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Warspite96

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Warspite96 last won the day on November 17 2023

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  1. I think I've narrowed down the accuracy bug, I had multiple BBs in a division and the lead ship had hit % as normal but the other ships had 0% hit chance, I ungrouped all the BBs and now they all have hit chance again. Perhaps it's a bug with divisions causing 0% hit chance?
  2. Adding to my previous post, after further testing I think accuracy in the 1940s time period is outright bugged at the moment. In older versions of the game accuracy could increase to 20-30% within 20km if you're using a BB with Mark 5 guns, Level 5 Rangefinders of either kind and Gen 3 radar, now my ships are lucky to have even *1%* hit chance within 15km, it's the same for the AI in my current save, enemy BBs have to get within almost knife fighting ranges before they can hit me. I definitely think accuracy needs looking at in this patch, the "ladder aiming" bug might have something to do with it.
  3. Looks like the ladder aiming bug is back, I've been in a battle with some BBs for 15 minutes now and they've been stuck at 0% hit chance for the entire battle. Endgame tech.
  4. I'm getting this on the latest patch, booted up a battle after a month away from the game and ships of all sizes have much more sensitive steering, even if you slightly adjust course they overshoot the turn like crazy and then spend minutes in real time trying to correct it.
  5. Hmmmmmmmm, a few pages back I wrote that I had a bug where my veteran ships went back to being cadets for no reason, this my very well explain it!
  6. Finally fell victim to the super stealth submarines......... This was a 500 ton coastal submarine and some random 1000 ton cruiser sub that did this by the way, versus a task force with 25 destroyers with the absolute best ASW capabilities in the game.
  7. The "Control Radius" issue where the AI blocks your ports by parking ships right next to them really does need an urgent fix, it's absolutely insane that submarines can also do this and permanently block ports because the game doesn't let you automatically generate a mission to destroy whatever unit is blocking the port. I currently have a 300 ton submarine physically blocking 166,000 tons of warship from moving out of San Francisco due to this issue.........
  8. The game seems to prefer matching up ships based on total combined tonnage of the ships involved instead of ship type for some bizarre reason, which often means if you have ships that are oversized for their class or even late game high tonnage BBs, it might be hard to generate a mission for them outside of forcing a task force meeting because the enemy has no equivalent tonnage ships, as well as creating situations like this where the game seems to think 9,000 tons of destroyer is worth the same combat value as a single 9,000 ton CA, I suppose if you have lots of torps you might come out on top, but 9 times out of 10 even a crappily designed AI heavy cruiser will absolutely smoke a few DDs. It doesn't even make sense from a tactical perspective, if you have an enemy convoy guarded by CAs, why would you send a few tin can DDs at it instead of bringing in your own heavy guns? Definitely needs looking at.
  9. This gets even worse if you play as a low GDP nation such as Japan 1930, like I recently did (and mentioned above). You can't build many ships at all since income is so poor, therefore its pretty much impossible to launch naval invasions so all you can do is hold off enemy fleets and hope you don't go bankrupt lmao. Had to abandon the save after I couldn't take an oil province from Britain in a naval invasion and the French sent a literal doom stack to end my navy.
  10. Japan's 1930+ economy is uh......a little bit weak, tried a campaign as them as I really like the Japanese hull designs, ended up having to abandon it since quite frankly, it's pretty difficult to keep up with multi front wars between western nations when your starting GDP is half that of China, which somehow has a larger GDP than the Soviet Union and the United States, and the weakest out of anyone apart from Spain. Of course it's actually not unrealistic to struggle economically as Japan, since that was pretty much the reason they went on their expansion in the 1930s/40s historically, but being able to build only a handful of BBs and DDs when even China can easily build a fleet twice your size is a bit insane. Their economy needs a buff in my opinion.
  11. The unkillable subs have been fixed? My ASW destroyers are about to work overtime......
  12. I've just had this exact same issue as Britain, an Italian fleet sat outside Port Said, for over an in-game year, was forcing my ships that were already in that port to sail through the Suez Canal, all the way around Africa and through the Strait of Gibraltar just to get back into the Mediterranean, instead of just being able to sortie and destroy the enemy fleet immediately. Only by launching a naval invasion of Rhodes did I force the fleet to finally move and obliterated it in short order.
  13. I'm having an issue with crew training level fluctuating between just a few turns, I had 3 BBs with Veteran crews take a few minor HE hits in a previous battle, went into battle with the same ships again a few turns later and one of the BBs is now manned by Cadets and the other two are Regular. I have "Add Crew" turned on if that helps, I assume this feature might be affecting this? Regardless of settings having a few dozen fresh crew members being added to a crew of 1805 Veteran sailors shouldn't be affecting the training level that much....... EDIT: In fact after further inspection, I realised that the Cadet ship is actually entirely undamaged, it's just missing 150 crew members for no reason and has Cadets. Did my Veterans retire and go home? Who knows.
  14. Does anyone else think that late game cruiser battles kinda suck? Most small guns up to 8 inches, even with the best tech in the game, feel like they seriously lack penetration compared to the hilarious protective capabilities of Krupp V and Modern armour, which means the meta for cruisers is to either spam HE, or build CAs with near-battleship grade weaponry just to penetrate a ship with 4-5 inches of belt armour. I think mark 4 and 5 small guns need a buff in penetration to properly penetrate the kind of effective armour that late game armour qualities provide. For example, I built some "CLs" with oversized 191mm guns, an enemy CL with 87mm of belt armour at 148% armour quality can't be penetrated until I'm just 6-7km away because the guns can't penetrate 87mm of effective armour until they're 10km from the enemy ship in the first place (my guns have 266mm of pen at this range), then you're having to take into account the fall of shot angle as well as the angle of the enemy ship itself, so even at this short range the enemy ship has to be practically broadside to get the pens. Either late game armour is too effective, or small guns are too weak against late game armour. Of course I could just build a meta fire ship that burns enemies to death, but where's the fun in that?
  15. I'm getting similar, no matter what type of battle, ship type, tonnage difference or any type of factor, the AI ALWAYS runs away from battle. If my ships are slower they run away, if my ships are faster they still run away without putting up a fight and proceed to die. Seems bugged to me, the AI were never this bad for running away in my experience lmao.
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