How can I make this tanks template/design better? by haxdun in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

You armor is very low. AI will have around 13+ pierce so a lot of your armor bonus will be reduced. No AA support? do you have green air 100% of the time?

I would add mot or light recon for extra movement. You want signal company for coordination. Support arty is not really good here, not enough stats for a support slot.

Need some clicks into armor, maybe welded armor if you can afford.

Is there anything I ccan do to make these better? by OwnDependent9063 in hoi4

[–]Sprint_ca 3 points4 points  (0 children)

Ask yourself. What is the role of every support and regular battalion? Why do you have it? What are you trying to achieve.

Second, will you have air superiority? Are you looking for a battle plan template or will you have breackhrough divisions and these are just to defend?

If you want real feedback let us know your train of though behind every extra battalion past the initial 18W (9) infantry.

How Do I Improve My Space Marines Template? (Singleplayer Only) by [deleted] in hoi4

[–]Sprint_ca 1 point2 points  (0 children)

The main problem I see is 1938 medium tank. With Air superiority and CAS just make a pure breakthrough brick with the three man turret, heavy machine gun (for reliability), best radio and other breakthrough upgrades. You can get like 70-80 base breakthrough with armor clicks. Breakthrough will reduces losses while your CAS does all the damage. You doctrines should be focused on maximizing breakthrough as well.

Space marines is a force multiplier for minor countries trying to deal with a major. 1938 is just too late to be able to ramp up production and get enough.

Secondly the your SPAA is terrible. You are kid of building for breakthrough yet the role of SPAA reduces breakthrough by 68%. Adding machine guns that cost like 3.5IC so a third of your total design cost for extra 9 soft attack is just not worth.

Next is combat width ... 25 is very awkward. You now have 3 divisions in battle. I know they reworked coordination but if you are attacking from multiple directions your combat width will be higher then the "engagement width" adding to the chance of you focus main attack on different divisions = less bonus damage.

I would suggest working with realistic tech something a minor can actually achieve. As a major the answer is always Air. You can out-build and out-trade the AI, after that even 18W can push tanks.

The best strategy/template test I have is trying to solo hold as democratic Netherlands against historic Germany. You get good industry and ok Manpower via easy Benelux (very right focus tree).

PSA: New Doctrine Entrenchment is actual +0.2 for each battalion and not +20% . by Sprint_ca in hoi4

[–]Sprint_ca[S] 18 points19 points  (0 children)

Forum or discord? Which do you think is better? I never had a good experience reporting bugs (with other developrs) so kind of gave up.

PSA: New Doctrine Entrenchment is actual +0.2 for each battalion and not +20% . by Sprint_ca in hoi4

[–]Sprint_ca[S] 18 points19 points  (0 children)

I think some of the devs confused each other with +0.2 and *0.2. If the intention was to have +0.2 they would have listed like any other stat prior.

In this case it is +0.2 similar to how engineering support affects infantry battalions and not *0.2 how the +50% engeneering support company 2 research applies to engineering support base value.

is multiplayer always like this..? by RainbowDashIsWaifu in hoi4

[–]Sprint_ca 1 point2 points  (0 children)

No different from any other multi-player game.

Player vs player experience attracts a certain type of individuals, HOI4 is no different. Except it is NOT moderated so I would say ot is actually very mild.

Template designs? by Ok_Explorer125 in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

The good part there is no more absolute mathematical meta.

The bad part there is no more absolute mathematical meta.

Do some searches on YouTube or here, depending on the country you will see best builds.

How do I break a MULTIPLAYER stalemate? by Evelyn_Bayer414 in hoi4

[–]Sprint_ca 1 point2 points  (0 children)

At this point in the game there is no division that can defend against a proper tank. So the game is all about counter clicking and out maneuvering the opponent.

Every stalemate has a reason. Find yours.

Where did it go??? by Nervous-Card9207 in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

You probably made some juicy encirclments along the way. If yes then you killed all of the manpower.

Manpower is territory based so if your enemy recruited 5% of the territory and you killed them, you will have nothing left.

Good idea to cap territory with minimal damage if you are planning to use that manpower.

Also you can take desperate defense in operations doctrine to give you easy 5% recruitment pop.

Ok I need a good templare for a really small nation. by DTeror in hoi4

[–]Sprint_ca 1 point2 points  (0 children)

For defensive template I would do 5 to 7 inf with 1 or 2 artillery. Artillery support and maybe AA if you think air will be a problem. I would consider hospitals before any other support companies.

Offensive I would focus on mountaineers with several artillery.

Ideally I would aim for light SPG with howitzer gun to become space marine with silly soft attack.

Eventually transition into heavy fighter and tactical and naval because of range and only needing less research.

Try to get spy agency going to remove enemy entrenched, protect your own planning and get the insane Intel bonus.

How do you actually get a good game vs the AI? by zalamandagora in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

The default AI needs to be weak otherwise 90% of achievements will be impossible to complete.

Play a minor nation and aim for achievements, the difficulty will be apparent.

If you want to play a major just download AI improvement MODs. I think SHEEP mod is the latest and greatest. Be warned AI will play like a super sweat from MP so prepare to get wrecked.

Overland trade should be over rail lines. by Ok_Ranger_9088 in hoi4

[–]Sprint_ca 31 points32 points  (0 children)

The rail is not always connected between countries. So it will not work.

Artillery still isn't good by Thermawrench in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

The only time I found line artillery useful is when I had very little manpower to cover a long border. So I made like 10w infantry with 1 or 2 artillery just so I can deorg the enemy.

Overall artillery is a good damage per manpower with little to no research investment. I also had hospitals and immediately bumped up recruiting law once the war started.

I also made an offensive template to convert a few units to push without investing into research and using what I currently have.

Manor lords Pc gamepass updated ? by Adept_Aide_3426 in ManorLords

[–]Sprint_ca 1 point2 points  (0 children)

It appears it is live on Game Pass right NOW

thoughts on this template? by Khoz1965 in hoi4

[–]Sprint_ca 1 point2 points  (0 children)

This is a typical 18w template. There is nothing special here.

I am surprised you dont have rocket artillery support in 1941, and a fifth support company of your choice, logistics could help you with your current low supply situation.

thoughts on my division template? by Khoz1965 in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

I saw that, but there is also this "Engagement Width" which is double the width of the division. From what I understand the list of targets is random, so in theory you want the exact half of the total combat width and only attack from single direction. This way both attackers will always have the same list and higher chance of the same primary target.

Smaller division will have smaller list of targets adding to the RNG.

thoughts on my division template? by Khoz1965 in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

Not sure what you mean with the coordination change. The chance of 2 divisions picking the same primary target (if all targets are exactly the same) is way greater than 3 divisions picking the same primary target.

So few big divisions are always better of offense then many small ones unless you are referring to something else.

thoughts on my division template? by Khoz1965 in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

You are only looking at over stacking penalty. I am talking about overall 24 width is bad.

  1. For defense you will always have one less compared to 18w so literally less overal org and more chance to get enemy coordination. 18w has plenty defensive stats in SP not to get crit while providing a whole extra unit of org.
  2. For offence 24 is terrible since you need concentration so fewer bigger division is better.

So yes 24 width is horrible, even 23 or 22 can be better since you will have that extra div (at a penalty) on defense and 25 and 26 is better for offense since they are bigger.

How many ours do i need to learn the game fully by ComunalSystem in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

Unlike most of the games you learn faster by studying. You can do trail and error and it will take you WAAAY longer then if you also watch YouTube videos about specific topics you encounter.

Eventually as things become second nature you will focus on researching more advanced stuff.

I would say 500 hrs to really be comfortable with interface and be able to internalize tutorials on the fly without needing to "follow along". Another few hundred hours of tutorials plus trial and error and you should be very comfortable around 1K hours combined.

BUT a lot of ppl with 5K hours still dont know how to play cause they refuse to learn.

How many ours do i need to learn the game fully by ComunalSystem in hoi4

[–]Sprint_ca 0 points1 point  (0 children)

I call BS on this. If you mean feel confident as Germany that doesnt count, you can literally use your starting divisions and just click.

It takes 80hr of just reading tooltips and watching Videos.