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Danelin Aruna

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Everything posted by Danelin Aruna

  1. I had problems once, but after that i just kept training at 100% and haven't run into a problem, but i rarely loose ships. Ive never lost a capital ship. I think I've lost like 4 cruisers through 15 playthroughs. Light cruisers and destroyers are also very rarely lost. I just wish that there was the option to auto replace lost crew instead of having to manually do it. Its so annoying to go through each ship. Unless im an idiot and it is an option I didn't see.
  2. no idea, it was a 1920 campaign, and i noticed the sky box. I thought it was cool. But it was still giving me less accuracy even though the sun was at my back.
  3. i agree whole hardly with this. Even range finders and Hydro's should just have an adds ex weight instead of percentage. The percentage thing throws off the whole balance of adding things IMO. RTWs does that a lot better, its not percentage based but specific weight.
  4. I saw that in campaign today when i had a penalty for sun glare, i was suprised though the sun was at my back.... not sure why i was suffering from sun glare
  5. Also the bridges for cruisers need to be redon, or just remove snap points for the secondary battery. You cant fit secondary turrets for the correct side on them. In 1920 they were employing twin turreted 4in guns, on british cruisers. and 5 in twin turreted guns on the US ships. This can not be done in the game as it currently is.
  6. I mean some nations historically went for torpedo armaments *looking at you Japan* and they are a great weapon. i like employing them. although my success rate isnt that good against the AI they cheat.
  7. I agree with this, what i want to be able to do is set my oob and divide ships into task forces. I think this is something there planning but i may be mistaken.
  8. the only time a ship should break its place in formation is if it cant continue, or has serious engine trouble. they fall out of the line of battle way to easy imho.
  9. I really hope submarines are abstracted like in RTW's as during this time period subs really didnt interact with fleet maneuvers or take part in battles between fleets.
  10. thanks didn't know that about interference, and every time I've seen pictures or vids of Battleships firing its always been staggered, so that makes sense. But i still dont think there should be a massive drop to accuracy in the game for it. and i have noticed a massive difference in turret weight between 2 and 3 guns. But i think its still to high, adding an extra gun to three turrets, for 9 guns weighs more then having 4 turrets with 2 guns. I think having 4 guns with two turrets would weigh more then 3 turrets with 3 guns, as you don't need the extra barbette and magazine. But again i may be wrong on that.
  11. Why do three gun turrets get a accuracy penalty? ive seen this but for the life of me i have no idea why this? I know the reason why the germans used two gun turrets on there modern battleships in WW2, it had to do with loading mechanisms which made there turrets bigger then other nations such as the US. But ive seen the malice pop up in 1920 games when i added three guns to cruisers and battleships and it makes no sense to me so could someone explain it to me?
  12. dont forget spotting needs to be solved as the current system is really really bad
  13. I concur, i would like to see a better more intuitive system as well, and RTW2 is the benchmark for me in this regard, I've played both those games and sunk in way more hours in them then i care to admit. Well this might be what the game is going for, it really isn't that fun, especially when the AI for the most part attempts to retreat in the battle anyway. And i don't remember but you can correct me if I'm wrong, but shouldn't size of target play a fact into the accuracy? A smaller destroyer is harder to hit the a larger Battleship at longer ranges. So instead of some byzantine stealth mechanic just modify chance to hit based on hull size, or tonnage. I know the game applies a malus for "fast moving targets", haven't tested that and see if its effected by turret rotation tech, or what the speed need to reach is considered for the malus. I know at 1910 I get pretty decent returns on long range gunnery. I've engaged and scored hits at 9000-10000 meter range which is historically accurate. Now I can see weather, storms in what not allowing people to see the approaching ships until later. But i know i for one at long range would focus on the ships that could damage and reach me at the range. Plus the argument about needing to use this to preserve light forces so they can use there torpedoes in my experience only benefits the AI in my view. This is simply because ships can turn on dimes to avoid torpedo's, and you have to be really close to actually score a hit. It doesn't matter if my Torpedoes can go 9 or 12 kilometers when i can barley get hits a 2000 meters. It also might help if smoke dropped by DD's and CL's actually spread a smoke screen as it happened historically, instead of being a little blob that hovered over the ships. That would help you can then setup smoke screens to allow your light forces close and then dip behind the screen to break contact. I just think there's better ways to handle it then the current system, that imo favors the AI over the player.
  14. umm I didn't, but the point that West Virginia hitting on her first salvo at 22K yards, with out being able to see her at night, makes your argument that you need to see her false. And she was blind firing as she hadn't seen any shell splashes as they had hadn't opened fire yet. Well it helps that they could they didn't need to as the radar gunnery and advanced fire control got them a first shot hit. And it was done in pitch darkness. which goes to the whole spotting mechanic needing a whole rework, especially for later tear techs. Like Radar, where they should be able to shoot with out needing to spot the vessel. you can do it in RTW2 IIRC. though by that time i was launching flights of bombers at them as well.
  15. "West Virginia tracked them as they approached in the pitch black night. At 03:53, she fired the eight 16 in (406 mm) guns of her main battery at a range of 22,800 yd (13.0 mi; 11.3 nmi; 20.8 km), striking Yamashiro with her first salvo." - History of United States Naval Operations in World War II so... ya that kinda throws your argument about radar out the window. Again blind fire works with radar. as to the Guadalcanal campaign the Japanese navy had trained for night engagements, and engaged at the us forces well. And at night most of the time you return fire on the ships that shoot at you. But the Japanese would torpedo at night to great success. They were able to spot the enemy, at night effectively, although there were some friendly fire incidents, ala the last fight of USS Houston, and HMAS Perth.
  16. ya the turning radius are something that need to be looked at, computer avoids torpedoes like ballet dancers. And my ships can only avoid them about 40% of the time. and its really bad with the unsinkable AI destroyers. ive seen them being shelled by 3 or 4 cruisers, they have 99% flooding and wont go down. then they shoot torpedo's and hit my ships... then they finally die.
  17. So I'm not sure how the unrest mechanic works, but it seems to tick up awfully fast. I forgot to screen cap my results, but a war in 1930 lasted for maybe a year and a half. The British Empire has 900K tons of shipping to my 270K i whittled the number down, i sank around 250K tons of enemy shipping, with out loosing a single ship, they still had me under blockade but i was doing alright. My unrest hovered around 14 but i had new ships coming in a couple of months. well I guess I sank a little to much the peace deal thing came up and i said to fight to the end, but the campaign ended. I can see loosing ships impact national morale, but i think RTW did this a little better, it was hard to get them to sue for peace in that game, i would have to send almost there entire fleet to the bottom before they would go along with it. Don't get me wrong i love playing this game its fun and trying out ship ideas is entertaining. Im enjoying it but when you your the under dog i want to be able to break the British blockade and come back from behind. not have the war end prematurely.
  18. So this happened in my current 1930 campaign... As you can see its my battle cruiser vrs a Battle ship that out weighs me and out guns me. mission spawned us in range of each other and he decided he wanted to turn and run, after exchanging one salvo, this not only prolongs the fight but i end up taking more damage because i need to close and come along side, as the game s bounce mechanics are.... well very un realistic. I was 1.1 km away, and Prince of Wales was bunching them, like.... that i don't see that happening in reality, so i had to get abeam of him and because he likes to turn away i was point blank, less then 100m of him when i crossed his ship, I got an ammo detonation, that didn't sink him. but three more salvos exchanged and he went down... Now i could understand it trying to disengage if it was badly pounded before hand, but it wasn't. this keeps happening every time, and i don't understand. I get it if there is a disparity in fire power, but he had me outclassed here and i won because he ran.
  19. i found it hard to recreate Iowa, but maybe i was doing something wrong *shrug* but i noticed a Fast Battleship hull, but the Americans didnt get it iirc. I mean im fairly sure i got most of the statistics right for her, but you cant really recreate it in this game.
  20. Yes ive found you have to Micro them a lot. And return them to closer ports, it gets annoying. Also anyone know if they used the Kiel canal for military vessels? im curious if they sailed the military ships around Denmark instead of using the canal.
  21. I had a very fun mission in the 1910 campaign I'm playing, I'm the Germans. So the prelude is i had a convoy escort mission, the war has been going on awhile. The might of the German fleet had assembled to protect a 10 ship convoy off the British coast. the German navy assembled its entire battle line, 4 battle cruisers, and 4 battle ships. What dastardly enemy would attack such a glorious force? battle ships? battle cruisers? no it would be a task force of the Royal navy centered around the armored cruiser St George. in company she had one Light cruiser Barham, and 5 destroyers. So on a calm beautiful day the Royal navy task force ran into the heart of the German navy, the lighter forces drove forth into the German navies bigger guns well laying smoke trying to get there torpedoes into range. with 64, 12 in guns from the German line of battle raining down on them, as well as the 6in secondary's from the German battle ships and the 5 in secondary's from the German battle cruisers. One destroyer made it to torpedo range and managed to actually hit a German battle ship. But in doing so was overwhelmed by the return volley. One by one the British ships were cutdown, until St George was the last ship a float, as the German battle group quickly wiped out the most dangerous foes, the Destroyers, and light cruiser who's torpedoes posed a risk to the majestic Battle Ships and Battle Cruisers. and St George, seeing its entire task force sunk before it turned and tried to flee, but alas it was for not well into the German groups range, she has the entire fleets guns trained on her. The end was nigh and the mighty St George was sent to the bottom like her escorts.
  22. The thing is on the ocean the horizon is 12 miles away. So on a clear sunny day you should be able to see everything within 12 miles. You cant tell me during a battle they wouldn't have lookouts out. Now weather will effect this. And no you don't need to see a ship to engage it, look at battles such as the Guadalcanal campaign during WW2 they were still even at the battle of Salvo island the range was still about 2km at night. not needing to get right on top of the enemy. even at the battle of Surigao Straight the Americans used radar to fire on the enemy battle line well crossing there T. Yes this was '44 but the basic end game tech is the same, gen 2 radar you don't need to "see" the enemy to shoot on them. With these low spotting ranges, it makes it really hard to avoid enemy torpedo volleys, and in later campaigns this leads to the problem of your ships getting hit by torpedo swarms. I think my lowest spotting range where i was able to see the enemy was under one Km. It was night and stormy, and of course it was a battle where they wanted to run away so the torpedo's flowed, it was really bad and then when they would turn away they would just be gone even though they were set on fire. but there smaller light cruisers could still spot my Heavy cruisers because reasons. This whole mechanic is divorced from reality, on top of the horizon most of the time you could see ships beyond that especially the big ones due to them cresting the top of the horizon with there masts. Even at Jutland the ranges were around 9000 meters or more, which is almost impossible to maintain with this game, due to the spotting mechanic.
  23. this is also my one of my biggest gripes right now. The "spotting" mechanics need to be thrown out and reworked. And when they say we see smoke in the distance, if its spotted they should render it on the map. But the entire thing with disappearing ships reminds me so much of WoWs, its not even funny. multiple times in campaign ive been so screwed over by this. even in night actions you dont need to be 200m away to see a ship, i mean maybe in a hurricane. and when the enemy ship opens up on you able to stay invisible, i mean were in reality is that coming from? the big flashes should light the ship up like a christmas tree.
  24. So i was hopeful with the latest patch, but even with comparative numbers the AI is still running from my ships. i had a couple BB duels, it was a 1930's game and playing as the Germans. The enemy took one shell and decided they would withdraw, the ships were 17 kilometers away. i was faster but it took me forever to chase them down and sink them. another one was My BC vrs there BB, again they decided to withdraw after taking little damage and again a stern chase ensued. I have noticed that the battles are a little more balanced. i like to build tough expensive ships. Is it taking into consideration the equipment the enemy ships have when they decide to run? Overall a good fix my 1930's game has gone on for several months, and i managed to break the blockade of Germany with out them surrendering, so definitely heading in the right direction
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