Ideas for Panzer Corps 2

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asuser
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Re: Ideas for Panzer Corps 2

Post by asuser »

Aircraft Carriers: It would be nice if new/more aircraft carrier models as well as escort carriers would be added (perhaps already in the Pacific DLC?). These escort carriers were mostly smaller in size, with the command bridge set much further forward, as in these subtypes:

Bouge class
Sangamon class
Charger class
Prince William class
Casablanca class
Commencement Bay class
CaptainRope1
Senior Corporal - Ju 87G
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Re: Ideas for Panzer Corps 2

Post by CaptainRope1 »

i have about two idea i want to share they are support fire and Crete Hero trade.

First is the support fire ability i think it need to be be able to be use at max range for artillery units mostly because when the enemy sees it they do nonthing no attack what so evey i was play the Sars offsive last mission where you fight the france and at the far left of the map where there a montuin next to a town behiend the river couk point i put my arty there and my infery in the town but evey time the enemy move to attack my infery they did not do it because they could see my arty and it was the one that could attack tanks and infrty. There is also the problem of my arty can not keep up with my infry to keep them cover its some time one or two space behind them and can not do supporting fire to help in think they should be able to support fire at there max range it would help getting the support skill award faster and you could increase the number of time they need to do it to get the award and most artillery have no more then three to four shots of ammo on them.

Now the hero trade at Crete i think we should get a gift unit for the trade instead of 100 bf109G as for some people we play all the way up to the Spanish Civil War DLC that we would not trade the hero for unit that we will get in the next DLC i was think that maybe you could have it as a chose the gift unit to be the bf109z or the he111z as the gift unit i think both units are good but there limit number hurts them and also we get to test them out up to that point so see what we want to keep around longer i mean we would lose the stock we have for the unit we pick to be our gift unit but also its would be able to have one more air unit to be a gift unit as will as having a stratbomber as a gift unit which i think most people will want.
CaptainRope1
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Re: Ideas for Panzer Corps 2

Post by CaptainRope1 »

do you think that maybe when yall think about going back to your past dlc that you could add two or three mission to the operation sealion where how well you do will kick off the real invasion like an all air force missions and it focues on how many planes you shoot down, how many destory navy ships, and how many hanger you destory. where as the mission goes on it becomes hard because your allies are move to attack civilans and other noimportane tartges for the invasion. I think these would be cool as it well help level up you air forces and expanded apon them as in 1942 DLC where i am do the channel dash most of my airplanes have no exp whats so every as i buy them that mission cause most of the time i do not need five start bomber or six to eight fighters or tatical bomber each.
AntraCitus
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Re: Ideas for Panzer Corps 2

Post by AntraCitus »

A conceptual suggestion, albeit belated.
Use Commendation Reward to influence S&T policy.
By influencing decision makers to force them to put new vehicles into production.
Thereby increasing the variety of equipment in the game.
For example:
Heinkel He-112B and its development as a fighter, with possibly better characteristics than the Supermarine Spitfire
Focke-Wulf FW 187 Falke - as a Lockheed P-38 Lighthing type fighter, and a variant of the Bf 110 G-2/R1 ground-attack aircraft, but with better flight characteristics
Pz.Kpfw. III/IV - possibly as a reconnaissance tank, and vehicles on a single chassis such as the Panzer IV lang (E)
Pz.Spw.Wg II Ausf.BMM reconnaissance tank
Panther 2
Tiger 2 with a diesel engine

And a host of other experimental vehicles that could influence the course of combat operations.
And not only vehicles, but also infantry armament, which could increase its capabilities.

And of course I want to see all versions of Sd.Kfz.234, including Sd.Kfz.234/4.
Last edited by AntraCitus on Tue May 03, 2022 8:31 pm, edited 1 time in total.
Retributarr
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Re: Ideas for Panzer Corps 2

Post by Retributarr »

AntraCitus wrote: Wed Apr 27, 2022 11:19 pm A conceptual suggestion, albeit belated.
Use Commendation Reward to influence S&T policy.
By influencing decision makers to force them to put new vehicles into production.
Thereby increasing the variety of equipment in the game.
For example:
Heinkel He-112 and its development as a fighter, with possibly better characteristics than the Supermarine Spitfire
Focke-Wulf FW 187 Falke - as a Lockheed P-38 Lighthing type fighter, and a variant of the Bf 110 G-2/R1 ground-attack aircraft, but with better flight characteristics
Pz.Kpfw. III/IV - possibly as a reconnaissance tank, and vehicles on a single chassis such as the Panzer IV lang (E)
Pz.Spw.Wg II Ausf.BMM reconnaissance tank
Panther 2
Tiger 2 with a diesel engine
At that time in WWII... i'm not sure that the German's could make Diesel-Fuel???.
And a host of other experimental vehicles that could influence the course of combat operations.
And not only vehicles, but also infantry armament, which could increase its capabilities.

And of course I want to see all versions of Sd.Kfz.234, including Sd.Kfz.234/4.
Tassadar
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Re: Ideas for Panzer Corps 2

Post by Tassadar »

AntraCitus wrote: Wed Apr 27, 2022 11:19 pm A conceptual suggestion, albeit belated.
Use Commendation Reward to influence S&T policy.
By influencing decision makers to force them to put new vehicles into production.
Thereby increasing the variety of equipment in the game.
For example:
Heinkel He-112 and its development as a fighter, with possibly better characteristics than the Supermarine Spitfire
Focke-Wulf FW 187 Falke - as a Lockheed P-38 Lighthing type fighter, and a variant of the Bf 110 G-2/R1 ground-attack aircraft, but with better flight characteristics
Pz.Kpfw. III/IV - possibly as a reconnaissance tank, and vehicles on a single chassis such as the Panzer IV lang (E)
Pz.Spw.Wg II Ausf.BMM reconnaissance tank
Panther 2
Tiger 2 with a diesel engine

And a host of other experimental vehicles that could influence the course of combat operations.
And not only vehicles, but also infantry armament, which could increase its capabilities.

And of course I want to see all versions of Sd.Kfz.234, including Sd.Kfz.234/4.
This would be an interesting expansion on the current award system, but would require a rework of how the units data is stored and read by the game. However, combining commendation points with the unique "Limited Stock" feature in a similar way could lead to some interesting options (for example, to spend 1 CP for 30 parts of whatever the player would like).
Grondel
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Re: Ideas for Panzer Corps 2

Post by Grondel »

upgrade the hero UI:

- sort the heroes by first letter to improve finding the desired one

- make 3-4 colums of heroes instead of 1 upping the number of shown heroes on the screen from 7 to 21/28, this will make finding the desired one way easier.
DefiantXYX
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Re: Ideas for Panzer Corps 2

Post by DefiantXYX »

Or how about implementing a filter for skills?
It`s a lot of work when you have to adjust you army for an air only scenario and put everything back to standard.
I am always searching for my zero slot, double attack heroes.

The hero menu is not made to manage >30 heroes in my option, as long as you dont want to spend a lot of time.
CaptainRope1
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Re: Ideas for Panzer Corps 2

Post by CaptainRope1 »

Hi Slitherine do you think that maybe when yall think about going back to your past dlc that you could add two or three mission to the operation sealion where how well you do will kick off the real invasion like an all air force missions and it focues on how many planes you shoot down, how many destory navy ships, and how many hanger you destory. where as the mission goes on it becomes hard because your allies are move to attack civilans and other noimportane tartges for the invasion. I think these would be cool as it well help level up you air forces and expanded apon them because there is very few reason to have anymore then 4 or five fighters, 6 dive bombers, and 3 or 4 stratbombers in the campaign.
AntraCitus
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Re: Ideas for Panzer Corps 2

Post by AntraCitus »

Retributarr wrote: Thu Apr 28, 2022 12:53 am
AntraCitus wrote: Wed Apr 27, 2022 11:19 pm Tiger 2 with a diesel engine
At that time in WWII... i'm not sure that the German's could make Diesel-Fuel???.
And a host of other experimental vehicles that could influence the course of combat operations.
I have no exact information on Germany's fuel balance.
But if you think that all of Germany's engines ran on gasoline, you are dead wrong.
For example, submarines went to sea until the last day of the war.

If you know how to use a translator, here are some articles on the subject
topwar.ru/160209-dizelja-tretego-rejha-legendy-i-mify.html
warspot.ru/14433-kak-zabuksoval-dizelnyy-vermaht

The diesel engine for the Tiger 2 is described in this article
alternathistory.com/vtoroe-dykhanie-dlya-korolevskogo-tigra-dizelnyi-dvigatel-simmering-sla-16
AntraCitus
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Re: Ideas for Panzer Corps 2

Post by AntraCitus »

I would like to make a comment on the characteristics of anti-tank guns.

For the Soviet Union.
ZIS-2 (57mm M1941) cannon had greater armor penetration than the ZIS-3 (76.2mm M1942) cannon. But less powerful fragmentation projectile.

That is, it is necessary to change the characteristics of the guns.
For ZIS-3 reduce - " hard attack " and increase "soft attack" in the "anti-tank gun" condition. Let's say "soft attack" = 4.
For ZIS-2 increase "hard attack".
Then the player will have to choose which cannon is needed for the tactical task.

For Germany
The 7.5 Pak 41 cannon had a conical barrel and a sub-caliber projectile. Consequently, its high-explosive fragmentation projectile must have a lower yield than the 7.5 Pak 40.
In other words, the " soft attack " for the 7.5 Pak 40 should be higher than for the 7.5 Pak 41.

It seems to me that anti-tank guns are very weak against infantry, although most anti-tank guns had fragmentation shells. It might be right to increase the "soft attack" slightly, maybe by 1 point.
In the Red Army used buckshot. For example a 53-Ш-350 projectile for a ZIS-3 (76.2mm M1942) cannon.
Last edited by AntraCitus on Tue Jun 07, 2022 3:12 pm, edited 1 time in total.
Retributarr
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Unit & Movement Sound-Effects:

Post by Retributarr »

This 'Calibre' of 'Game_PzC2' is woefully 'Deficient/Pathetic' in the 'Class' of 'Sound-Effects' provided in this 'Game'!.

If the 'Developers or Slitherine' or whom-ever is not up to the 'Task' of... "Making-It-So"... then!... at least allow the 'Forum-Membership' to... 'Show Their Stuff'... lets see what they can come up with... without 'ILLEGALLY' acquiring sound-effects from forbidden sources.

In the case of the 'Pacific-Theatre'... for example... when a 'Japanese Banzai-Charge' is ordered... I would like to audibly hear what-ever is customarily vocalized in that situation. Would it be a co-ordinated loud-vocalization of whatever in unison,... or would the word 'Banzai' itself be shouted out by one and all?. Something is better than a quiet 'Whimper'!.
Retributarr
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TURN-LIMIT:

Post by Retributarr »

TURN-LIMIT:

More than a few of these 'Scenarios' are "very-tight" for time!. yet I have gotten through most of them the 1st-time... but not by much!.

So!... how about including a selectable-adjustable 'Option' in the 'Game' to either increase or decrease the 'TURN-LIMIT'... or even perhaps for those who are really struggling... to be able to disable it entirely?... so that they have more of a chance to improve on their 'Game-Play'.

Obviously!... if the Game for us is 'Too-Easy'... we will gradually increase the difficulty so that the Game does not become 'Too-Stale_ Too-Boring' for us... so-again!... do see about including an 'Adjustable Time Limit and or even an "Optional-Elimination" of it entirely for a given Scenario!.
CaptainRope1
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Re: Ideas for Panzer Corps 2

Post by CaptainRope1 »

I have a idea for the pacific campaign and possible 1944 dlcs. The idea is the we have small intermetion mission like training mission where we capture enemy supply or raid enemy bases to hamper there ability in the campaign. For explain the marine raider where like special forces of the time and would go to enemy island and blow stuff up like ammo and food to make way for a possible land invasion. We could do these permission maps to make the main map easier but it has to be a short time limit or it will not work like the turn limit is 10 or 12 long, or destroy supply mission where we "destroy" enemy supply by capture them this would help with the Pacific campaign where we will have a lot of infantry in our core forces and these mission could take the place of training mission where our navel ships do the work, or for 1944 dlc where during operation Overload we could attack the Red Ball Express we Allies supply truck ran thought most hot contested combat area to give allies troop supplies this would help player get more resources as by 1944 and 1945 the Germany army are mostly running out of stuff and troops as well this also helps people who just start the DLC by them self and not continue from another dlc.
AntraCitus
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Re: Ideas for Panzer Corps 2

Post by AntraCitus »

The game has a mechanism surrounded troops.

The German armed forces made extensive use of specially designed containers for supplying troops.
Such containers were dropped by parachute.
They could be dropped by standard bombers.

I suggest introducing such mechanics into the game.
A strategic bomber can bomb a friendly unit by dropping supply containers.
A unit caught in such a "bombardment" (with supply containers) loses all surrounded penalties.
DefiantXYX
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Re: Ideas for Panzer Corps 2

Post by DefiantXYX »

Since I somehow ruined myself the dlc 1943 with op heroes, and it will be even worse in 1944, 1945, what do you think about removing some heroes traits? Especially zero slots, maybe double attack and a few more.
By removing I mean they should be only available for super heroes, like gero von manstein, the japanese tank dude and so on.
I know I could simply remove/delete heroes, but in my opinion the game mechanics should not allow hero abuse. If a scenario is made for 100 core slots I cant work if you put it 200 core slots, but using these heroes.
AntraCitus
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Re: Ideas for Panzer Corps 2

Post by AntraCitus »

DefiantXYX wrote: Tue Jun 07, 2022 11:51 am Since I somehow ruined myself the dlc 1943 with op heroes, and it will be even worse in 1944, 1945, what do you think about removing some heroes traits? Especially zero slots, maybe double attack and a few more.
By removing I mean they should be only available for super heroes, like gero von manstein, the japanese tank dude and so on.
I know I could simply remove/delete heroes, but in my opinion the game mechanics should not allow hero abuse. If a scenario is made for 100 core slots I cant work if you put it 200 core slots, but using these heroes.
I will advise you to adjust the difficulty, through the commander settings.
For example, like this.
Negative traits: green army, retrograde, slow modernization

In doing so, I choose such positive traits:
infantry general, tank general, industry connections, battle academy, killer team

Base difficulty, no lower than, General.
AntraCitus
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Re: Ideas for Panzer Corps 2

Post by AntraCitus »

We want 8,8-sm Flak Sonderfahrgestell
Grondel
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Re: Ideas for Panzer Corps 2

Post by Grondel »

AntraCitus wrote: Tue Jun 07, 2022 2:59 pm We want 8,8-sm Flak Sonderfahrgestell
alrdy in the game
DefiantXYX
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Re: Ideas for Panzer Corps 2

Post by DefiantXYX »

AntraCitus wrote: Tue Jun 07, 2022 2:57 pm I will advise you to adjust the difficulty, through the commander settings.
For example, like this.
Negative traits: green army, retrograde, slow modernization
Yeah, thats another option, but it somehow ruins the game. If I got a green army it makes no sense to play a campaign and retrogade is countered by industry connections :) Slow modernization is like free extra points in the dlcs.
I also tried poor ground control and stuff, but it makes the game exhausting, you need to pay more attention but still your 20 strength tiger overruns everything easily.
In doing so, I choose such positive traits:
infantry general, tank general, industry connections, battle academy, killer team
Like I said in another thread, industry connections in 1943 is imbalanced. Tiger 2 and Jagdtiger are ridiculousy overpowered. In SCW it's fun, 1939/1940 its almost useless...
Base difficulty, no lower than, General.
I only play on highest difficulty + david vs goliath + limited stock and other stuff. That does not really help, with some support I can easily overrun 10 enemy tanks with 2 of my tanks. In 2-3 turns the scenario is almost done.
Has nothing to do with skill, its just about insane heroes.
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