Don't worry, we don't look at any of you guys' comments as criticism. Infantry combat (especially, against AFVs) is something we are constantly looking at. We just made some adjustments to inf combat for 2.03. In fact, at one point we had it tuned so far up that the AI could not handle it. There is a balance that we are looking for. One that allows the AI to be able to play, but also aim for realistic results. It is not easy. In fact, just about every little adjustment that Rob or Jim makes to the combat model affects it. So, when you guys make statements like this, we listen. But we also are looking at it.
One thing I would recommend is to play another scenario with infantry and not scout plts. Watch how straight infantry fights in good terrain. The scouts plts only have 2 scout squads/teams and two Bradleys. When the Bradleys are destroyed, the scouts don't really have much in the way of anti-tank defenses (the M203s being their strongest). Mech plts on the other hand have Laws and Dragons that can be effective in either taking out a tank or at least damaging them at close range. They are also larger and have more men in the plt than the scouts. I have watched mech plts defending in urban hex with their bradleys destroyed force a Soviet tank company to retreat. Not everytime, but enough to make it a gamble for you to assault infantry dug into an urban hex.
But as I said in my first paragraph, this is a difficult effect to keep balanced correctly. We appreciate all your comments and if you think something is out of balanced, your comments are always welcome. Especially after we release a new patch. Every time we release a patch, there is opportunity to mess something up. We try to find and correct before release, but things do get by us, and sometimes our own bias can affect us.
< Message edited by cbelva -- 3/14/2014 4:37:01 AM >