Panzer Corps 2

Panzer Corps 2

Panzer Corps 2 Balance Overhual
59 Comments
Complex Strategy  [author] 31 May @ 10:42am 
@PanzerDB thank you for the kind words! I am aware of the Beo Panzer III having a fake gun but it is not possible to alter how the model works. Stat wise it is reflected by the unit having the same firepower as the Panzer I though. It's a bit awkward but the best that can be done.
PanzerDB 31 May @ 3:34am 
My favorite mod! Just one comment: the Beobachtungspanzer III was only armed with a MG34 on its turret. The gun was a fake one (contrary to the Beobachtungspanzer IV).
Complex Strategy  [author] 8 May @ 5:19pm 
@PJ Mattis noted and will be fixed probably next time the mod is updated

@vallon It's proven difficult to find the right balance between ground AA being powerful for what they are. Previously they were a good bit better but then ended up being to strong as a low cost option. The problem comes from either needing them to be weaker or raising the core slot cost which causes issues when you just need some AA potential. Currently the intent is that smaller caliber guns are super cheap in core slots and provide a bit of suppressive fire. They can with some exp also deal ok amounts of damage but the alternative to make them lethal involves a really large rework that messes with a lot of balance (and one I won't personally do as I'm fairly content with the current balance)
Vallon 8 May @ 11:43am 
I am finding the 20mm and 37mm AA guns absolutely useless against ground targets. In the war the German Flakvierling especially was devastating against infantry and yet in PC2 (including mods) it does nothing at all! It's the same on vehicle mounted AA - switch to ground attack and is hopeless.
PJ Mattis 20 Apr @ 10:17am 
Model Error: The model of the US 107mm Mortar Team is displayed as Axis Infantry model
Complex Strategy  [author] 15 Apr @ 5:16am 
@kataplast sorry I do not have the same issues and cannot recreate the issues you are having. Unless others report the same issue I have to assume you have some other mod that is causing something to happen with your game to cause that.
kataplast5 10 Apr @ 12:08am 
Complex Strategy OK I see what is going on. When main campaign get in to 1943 (Kharkov '43& Kesserine Pass) The means of transport for Infantry and Artillery is reduced to just unarmored trucks(no horse wagons no halftrucks no nothing else). This is feature of this mod that need to be fixed. Could You look it up? This is probably a bug in the development stage.
Complex Strategy  [author] 28 Mar @ 1:13pm 
@kataplast Vanilla does not give wagon transports to infantry units. So unless I am somehow missing something that would be a different mod enabling it. As for within this mod I have considered letting infantry ride in wagons but would only do so if I did a larger transport rework of making all trucks cost 1 core slot. However that proved to require another entire rework of almost everything to work. So probably won't happen.
kataplast5 28 Mar @ 10:28am 
Complex Strategy; The Mod gives acsses to all kind of transport(wagon, truck, halftruck) to all kind of artillery but no infantry of any kind(only trucks) Vanilla gives that possibility.
I launch only this mod.
Doesn't matter if I start early or late war campaign(still only trucks for infantry).
Can u fix it?
Complex Strategy  [author] 28 Mar @ 5:46am 
@dicewrangler yes that hard attack was a mistype and should be fixed now
All regular infantry in the early war have 0 close defense as they have in vanilla. They served as the baseline and haven't been changed in anyway.

Also Horse Transports should be useable on lighter tower equipment like AT, Arty, and AA. I still do not understand the reported issue related to them as I have not touched transport at all. Everything should be the exact same as it was in vanilla. If there is something specific getting horse tranports let me know.
DiceWrangler 27 Mar @ 9:43pm 
I noticed that crazy high (98!) Hard Attack today and thought it might have been an oversight as is the Close Defense of 0 (instead of 2?) for GB Infantry.

Also, I am seeing Horses available as Transport and have no other mods installed.
Complex Strategy  [author] 27 Mar @ 6:58pm 
Won't put in changelog but just did a tiny update to fix saharan infantry having 98 hard attack.
Should make them less able to delete maus from the field lol

@kataplast I have no clue what you mean as my mod does nothing to transports currently. Are you sure you aren't using another mod that could be causing such issues?
kataplast5 26 Mar @ 8:41pm 
Complex Strategy: New update is the reason why there is no more horse wagon as mean of transport? It would be good to bring it back.
Complex Strategy  [author] 25 Mar @ 1:23pm 
@dicewrangler This mod has been updated to modify some of the new units. Some of the infantry and what not has been changed but since it was only about 10 new units it won't be anything massive.
Mods take effect whenever a scenario starts. So if activate the mod and go to the next scenario it should kick in (I always like to check the heavy infantry to see if they are more expensive in core slots as a way to tell).
DiceWrangler 25 Mar @ 12:48pm 
I am currently playing the latest DLC, Cyrenaica, and was wondering if this will modify the new British and Italian units and, after applying the mod, should I restart the campaign? Thanks in advance, it looks great!
Complex Strategy  [author] 24 Mar @ 6:24pm 
@kataplast15 Like any switch unit (such as AA guns) you simply need to have them on a battlefield and every turn they can swap between each version. Only specialzied mechanized forces like Panzergrenadiers have this trait and other units like regular infantry have the regular way of using transports which sees them have to be equipped with it.
Try loading up a scenario like Kursk 1943 or any later war scenario with the mod activated to try this stuff out. Seweing it in game makes it easier to see how it works :)
kataplast5 24 Mar @ 5:26pm 
ok the mod has "mount" opition/key for this unit?
Any vehicle can be mounted or only armour?
Complex Strategy  [author] 23 Mar @ 8:10pm 
@kataplast5 Mechanized Infantry are able to transform between a foot and mounted version. When mounted they are much more durable but need to dismount for close range combat. This is why they don't have transport options as they are built in.
As for the other questions the kradschutzen retains the vanilla time of 1940 and you have Jager for close combat recon units if needed.
Then the Fallschrimjager can equip transports as all other infantry can.
kataplast5 23 Mar @ 5:42pm 
Also it is possible to add Sdkfz 251 for fallshrimjagers? I currenty make division from "Herman Goering Korps" (Luftwaffe feld divison) in late main campaign so it would be useful but its not a must.
kataplast5 23 Mar @ 4:54pm 
Is it also possible to make Krafschutzen avaible since 1939?
kataplast5 23 Mar @ 4:49pm 
I have a question. Why mechanized infantry, panzergrenadier etc. doesn't have transport avaible?
trucks ans half-trucks sholud be default option. Is this bug or intentional decision?
kdragoon 23 Mar @ 11:39am 
Sounds great thanks for the explanation
Complex Strategy  [author] 23 Mar @ 6:39am 
@kdragoon this mod changes almost every unit in the game across all nations. On top of adding several new units to most nations. Overall each nation should feel a bit more unique from one another especially if you can capture enemy equipment. Like as an example the Panzer IV is a medium tank specialized in anti tank, the Sherman has the best defense and soft attack, while the T34 is objectively the weakest but is a whole core slot cheaper.
kdragoon 23 Mar @ 1:44am 
Did this mod only balance German units or units from other countries are also balanced?
Complex Strategy  [author] 20 Mar @ 9:53am 
@PanzerDB I was working on updating this mod and just checked on importing cores with custom units. I went from Klin to 1942 without issue. Both directly carrying on and loading from the menu. I am not really sure what would be causing crashes but you could try moving your custom units into reserve and see if that helps. Or even convert the custom units to vanilla ones and change them back after getting into 1942.
PanzerDB 20 Mar @ 8:14am 
My Panzer Corps 2 crashes when I move from 1941 campaign to 1942 with this MOD activated. Is there something that could crash the game regarding the units?
Complex Strategy  [author] 27 Jan @ 1:11pm 
@jwoods3054 Yes the dropbox mod is currently updated to the current version here on the steam workship. I cannot promise it will always stay like that as I forget I've even done a dropbox version.

On the air balance I've at several points gone around and around with the exact balance of them. Strategic bombers are indeed intended to be super durable so they can get in and suppress enemy units properly. They need serious effort to bring them down and that is sorta the point even though a few scenarios get messed up by it.
Heavy Fighters on the other hand have been hard to balance because they swing from useless to very strong. I might tinker with them more but like the role they have of anti strategic bomber or the finisher against other air units.
jwoods3054 25 Jan @ 7:40am 
I'm assuming that the dropbox mod is the same as here? The detailed list of changes is appreciated. The only comments I have is possibly the JU88A core slots is too low and the Fighter mode BF110D is a bit of an overkill. The BF110 is stronger than the ME109.

On the 1940 Dunkirk training mission a swarm of Brit fighters (4-5) couldn't take the JU88A down. I can send it out unescorted!

I made the Paras recruit able mid 1939 otherwise with using limited stock you would not have enough for early 1940. Thanks for your work

Regards
ozzieduke64 23 Sep, 2024 @ 2:03pm 
Thank you for all your hard work. Really hope you continue to update this mod while new DLC's keep coming out. Once again a very hearty thank you.:steamthumbsup:
Complex Strategy  [author] 4 Sep, 2024 @ 1:55pm 
Updated for War Stories Poland. Check out Change log for exact changes!
Complex Strategy  [author] 13 Jul, 2024 @ 3:08pm 
@Nep For this mod I intend to mostly only add units that have a correct or close to correct model. I want to keep this mod feeling like a vanilla+ experience and having incorrect models would detract from that. It's the same reason I don't have like a KV8 Flamethrower tank or similar.
So currently those 2 AA units won't be added until the devs end up making them (which honestly I was shocked neither got made for AO1946).
Nep 12 Jul, 2024 @ 9:25am 
You have any plans on possibly adding new german AA units? like kugelblitz or coelian
Complex Strategy  [author] 5 Jul, 2024 @ 4:10pm 
Updated to 1.2 after a very long break!
Sorry it took so long but a larger planned update kinda fell through and I burned out on Panzer Corps 2. This isn't the biggest update but has some small tweaks I hope people enjoy
Dr.Jones 25 Mar, 2024 @ 4:59pm 
Hello and one question! Is´t right that the 8cm PAW 600 has a range of zero in arty mod?
zoominator 1 Feb, 2024 @ 11:27pm 
good work man!
Complex Strategy  [author] 30 Jan, 2024 @ 3:19pm 
@HDC Not sure what you really mean in realistic. Panzer Corps 2 does not really model actually units and formations from ww2. Unless you mean like having the stats match a units performance (like frontal armor being it's ground defense or something). The balance for that would be much harder and I am not interested in essentially making a second total overhaul mod.

@Donkeypuncher42 On the main menu make sure to open mods and enable this mod. Once it's enabled in game just start a new scenario/campaign and the mod will take effect. You can also finish up any scenario you are playing and the mod will override once the next scenario kicks off.
Donkeypuncher42 30 Jan, 2024 @ 12:02pm 
Looks like a great mod. Having some issues getting it to work. Subscribed and launched from Steam. Is there anything else I need to do?
Lion 'El Johnson 12 Jan, 2024 @ 3:30pm 
Thanks for the explanation. I haven't got to 1946 yet, and I just remembered it being better than the King Tiger in 1945(before the DLC came out.) I had to restart my AO all the way back in 1939 and have just got my first E-75 in Early 1945.
Complex Strategy  [author] 11 Jan, 2024 @ 7:28pm 
@Lion 'El Johnson
The simple reason is that design wise there isn't much in the way of "moving up" in stats. I want the Maus to be the ultiamte tank stat wise and balance around that. So similar to the base game the E series overall trades stats for reduced core slots. It gives them a purpose within the late game while not causing issues of needing to be better.

If you want like some potentially historical reason then I would personally imagine it's a worsening of material and the rush to get them in production. The German army cuts corners and lacks certain rare materials (yes even with the conquest of the Soviet Union). This results in the new E series generally have a more standardized logistical need for lower core slots but the end result are tanks suffering from poorer quality overall.
Also the E75 would much more likely have retained an 8.8cm L/71 as it's main armament. So that is what is modeled in the mod.
Lion 'El Johnson 11 Jan, 2024 @ 5:51pm 
Why is the E-75 Weaker than the King Tiger? Th E-75 has a 12.8cm cannon, and hypothetically had a lot more armor, and a steeper angled frontal glacis plate?
jwoods3054 1 Jan, 2024 @ 7:38am 
Well you learn something new everyday. Even though I unsubscribed from Grondels PanzerCorp 1 mod and it did not even show in the mod manager it somehow was still in the steamapps workshop and interfering. After manually deleting it Denied Artillery works...
jwoods3054 1 Jan, 2024 @ 7:19am 
Possible bug? When starting 1940 I chose Denied Artillery. Only your mod active. Now in the 2nd scenario I was able to purchase artillery? Starting new campaign 1940 no mods Denied Artillery worked as normal.
jwoods3054 18 Dec, 2023 @ 1:05pm 
Forget my comment it was just me being stupid and looking under infantry instead of recon.. Have you had any reports of lockups using this custom unit? I was playing a scenario and game kept freezing on turn 6. When I removed the inf recon and replayed no freezing.
jwoods3054 17 Dec, 2023 @ 2:26pm 
Hmm... No I am positive I did not disable the mod in between DLC. I have no other mods running. At the start of 39/40/41 on the first scenario the infantry recon is available to buy but after this no option to buy.

The only thing I did different was delete all the starting units at the beginning of 39 as I wanted to start the 39 DLC with no experience but that should not have affected anything.
Complex Strategy  [author] 17 Dec, 2023 @ 12:42pm 
@jwoods3054
1. You should have recon infantry in all scenarios as there is no time frame where they would not be available. Are you sure you didn't disable the mod between scenarios? That can cause units to disappear or not show up

2. Ok looked into it. I had accidentally assigned another Ju87R to Germany. Will be fixed when 1.2 comes out (no timeframe on when it will come out)

3. Strat bombers were intentionally made to be very durable. This was for the split between regular fighters and heavy fighters that is in the mod. Regular fighters will struggle to damage strategic bombers much but the heavy fighters (often found as tactical bombers that can switch modes) will be much better at it. It was the attempt to make air composition more then just the best fighter and tactical bombers.


@steestoban
Best way to test is just take it into some of the Axis Operations and play around with it. See how your changes affect the game and if you are happy with them.
jwoods3054 17 Dec, 2023 @ 9:47am 
Good job on this. Thank you - I like that it does not change the basic gameplay. Couple things:

1. Why is the infantry recon only available at start of the DLC and not in the scenarios? I am in 1941 and only saw them at beginning.

2. In 1941 the JU 87R is duplicated in the buy screen

3. Possibly the Strat bombers (JU 88a) are too strong. 4 Brit fighters attacked at once and only reduced its strength from 11 to 5
steestoban 16 Dec, 2023 @ 5:41am 
Thanks for your work! I did a complete overhaul (not ready!) by my own, but in a more realism way (realism in my opinion). I'd like to hear what your think about it.

E.g.
- the differences between Panzer IA and Panzer IB...should be the same. I gave the Panzer IB one more Initiative than Panzer IA
- the differences between Tiger IE and IS-1 should be nearly the same with more defence (+1) for the is-1 and more attack for the tigerIE (+1)

But honestly I'am not sure, if my way unbalanced the game to much.
Lion 'El Johnson 10 Dec, 2023 @ 3:57pm 
YOU ARE A BEAST
Complex Strategy  [author] 10 Dec, 2023 @ 2:17pm 
Updated to version 1.1 covering all the new stuff in AO 1946!
Warriordude 6 Dec, 2023 @ 2:27pm 
@Complex Strategy I used to play without Heroes as well since they can be overpowering.