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Zuikaku

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Everything posted by Zuikaku

  1. This blocking mechanics needs some changes. My spanish TF has been blocked in Adriatic for 6 months by Americans (they hold Montenegro and Albania). And although I have decisively defeated them twice, I'm unable to exit the Otranto strait due to 3 light US TFs. I try to bump into them to force the battle but without success so far. Part of the problem is you can not send any subs or TFs into zone of control of enemy TFs which is just wrong!! So I suggest: TF can pass blocking TF in a single turn but one of following is triggered (based on TF composition and strenghth): 1. TF manages to slip through unopposed 2. A battle is generated. If TF which tries to pass is victorious, it passes through in one turn 3. Same as 2 but blocking TF gets help of nearby TFs.
  2. Ships still end up in random ports after the battle.
  3. Engine is still unable to "remember" damage correctly. Finished battle with 2 cruisers low in the water by bow (torpedo damage only). Next turn they (unrepaired) ended in the battle with shot up superstructure, big shell holes in the hull and not a single compartment flooded. Seems like engine only saves percentage of damage and then at the start of the battle distributes it randomly all over the ship.
  4. And here we go again... Ambush!!!! My single Cl is ambushed by 7 TBs. They run away, ofcourse
  5. So, AI running away without reason at the start of the battle is still not fixed?? ☚ī¸đŸ™đŸ˜ŠđŸ˜Ą 😉
  6. AI running away at the start of the battle was not adressed? Oil fired ships still do not get all the bonuses oil provided. Compared to coal fired ships, they needed only 1/3 of boiler crew. In the game that woul'd mean reduction of hull crew required by 30% at least.
  7. SI builds overly sized fleets it can not support. Are there not any limitations that are dependant on GDP?
  8. If true this also rises several questions: - why AI is even allowed to know it is owerwhelmed or behind in tech even before visually indentifying the ships it is running away from?? - why is AI running away when protecting convoys? - why is AI running away in ambush or struggler missions (AI with multiple DDs/TBs vs single (damaged) ship? - why is AI running away in most (single) Cl vs Cl missions when both ships are of same size and tech levels? -why on earth is AI running away even if my ships are of lower tech level because I'm playing a nation like Spain?? And most of all -why is campaign even generating these "waste of the time" missions if AI knows in advance ,without visual indentification, that it won't fight because it feels... not very well. I've lost hours of my life just waiting for AI ships to reach minimum safe distance so the mission can end. Something is just not working right!! Disclaimer: I have never played moded version of the game
  9. Sending ships to random ports after the battle makes playing campaign extremely painfull.
  10. Submarines do not cause any transport lossess. As a Spain sent 12 coastal submarines into the irish sea. England got no shps there, 0 power projection and in 10 months not a single transport was lost.
  11. I only got loads of convoy defense missions. Thought thait it was because as a Spain I was really outnumbered and hard pressed by England. But it was strange.
  12. This new mechanic of sending ships after battle to nearest ports is ultimately bad! Heavily damaged ships shoul'd do this (maybe by generating straggle battles in the process, the ones where AI do not instantly run away), but lightly, medium and undamaged ships shoul'd return to port they were originaly operating from. Why was this changed at all?? It just creates mess!
  13. Fire priorities kight be wrong. Secondaries shul'd be waiting for primaries to fire, not the other way around
  14. And AI is still running away instantly in certain missions. (Cruiser duel, ambush) which made these missions unplayable.
  15. @Nick Thomadis please do something about these missions when AI ships run away as soon as mission starts. Got bunch of Cl vs. Cl mission where AI simply run away before making contact. Both mine and AI CLs were of the same tech and roughly the same (100-200 tonnes of difference) tonnage. It is extremely annoying and time consuming.
  16. And what is worst, I suppose this running away before battle thing can probably be rather easily fixed.
  17. Please fix ambushes already! 7 AI TBs ambushes my single Cl and... They run as soon as mission starts. Why is this not fixed yet?!!!??
  18. Loading times seems to significsntly increased again. Not as bad as before though.
  19. I'we seen AI deciding to retreat when things starts getting bad, so it can be done. And it is a great thing too see. AI withdrawing the moment battlemap is loaded just makes you wondering why was this mission generated at all. It is just a waste of time. The funniest of them all are ambushes where ambushers runs away from the prey cause... prey is more tonnage than 6 TBs. Just force AI not to withdraw at the start. They can withdraw after visual confirmation of "we have less tonnage". And we know AI is perfectly capable of withdrawing if things in battle are starting to look bad.
  20. It's kind of extremely annoying. Why was this silly mechanics implemented at all in the first place?!?
  21. A-H looses too easily land wars against Russia and France looses to easily against Germany causing them to be eliminated.
  22. C'mon, is it really that hard to code in that AI do not run away (if the mission is generated) before indentifying ships it is running away from?! I've spent half an hour doing 3 missions, trying to pursue Cl with my Cl. And the irony is enemy Cls were more advanced (so faster).
  23. I hate how damaged ships wobble out of the line to get at the end od the line. In the process they get more damage than if they just kept the place in the line. Please, stop damaged ships from falling back to the end of the line. We can detach them manually if they become too slow!
  24. So, too much ships and money was bad, and this is bad also. Now they shoul'd just fine tune it somewhere between.
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