Total Tank Generals

Total Tank Generals

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Balance changes
Thus far I've been enjoying the game. But there are some complaints that I have.

The artillery is too long ranged, it feels kinda dumb that you can sit in the beginning of the map and bombard anything you see across the entire map.

Units that you buy in a turn should not be able to be used in said turn, kinda removes the term 'turn based' out of strategy.

And for the Russian campaign, I might just be bad but the amount of turns to get a brilliant is too little to play with. I feel like I have to rush all the time and thus the half of my army dies. 2 turns extra for the first 3 missions are plenty imo.
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Showing 1-12 of 12 comments
benxu49 Apr 4, 2023 @ 11:56am 
The Soviet campaign experience was bad because the infantry's current survivability was so tragic
+2 morale means that Soviet infantry will not retreat, only be shelled to a pulp by tanks
Even if the infantry is in closed terrain

If there were new mechanics to improve infantry survivability, it would be possible to make the Soviet campaign fun
(Instead of the current infantry base defense of 4, survivability in closed terrain is based on only 1 defense gained through paek)

What we need is some kind of additional damage reduction mechanism
For example, an attack actually loses fewer lives when attacking a damaged infantry unit
Assault is not reduced by this mechanic

At the same time, we need some mechanism to increase the importance of infantry.
For example, without the help of infantry, tanks will be worse at assaulting closed terrain than they are now, and will be more likely to take damage from enemy infantry (destroyed by charge packs and Molotov cocktails).
michael nicht Apr 4, 2023 @ 12:16pm 
This is exactly the problem. They advice you to use the infantry only for it to die after a couple turns.

If they had more defence bonus or like an assault bonus as a perk it would make them actually viabile.

And I also had alot of 90% assaults fail or still take a ton of damage. So I agree on the assault mechanic not being optimal.
benxu49 Apr 4, 2023 @ 12:59pm 
About the assault....
What is the difficulty of your game? On my 100% difficulty, a successful assault does no serious damage.... Maybe it's because I don't normally launch a pure infantry assault?

About infantry survivability
In fact, not only infantry, but other units are still destroyed by concentrated fire during enemy turns.... The only effective strategy at the moment is to kill and disable as many high-threat enemy targets as possible and pray
In fact, the simple way I can think of to massively improve tank and infantry survivability is.... Normal attacks lose 2 morale, so if a unit survives 3 attacks, it will retreat, if the retreat is in the right direction, it will survive and resupply
For an infantry unit (not including the Soviets), surviving 3 attacks (18 soft attacks) means he needs 6 defense points and a little luck...
But for now, there are some black boxes in the morale system, I'm not sure why some attacks only take 1 morale and others take 2 morale.... I'm looking for help with that.
michael nicht Apr 5, 2023 @ 5:32am 
I'm also playing on 100% difficulty. I've been experimenting with the assualt function and have had alot of succes by simply surrounding the enemy from all sides. Not only does this increase the chance of a succesfull assault but also the damage and the change to capture the enemy.

And yeah the current morale system is not good. Constant artillery barrages makes it so that your units are a dead waste the next turn and also the damage on top of it doesn't help.

I think that retreating after a couple of attacks is indeed a good idea instead of wasting the whole morale of an unit.

And as for why some attacks take more morale away depends on the perks. Boogeyman removes 2 morale instead of 1. Assault infranty can also have this perk.
benxu49 Apr 5, 2023 @ 6:28am 
This is where it gets weird...
The troops I saw occasionally dealing 2 damage were not artillery and assault infantry (in that park) in the case....
This led me into confusion....
I'll continue testing sometime, try to find out why

- and currently developers are saying that "officers" will be added in the future, maybe some mechanics will be added to balance the situation (make tactical retreat park more common and accessible?)

Also, the current morale mechanism... Largely using artillery to demoralize high-value targets forcing them to resupply rather than attack is also a common tactic... At least a mechanism that both our enemies and I can use
(But losing units is not. Human players hate losing units. Losing units means losing experience on units and having to buy units again and order new units to reach their location. But computers don't hate it.)
Bibouland Apr 5, 2023 @ 8:37am 
it is normal to lose russian infantry , historically, it was slughter for russia. The game try to be historical!
Augustus Apr 5, 2023 @ 9:54am 
The M1 8-inch howitzer had a range of almost 18,000 meters (eleven miles) and fired a 200-pound shell with great accuracy. The M1A1 155mm “Long Tom” could hurl a 127-pound projectile to a range of 22,000 meters (13.7 miles), while the M1 8-inch gun fired a 240-pound shell up to 32,500 meters (20.2 miles).

I believe the in game artillery and mortar ranges are pretty realistic. In a set piece battle, most army doctrines call for suppressing enemy air defenses, and then going after enemy support weapons, like artillery.
fruss May 28, 2023 @ 2:39am 
Originally posted by bibouland:
it is normal to lose russian infantry , historically, it was slaughter for russia. The game tries to be historical!
Is it also historical that they always miss?
Bibouland Jun 6, 2023 @ 7:42am 
devlopers will never understand that players don't want to rush turn by turn games...
Kyrian Apr 1, 2024 @ 7:50am 
I don't understand why reinforcements is free. It doesn't seems right
Jedite Apr 5, 2024 @ 12:55am 
Originally posted by bibouland:
it is normal to lose russian infantry , historically, it was slughter for russia. The game try to be historical!
This game is as far away from historical accuracy as possible.
It looks at historical accuracy in the rear view mirror.
Last edited by Jedite; Apr 5, 2024 @ 12:56am
Jedite Apr 5, 2024 @ 12:59am 
Originally posted by Kyrian:
I don't understand why reinforcements is free. It doesn't seems right
I would rather ask the question:
Why does reinforcement cost all the action points of a unit, whilst mid match level ups cost nothing.
Your unit gets better equipment plus full health restore and it is still able to act.
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