slow) - simple defeat
4.: plan was updated, I have found a new place for ISUs, behind the village, so they can help to all sides - after a big firefight, Germans were retreating, so we did our counterattack - simple victory
5.: plan as the 4th round, Germans came from the other side, harder round, but victory
Note (@Orkel): if we could hit you with the ISUs, your modules and tank crews were damaged as well - not just the arty was the problem for you. Our damage was OP here... But I loved that.
1.: lack of coordination, I thought I could do, but I had to concentrate to my ISU, so I did not make my job, as commander - my fault.
2.: plan as before, but we decide Mule, from the top, will be the Commanding Officer... That was fun.
3.: plan as before, the Germans do a little one force trick, I cannot reach the other part of the village in time (slow ISU, too slow) - simple defeat
4.: plan was updated, I have found a new place for ISUs, behind the village, so they can help to all sides - after a big firefight, Germans were retreating, so we did our counterattack - simple victory
5.: plan as the 4th round, Germans came from the other side, harder round, but victory
Note (@Orkel): if we could hit you with the ISUs, your modules and tank crews were damaged as well - not just the arty was the problem for you. Our damage was OP here... But I loved that.
PzrFaust
29 Apr 2012
That was a great match, very exciting very fun. It was crazy hard to spot people through 2 layers of bush even 10 m away.
The artillery felt amazing, to hear it come flying down and explode around you. It really felt like you had to keep moving to avoid it. I heard however that the russian arty was direct firing, which makes it easier to hit and not being able to return fire meant when the tig2s took the village they were gettign wiped our from the aliens on the hill.
I think having the same setup but dissalowwing direct mortar fire would work well. Or if you do allow direct field gun fire really consider that in your scenario balance.
Personally I think a standard set of codes over voice would help clear up coordination ( e.g. Panther Echo5 spots IS Echo6 - need backup) as well as having a standard roster in teamspek again ( [tankname] - [player name]). This is adding more constraints so I don't know if you want to ignore this for more openness to new people.
Anyways I shall look forward to next week's skirmish.
http://www.mediafire...n5x69if65d6upl1
The artillery felt amazing, to hear it come flying down and explode around you. It really felt like you had to keep moving to avoid it. I heard however that the russian arty was direct firing, which makes it easier to hit and not being able to return fire meant when the tig2s took the village they were gettign wiped our from the aliens on the hill.
I think having the same setup but dissalowwing direct mortar fire would work well. Or if you do allow direct field gun fire really consider that in your scenario balance.
Personally I think a standard set of codes over voice would help clear up coordination ( e.g. Panther Echo5 spots IS Echo6 - need backup) as well as having a standard roster in teamspek again ( [tankname] - [player name]). This is adding more constraints so I don't know if you want to ignore this for more openness to new people.
Anyways I shall look forward to next week's skirmish.
http://www.mediafire...n5x69if65d6upl1
vitya
29 Apr 2012
5th battle is ready, more will come tomorrow...
http://youtu.be/BptBo6uHXOo
like Relic's Idea, and here is MY ISU damage count for the 5th round:
4th Battle, more will come afternoon
http://youtu.be/akdh1fcKQmM
Damages from 4th round...
3rd Battle
http://youtu.be/weW51bP4oNE
And the damages:
2nd battle
http://youtu.be/4ZUflzOS2Tw
And the damages:
1st Battle / I forgot to change the ammo, so did 0 damage (shots 3, hit 2 - what a loser) /
+ there were chaos in the field, and the commander were shit (yep, that was me...)
http://youtu.be/AnqK1YzxnZM
@GT: good videos, I did not record the TS, thats why I use a little music, but I like yours, 'cos we hear what we have spoken there...
Edited by vitya, 04 May 2012 - 11:31 AM.
http://youtu.be/BptBo6uHXOo
like Relic's Idea, and here is MY ISU damage count for the 5th round:
Spoiler
4th Battle, more will come afternoon
http://youtu.be/akdh1fcKQmM
Damages from 4th round...
Spoiler
3rd Battle
http://youtu.be/weW51bP4oNE
And the damages:
Spoiler
2nd battle
http://youtu.be/4ZUflzOS2Tw
And the damages:
Spoiler
1st Battle / I forgot to change the ammo, so did 0 damage (shots 3, hit 2 - what a loser) /
+ there were chaos in the field, and the commander were shit (yep, that was me...)
http://youtu.be/AnqK1YzxnZM
@GT: good videos, I did not record the TS, thats why I use a little music, but I like yours, 'cos we hear what we have spoken there...
Edited by vitya, 04 May 2012 - 11:31 AM.
RelicShadow
29 Apr 2012
Ok did a countdown of my damage in artillery to see if it was too effective, and honestly I think the issue was direct fire (or the excess of it)
I spend barely any time in direct mode (as oppose to Mule who spend most time in direct mode).
Here is my damage numbers from all 5 games (direct fire hits are marked):
See this post
I will post Mule's damage count later to compare results.
I spend barely any time in direct mode (as oppose to Mule who spend most time in direct mode).
Here is my damage numbers from all 5 games (direct fire hits are marked):
See this post
I will post Mule's damage count later to compare results.
GroundTrooper
30 Apr 2012
SchwerePanzer
30 Apr 2012
So for the future we need to know the exact deployment of arty: simulate off map arty or have it actively in the battle. Downside of off map arty is that people don't get to see the nice models
Had I known the effectiveness of the arty in the first battles already I hadn't taken such great risks of advancing on my own. So this kind of contradicts to arty being there to prevent camping. I might camp more in future battles with arty.
Wish we could create some kind of rating for every event. I'd give this event 7 out of 10 (minus one point each for lineup of the German team[*], deployment of arty, unclear mission[**]).
[*] fighting uphill made us too slow to make fast maneuvers which would lead to more dynamic fights. Something I will consider for future line ups. Some Pz. IV maybe.
[**] Maybe I missed the briefing but I expected the Soviets to defend the village (in order to protect the arty). To me leaving the town completely would have been a German victory in this scenario.
On a sidenote: It was very tricky that I could sometimes not tell a T-34 from an IS apart through the many bushes.
As I mentioned earlier we should set a time frame. We started late and the battles lasted long which was good. I didn't expect to do a best of 5 compared to the recent events. Next time I might have to leave earlier if we are doing a best of 5 with these delays.
Had I known the effectiveness of the arty in the first battles already I hadn't taken such great risks of advancing on my own. So this kind of contradicts to arty being there to prevent camping. I might camp more in future battles with arty.
Wish we could create some kind of rating for every event. I'd give this event 7 out of 10 (minus one point each for lineup of the German team[*], deployment of arty, unclear mission[**]).
[*] fighting uphill made us too slow to make fast maneuvers which would lead to more dynamic fights. Something I will consider for future line ups. Some Pz. IV maybe.
[**] Maybe I missed the briefing but I expected the Soviets to defend the village (in order to protect the arty). To me leaving the town completely would have been a German victory in this scenario.
On a sidenote: It was very tricky that I could sometimes not tell a T-34 from an IS apart through the many bushes.
As I mentioned earlier we should set a time frame. We started late and the battles lasted long which was good. I didn't expect to do a best of 5 compared to the recent events. Next time I might have to leave earlier if we are doing a best of 5 with these delays.
RelicShadow
30 Apr 2012
Ok finished the damage countdown for both artillery players.
Here are the results
info:
df - marks a direct fire hit (that means 3rd person view)
??? - marks a hit in the fog of war (damage unknown). Given those an average value of 300
RelicShadow:
MuleMobile:
Total damage:
Game 1: 4164
Game 2: 2364
Game 3: 3033
Game 4: 2259
Game 5: 3315
Everyone is more then welcome to draw their own conclusions.
For me, I was quite surprised to see that the games the Soviets lost were among the games the artillery did the most damage in. (specially game 1)
Please discuss in a civilized manner.
I have to repeat, this was our first experiment to see if artillery with the "HB arty mode" is or is not a viable option for the future.
So feedback is very welcome.
Here are the results
info:
df - marks a direct fire hit (that means 3rd person view)
??? - marks a hit in the fog of war (damage unknown). Given those an average value of 300
RelicShadow:
Spoiler
MuleMobile:
Spoiler
Total damage:
Game 1: 4164
Game 2: 2364
Game 3: 3033
Game 4: 2259
Game 5: 3315
Everyone is more then welcome to draw their own conclusions.
For me, I was quite surprised to see that the games the Soviets lost were among the games the artillery did the most damage in. (specially game 1)
Please discuss in a civilized manner.
I have to repeat, this was our first experiment to see if artillery with the "HB arty mode" is or is not a viable option for the future.
So feedback is very welcome.
vitya
30 Apr 2012
RelicShadow, on 30 April 2012 - 11:47 AM, said:
[/color][/b]Everyone is more then welcome to draw their own conclusions.
For me, I was quite surprised to see that the games the Soviets lost were among the games the artillery did the most damage in. (specially game 1)
I think the 5th level arty was so helpful as the level 7 panthers...
@Schwere: I would rate this event as 9 out of 10. -0.5 the arty test, -0.5 some misunderstanding...
(the misunderstanding wasn't so big, it can't be more then a half point, and this was a test for usage of the arty in HB, the first use of anything could be problem - from this point of view, they were not as bad as they could be.)
But for some time, this was the best HB event!!!! Much-much better as the ambush events were...
miktg
30 Apr 2012
Imo if future events we should use arty more as a disruptor of enemy movements (focused on detracking enemy tanks, lowering morale of enemy tankers but doing less damage) and less as the main damage dealer. Thus we could apply more low lvl arty pieces (2-3 maby 4 lvl) per battle that would make much noise but wouldn't have such a big impact on battle outcome as yesterday.
psycroptic66
30 Apr 2012
When will the next Historical Battle? The Battle of Halbe was awesome! Thanks the opportunity...
MuleMobile
30 Apr 2012
MuleMobile
01 May 2012
RelicShadow
01 May 2012
MuleMobile, on 01 May 2012 - 01:59 PM, said:
Is that just your damage, or both ISU?
By the individual shot count it seems to be just his damage.
Just proves that , even if the artilleries were quite annoying, the ISU actually did a lot more damage.
Which kinda validates that the artilleries were not a swinging factor at all, and thus why on the battles they did most damage on , the soviets still lost.
In the end it was just another tank, even less important then the ISU's.
Their only key importance was the reach factor.
Would still love to see a damage count from an IS, to see if the artilleries impact was at least as significant as theirs.
And of course, artillery guns are not something we will be using ALL the time.
But it does seem to be viable in HB now. Given a few restrictions.
Orkel2
01 May 2012
Oh I wasn't aware of the arty changes. But even if I was, when I'm getting hit by them, the thing that flashes through my mind would still be "I just got hit by something I can't shoot back at", instead of "Oh it's fine it's slightly harder to hit with arty"
It's a similar concept to a tank that is very hard to grind but is better than their counterparts, when you're getting killed by them you don't think "oh it's hard to grind so the advantage is fine", you think "why is that tank so unbalanced in gameplay"
It's a similar concept to a tank that is very hard to grind but is better than their counterparts, when you're getting killed by them you don't think "oh it's hard to grind so the advantage is fine", you think "why is that tank so unbalanced in gameplay"
vitya
01 May 2012
MuleMobile, on 01 May 2012 - 01:59 PM, said:
Is that just your damage, or both ISU?
anyway, the video from the first battle will be uploaded on Friday only, I have to go to Wien tomorrow...


