Panzer Corps 2

Panzer Corps 2

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Bilobobo Apr 29, 2020 @ 5:12am
The Gustav Gun is overpowered
The Gustav gun unbalances the campaign. With the hero with the double attack, it's just a long health walk to finish the game. Any enemy units are destroyed in two clicks. Ask Churchill and his tank. lol
I think we should allow the Gustav gun just for Sebastopol.
Last edited by Bilobobo; Apr 29, 2020 @ 5:15am
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Showing 1-15 of 15 comments
Thorin Apr 29, 2020 @ 7:54am 
Yep, that and the karl are very unrealistic. Both should have the suppresion fire trait, and even than it could be one of the best art in the game, and a double attack, double shoot lethal combo would still turn it into a monster, but at least that is three of the best heroes, not just one, or even none, it is powerful by itself.
DiceWrangler Apr 29, 2020 @ 8:29am 
Personally, I feel that it is Heroes that unbalance the game -- especially since up to 3 Heroes can be attached to a single unit. I have heard that some advanced scenarios are designed with Heroes in-mind but instead of just nerfing them can we have an option to "sell" Heroes for Prestige? That way, if I do not want to use Heroes in my campaign it does not affect anyone else and I am compensated for the sacrifice of not using them. I also play with Traits disabled (set to 0) for similar reasons: I prefer to play without them.
Gardening Pudding Apr 29, 2020 @ 9:45am 
They should probably be limited to 1 hero per unit. But as you say, you can make that rule in your own campaigns.
TinPotSquirrel Apr 29, 2020 @ 10:11am 
There is no reason for them to impose rule changes. If you do not want to use them then do not.

There is no penalty as the AI does not get traits or heroes.

So if you do not use them you do not lose anything. If you do use them then you can use them how you want. I personally do not expect or want everyone to want to play the same as myself. Having the ability to try different customizations and trait combos adds replayability which is awesome in my book.
DiceWrangler Apr 29, 2020 @ 12:19pm 
Hence the reason I asked for the option to sell a Hero for Prestige, as compensation for not using them, instead of nerfing Heroes.
Starmender Apr 29, 2020 @ 12:35pm 
Originally posted by DiceWrangler:
Personally, I feel that it is Heroes that unbalance the game
This. Gun is not the problem, the heroes are. That's why I play without them.
RandomAttack Apr 29, 2020 @ 1:22pm 
I agree with OP-- the Gustav is very overpowered, ahistorical , and single-handedly ruins balance. It was widely mocked by many German Generals as a "prestige" weapon that was way more trouble than it was worth. Required specially constructed "double" railway tracks, huge support crew, etc.
Take Gustav Line scenario: you can spot it on either side then miraculously rail it to the other in a single turn (or two at most). It is a decisive uber-weapon even without heroes.

At the same time, I can't stop myself from USING it. :steamfacepalm:
Green Knight Apr 29, 2020 @ 1:26pm 
Originally posted by Depancel:
The Gustav gun unbalances the campaign. With the hero with the double attack, it's just a long health walk to finish the game. Any enemy units are destroyed in two clicks. Ask Churchill and his tank. lol
I think we should allow the Gustav gun just for Sebastopol.

Yes, it's horribly unbalanced.

Feedback was given in beta, but devs seemed happy with it.
Edmon  [developer] Apr 29, 2020 @ 1:37pm 
It is fun to beat those troops with their primative projectile weapons. Nothing like having railgun technology 70 years early :D.
Kerensky  [developer] Apr 29, 2020 @ 3:41pm 
Originally posted by Edmon:
It is fun to beat those troops with their primative projectile weapons. Nothing like having railgun technology 70 years early :D.

I think you've transposed a railroad gun for a railgun. lol
Thorin Apr 29, 2020 @ 4:16pm 
Originally posted by Starmender:
Originally posted by DiceWrangler:
Personally, I feel that it is Heroes that unbalance the game
This. Gun is not the problem, the heroes are. That's why I play without them.
In my infantrycorps run, had no relevant heroes for the karl and the gustav, but those two killed around half the enemy armor in the maps, so yes, they are the problem. and yes, you can not use them, but i would prefer a realistic superheavy artillery, that may or may not be useful (esp with the extra cost), than a gamechanger ubergun, that just needs to be used, if you want to be effective.
Xray38 May 1, 2020 @ 11:29am 
Fixing this is/(maybe?) simple: reduce their "starting" strength to 1 (i.e., 1 attack)! That's how many that were usually deployed. The rail guns were used for "all day" terror attacks. The game has TEN (10) of them attacking at once- more than actually existed!!!
Path May 1, 2020 @ 11:51am 
Originally posted by Xray38:
Fixing this is/(maybe?) simple: reduce their "starting" strength to 1 (i.e., 1 attack)! That's how many that were usually deployed. The rail guns were used for "all day" terror attacks. The game has TEN (10) of them attacking at once- more than actually existed!!!

It doesn't, actually. Gustav is a single entity, and so it always has 10 attacks, no matter whether it's at strength 1 or strength 10.
Last edited by Path; May 1, 2020 @ 11:52am
Metal Izanagi May 1, 2020 @ 5:39pm 
I honestly like the way the Gustav and Karl are right now. They're fun.
six-P- May 2, 2020 @ 12:29am 
I initially felt that triple hero comboes were overpowered and less immersive, but some scenarios seem balanced around them and I really ended up getting more attached to my ultra-elite triple hero units and ending up actually liking the game more in a rpg-kind-of-way, especially when used on frontline units.
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Date Posted: Apr 29, 2020 @ 5:12am
Posts: 15