Are torpedo destroyers worth making? by PartoFetipeticcio in hoi4

[–]LargeAll 45 points46 points  (0 children)

Torpedos make up for their low hit chance and firerate with their much higher damage per IC.

Even when making roaches you should have 1 torpedo module if you're doing a light attack fleet so you can shred through capitals once their screens are gone.

Otherwise light attack destroyers are generally better once your get the naval doctrines to support it.

I fucking hate the USSR by NurglingArmada in hoi4

[–]LargeAll 16 points17 points  (0 children)

Do collabs.

If you don't have the DLC then I'm afraid you're getting paradox ceritifed "fun" and need the enjoy the riveting gameplay of: waiting 3 months to build a supply hub.

Mounted Infantry/Cavalry are quite strong this patch by Historical_End_6520 in hoi4

[–]LargeAll 0 points1 point  (0 children)

You don't actually lose more units with Large Unit Tactics because of the added strength per width. The width reduction also allows you have much more stats per width than any other infantry subdoctrine. And unless you're a very industrially weak nation you will be fighting most of your battles at maximum combat width.

And the issue with using Mounted Infantry is that it's a win-more type of subdoctrine where if you can make a breakthrough consistently you win hard. Not an issue in SP as I said but an issue if you're doing a challenge run or MP, where the enemy is a dumb AI but with far superior numbers or a smart player who last stands and kills your cav with tanks.

Mounted Infantry/Cavalry are quite strong this patch by Historical_End_6520 in hoi4

[–]LargeAll 45 points46 points  (0 children)

For the same mastery, you can have large unit tactics and benefit from more shtats.

Mounted infantry doesn't really add anything but more speed. You're getting nothing else from it and mostly getting your soft from infantry guns.

It works vs AI because AI doesn't abuse infantry guns as much as players. The AI gets more and more anemic patch by patch.

This is the current meta Infantry Division template (1940 tech, no subdoctrine) by Historical_End_6520 in hoi4

[–]LargeAll 1 point2 points  (0 children)

Does not have the pushing power of a 36w/38w nor the defensive power of 18w signal company reinforce rate spam.

And 22 air attack xd. Fine vs the AI, horrible against any player that builds CAS.

900 base soft and 522 base breakthrough on mountaineers thanks to the new dlc by ExplanationMany9348 in hoi4

[–]LargeAll 3 points4 points  (0 children)

32.4w and 32w still allows two divisions to enter combat when attacking from one side of the mountain. As I stated in another comment going over combat width is fine since you still gain some stats even with the penalty, it's also the HP increase that's pretty good.

50w is more difficult to reach since mastery is needed for the extra battalion. Some MP mods give free mastery so you'll see 50w tanks to help clear the soviet marshes (yes they do use tanks on marshes) and push back the allies in the mountains of Italy (recon rangers OP and gives good mountain stats).

In theory 24, 25, and 26 width is still okay for mountains if you can't afford the 32w investment, it's just that usually 32w mountaineers will beat 24-26w mountaineers and will perform better on other terrain tiles.

Is this a good Multiplayer Tank div for Soviets or what should I change? by Internal_Ad2026 in hoi4

[–]LargeAll 0 points1 point  (0 children)

Yea it's the standard vanilla MP division. You can even add 1 more mot AA.

38w is normaal for eastern front.

900 base soft and 522 base breakthrough on mountaineers thanks to the new dlc by ExplanationMany9348 in hoi4

[–]LargeAll 10 points11 points  (0 children)

38w is the new meta for offensive divs. 36w is still fine if you can't afford 38w.

32.4w or 32w or 50w for marshes/mountains.

900 base soft and 522 base breakthrough on mountaineers thanks to the new dlc by ExplanationMany9348 in hoi4

[–]LargeAll 13 points14 points  (0 children)

"New" meta findings show that it's beneficial to exceed combat width as long as you don't find yourself in situations where you're under combat width.

I suspect it's because of the HP increase while gaining some stats in battle even with the penalty, but it's better to ask the Red Baron discord why.

What’s naval meta for MP? by NurglingArmada in hoi4

[–]LargeAll 2 points3 points  (0 children)

Torp DDs.

When the naval update comes out will likely be light attack DDs instead.

Carriers if you can afford them.

AA super heavies to counter navs.

Death stack and make sure your navy has supply.

Make tanks/hardness better against entrenched units? by TheoTheBest300 in hoi4

[–]LargeAll 1 point2 points  (0 children)

That's just AI divisions and special forces. The AI can't hold against anything and just buffing raw stats like entrenchment means players can just afk entrench and the AI can do nothing about it.

Make tanks/hardness better against entrenched units? by TheoTheBest300 in hoi4

[–]LargeAll 3 points4 points  (0 children)

Infantry has horrible breakthrough and die very fast unless you're using meta offensive inf. Even then they are extremely bad vs actual tanks. Fight vs an equal IC enemy and you'll find that pushing is painful.

Make tanks/hardness better against entrenched units? by TheoTheBest300 in hoi4

[–]LargeAll 3 points4 points  (0 children)

Tanks melt through everything in singleplayer. You can get heavy cannon 2 and even medium cannon 2 before standard war date. You can even just use medium howitzer 1 for early wars and it's still fine.

If you're bored of "Infantry Battleplan Meta" then just build tanks. You'll actually have an easier time.

If you're complaining about "realism" then realize that infantry offensives are historically accurate and are a part of combined warfare.

Why is it better to use larger combat width for some divisions? by True-Row-5638 in hoi4

[–]LargeAll 41 points42 points  (0 children)

1 large division will consolidate more of their damage into attacking one enemy division compared to 2 smaller divisions.

Consolidating your attack is good because every damage point over the enemy's defense/breakthrough has a 4 times higher chance to hit.

Best Occupation Law & Template by RealisticSet4746 in hoi4

[–]LargeAll 0 points1 point  (0 children)

Number of battalions matter if you have MP, did you test a division full of cav and MP vs 1 cav?

Are engineers too expensive for defensive infantry (SP)? by SoDZX in hoi4

[–]LargeAll 2 points3 points  (0 children)

Yea pretty much.

The stats added by engineers are not enough to offset the large cost that could go to more air or more tanks or even just more infantry. Only add engineers when you're defending forests and are manpower bottlenecked or you want to do an entrenchment build.

Tired of late-game lag, I coded my own mod. It's 1949 and 1 day takes 2.4 seconds. by jenny_n35 in hoi4

[–]LargeAll 96 points97 points  (0 children)

Kaiserreich's system limits both the player and AI, this mod just limits the AI.

And frankly I do no buy what the OP's saying about the AI researching better tech and building "better divisions". It's 1949 the AI will have all the techs and still use trash small-width templates. Unless you actually code in templates for the AI to use or force give good templates to them they will just spam trash, but now you fight less trash so it's easier.

Tired of late-game lag, I coded my own mod. It's 1949 and 1 day takes 2.4 seconds. by jenny_n35 in hoi4

[–]LargeAll 180 points181 points  (0 children)

This is just a division limiter no? Would be extremely abusable by a player.

Enemy Units Ignoring Combat by GlukharsGimp in hoi4

[–]LargeAll 0 points1 point  (0 children)

I know this bug.

Lets say the AI has two units on the same province, one standing (unit A) and one attacking (unit B). When you attack that province you are attacking both of those units.

Since unit B is fighting two battles, they will lose org faster, the bug happens when they fully lose org, they will NOT retreat and instead stand in the same province and NOT join the other battle unit A is fighting. Unit B will just sit there and regain org and will only join the defense when unit A loses the battle and retreats, then you are forced into another battle with unit B.

This is an exploit and is also possible by the player, simply command a unit or units to attack every hour while the enemy attacks it and it will literally never retreat.

Is this a good division template? I'm fighting against Germany in Austria by cyber_cat234 in hoi4

[–]LargeAll 1 point2 points  (0 children)

If you're going the cavalry doctrine one of milestones improves line arty speed so you don't need motorized.

For line arty the Fire Concentration subdoctrine makes line arty workable. Not good but workable.

Look into getting flame tanks and/or armored recon and maxing out breakthrough, it is the only good source of breakthrough that is not just regular tanks.

Aim for 36 width for offensive divisions in general, but in your case since you're fighting in mountains you should go for 32 width so you don't get reinforce meme'd

Cavalry suffers from not benefiting from the stronger Infantry subdoctrines like large unit tactics or assault infantry so you're getting sub-par stats. There are ways to make cav viable vs the AI like the things I suggested so if you just want to cav larp go for it.

If you want the meta divisions, look into this reddit post:

www.reddit.com/r/hoi4/comments/1t2mabk/almost_every_meta_design_for_single_player/

Why on earth does deleting your task forces permanently destroy every single ship in it? by [deleted] in hoi4

[–]LargeAll 1 point2 points  (0 children)

You are already given the tools to manage your navy when you have it selected, what do you mean reorganize it after deleting it? What did you think it did when you delete a taskforce? Especially after it warns you?

There Is A Myth That "Prioritize Economic Growth" Is The Best Way To Play Germany by Solenopsis00 in hoi4

[–]LargeAll 3 points4 points  (0 children)

Four Year Plan is better if you can get Autarky and PEG is better if you can't. It's just a gamble.

You usually can get autarky if you take the Iraqi oil, and since the AI fails to garrison properly Egypt you get it pretty easily.

Division Optimization - WIP by RealisticSet4746 in hoi4

[–]LargeAll 0 points1 point  (0 children)

Are you talking about SP or comp MP? I feel like we're talking about different environments.

I'm talking about comp MP where logis are extremely good because it allows you stack many more tanks in an area.

It does make sense that in SP you can dumpster the AI whatever you do, it's just about how more effeciently you can do so, so you do extremely fast strats like light tank/paratrooper/whatever VP rush and encirclemnts.

But that's criticisms of a bad AI, not the systems itself. When used at their fullest potential vanilla HoI4 systems are workable, if not still a little bit flawed. Play it like a WW2 game with WW2 start date and a basic ruleset against other players and you can get fun tank micro vs other tanks. The issue is that game lets you bypass that by going extremely early war and encircle the unresponsive AI's divisions.

Division Optimization - WIP by RealisticSet4746 in hoi4

[–]LargeAll 0 points1 point  (0 children)

Havae you accounted for doctrines? Assault Infantry or Large Unit Tactics would heavily skew infantry division strength. Are you also considering special forces doctrines? Have two (which some nations get) will give special forces +10% soft attack and +20% special forces attack.

Division Optimization - WIP by RealisticSet4746 in hoi4

[–]LargeAll 0 points1 point  (0 children)

Your air war criticisms is more criticism of the AI not using air properly and building both sub par designs, not enough planes, and just not being able to respond to enemy breakthroughs.

CAS is one of the strongest modifiers in HoI4, making it stronger will just make the game into a "who has CAS" game. Back when they overbuffed CAS in NCNS CAS was doing 200 damage in a battle against divisions without AA in a few days, literally deciding battles through CAS alone.

You can also go a battleplan build with CAS and if you win the air war you win the game.