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Warspite96

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Posts posted by Warspite96

  1. So are campaign missions being generated on total tonnage of the ships involved instead of ship type? Usually three 10,000 ton cruisers are not the equivalent of a 30,000 ton battlecruiser, for example. Sometimes because of this method of mission generation, heavier individual ships in your fleet might never get involved in battles because the game seems obsessed with pitting 60,000 tons of your light/heavy cruisers against one 60,000 ton battleship instead of your 60,000 ton battleship fighting their 60,000 ton battleship, thus forcing me to sail my heavy capital ships in task forces and chasing enemy fleets around the map until I force an enemy task force to battle.

  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. On 12/13/2023 at 11:56 PM, Dave P. said:

    I'm also noticing that, within the last couple patches, my ships steering is much more sensitive. They sort of "bounce" around the intended heading a few times before settling in. (These are in a campaign so the designs probably predate the patch in question.) Anybody else seeing that?

    It seems noticeably worse at 3x/5x speed; maybe the math for steering is getting simplified when time compression is on?

    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.

  4. 19 hours ago, applegrcoug said:

    This is an interesting one...

    I commissioned a whole bunch of destroyers at once.  So many, it depleted my crew pool.  I had to mothball a whole bunch of old destroyers to get enough to man the new ones.  

    However, it seems to have reset all of my existing crews to cadets.  I just had a battle, on the screen before the battle, it listed my crew as veterans.  In battle, they were only cadets.  

    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!

  5. 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.........

    • Sad 2
  6. 8 hours ago, applegrcoug said:

    Next, why do I keep getting convoy missions against this CA with only DDs?  The only way for it to get out is to sail past my CAs.  I'd really like to understand why later in the game the only way to engage enemy CAs is with CLs or DD, CLs is only with DDs.  image.thumb.jpeg.f57f6528e79ad3a5f101e22b8060fbd4.jpeg

    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.

    • Like 3
  7. 1 hour ago, AdmiralBert said:

    We're already playing a game where aircraft carriers have purposely been ignored/not added because they don't mesh with big guns go boom ship gameplay, so having an off-switch for built submarines (just replace them with a series of techs which represent attacks on transports) isn't going to launch the game into being laughably non-historical.

    Grumble time: Invasions, and their influence on war score. I'm currently in a late 1920s struggle against Britain as France. I have been winning consistent naval victories, have lost no warships and generally am having a wonderful time. I've got a 'score' in the 350k ish range. With their warships being sunk left and right, their convoys torn to shreds, the Brits are at....300k. How? Oh, I failed a few 80-90% success chance naval invasions, where I had four or five times the amount of tonnage required and could sit there entirely uncontested.

    This is stupid. If my opponent can't disrupt my landings, they shouldn't require such a preponderance of shipping to guarantee success, and if they fail they shouldn't make the nation outright ignore nearly half a decade of naval humilation and losses.

    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.

  8. 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.

  9. 10 hours ago, 418ImATeapot said:

    There needs to be some way to force a battle or at least force your fleet to move past another fleet. This AH fleet has been blocking my fleet for a year or more. Yes I could sail all the way around Africa, but I shouldn't have to. There has been no battle generated, between these two fleets.
    There needs to be some way to force either a fight or to allow your ships to sail past the other fleet.

    In the Aegean, both my fleet have only been there a couple months. But coupled with my fleet in the red sea. The vast majority  of my fleet is on the bench because I can't sail past another fleet, and they won't generate a battle.

    I have tried changing my fleets to invade to try to get them to force a battle but that doesn't work. 
    Maybe add a ctrl/alt click or something to force a fleet to move.

    And while all this is happening, some how one of those 3 fleets that are stuck, gets attacked by a sub on the west coast of Africa.... Not sure how that happens.

    But there really needs to be a way to force either a battle or force your way past another players fleet.

    I have almost 1200 hours in the game and I really like it but things like this makes it really hard to play the game. 
    I just got into a war with china, the majority of my firepower is stuck behind 3CL's and 3DD's. 

    20231119192253_1.jpg

    20231119192620_1.jpg

    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.

    • Like 1
  10. 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.

  11. 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?

    • Like 1
  12. 4 hours ago, PanzerMk34 said:

    For the record, I only play custom battles in the vanilla game itself, no modification to the files whatsoever

    With that out, the BIG issue that I currently have with the game is the game's AI is too cowardly. They spend practically 90% of the time running away from my ships, creating an untenable situation of my ships having to expend ungodly amount of ammo just to get one of them down. The return of this "feature" is making each match less of a joy to play the game and more of a chore to wait for the shells to connect. Please make the AI much more aggressive so that players can have a no-holds-barred match that worthy of a game about dreadnoughts.

     

    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.

    • Like 2
  13. Started a 1930s campaign as Britain, the 6 inch mark 4 turret models are still just upscaled generic 5 inch destroyer turret models, not at all realistic for the turrets mounted on British light cruisers of the time.

    Also, these new hulls have the same issues as the CL hulls previously added- they're massive in some regards for no real reason. The new British "Heavy Cruiser II" hull (which is the basic hull in regards to cost) has a standard draught of 8.7m.....that's deeper than some capital ships! Of course you can lower the draught, but this makes the ship have atrocious range.

    One bit of praise I do have is nerfing DDs by further limiting their max armour, now my DDs and CLs don't have to get stupidly close to even pen the things in the first place.

    • Like 1
  14. On 8/14/2023 at 12:33 PM, Zuikaku said:

    Same is with other ports. You just can not defend them.

    Yeah there's definitely something wrong with this system at the moment, I'm getting exactly the same, put massive fleets literally IN the ports that are being struck and the enemy is still getting free port strikes.

  15. 17 hours ago, Zuikaku said:

    I just can not get any port strike mission ever! On the other hand, AI is slappi g me left and right with single Cl or DD port strikes to which there are no defense!

    Also, subs are next to useless now.

    I'm getting this too, the AI is sending tiny fleets of cruisers and getting free attacks on all my ports even though I have entire task forces of BBs, BCs and CAs on Sea Control mode and actively in the area where the port strikes happen? Did a recent update change how port strikes work? @Nick Thomadis

    • Like 1
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