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Warspite96

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Everything posted by Warspite96

  1. I posted about this before, I can't recall any time in the 20th century when destroyers (not torpedo boats) intentionally tried to attack battleships by themselves during the daylight (of course there were engagements between destroyers and battleships such as at Narvik, but that was not by intent on the German side), so there's no historical or logical precedent for these "destroyer attack" missions you're forced to do at the start of turns, as battleships carry massive secondary batteries specifically to ward off destroyer attacks and can make short work of any DDs you try to send in. Regarding these forced missions and the withdraw button as well, I'm genuinely curious what the percent chance of a successful withdrawal is here? Every single time I have pressed the withdraw button on a "destroyer attack" mission it has resulted in failure, which doesn't even make sense if you are trying to withdraw from fighting a 25 knot battleship with 35+ knot DDs that could easily disengage in a real situation. In my opinion, some of these forced missions either need reworking or removing entirely.
  2. Ship design bug: trying to change ammo allocation in a refit doesn't work, I accidentally kept my ammo allocation to "max HE" when building a ship, switched it to "increased AP" in a refit but the ship is still carrying 700 HE rounds to 300 AP rounds.
  3. This might be what I'm getting, the game will freeze and if I try to click during the freeze my PC treats it as a crash and sends me to desktop.
  4. I've been crashing a lot in this most recent version, sometimes trying to click battle icons on the campaign map and even pressing the tabs at the top of the campaign menu can cause me to crash to desktop now. Was wondering if anyone else was having issues with crashes?
  5. Despite it being supposedly fixed, I'm still getting my ships stuck in the ladder aiming bug. Now instead of being stuck at 0%, they simply get stuck at a higher number than 0.
  6. I'm playing a 1930s campaign with Mk5 guns, Coinc V rangefinder and Gen 3 radar on all my ships and still getting terrible accuracy numbers at short ranges, like 1-2% at 5km. I can't give precise percentages but I imagine the accuracy of gunnery was much higher than a 1-2% hit rate using what is essentially late WW2 fire control systems.
  7. The past few hotfixes within this patch have had pretty good accuracy tbh, but whatever has happened in the last hotfix seems to have really messed with accuracy stats. I've tried a bunch of different ships and all of them have very poor accuracy even with the best tech in the game, so I might just stop playing for now until its sorted.
  8. Yep, I'm getting this with my Mk5 152mm gun, Coinc V, Gen 3 radar equipped British cruisers as well. I'm now getting between 0.1% and 1% accuracy at ranges as low as 5km. Its the same with destroyers too, their accuracy is absolutely pathetic at the moment and their spotting ranges seem much lower too. With gen 3 radar their spotting ability on other destroyers is down to about 6-7km which is insanely unrealistic.
  9. Bug: Quad turrets have a different barrel length when compared to non-quad turrets on certain tech levels. Tried to make a KGV class in my 1930s Britain campaign, but the Mark 5 quad 356mm guns on the modern battleship hull have a different length to the non quads.
  10. The "destroyer attack/ambush" mission in the campaign, that can often automatically initiate at the start of a turn, is pretty annoying if you do 1930+ campaigns. Unless the enemy battleship forgets to pack secondary armament, forcing DDs to yeet themselves at a 1930 battleship in an engagement you didn't initiate often just results in a lot of dead/damaged DDs, since you don't have any capital ships to distract their bigger guns. These missions would work better if they were at night, and if there was a certain window where the enemy ships don't fire back due to being at low readiness or whatever. Also related to this is the withdraw button. I'm curious what the chance of success for withdrawal is? Even if every ship in my fleet is faster than the enemy ships, it always seems like I fail to withdraw somehow.
  11. Ships running away without ever making contact with my ships is now happening almost every time I try to fight an engagement directly instead of auto resolving. Also having a major issue with land engagements (again), if you initiate a Naval Invasion and it fails, the enemy gains 50000 VPs, whereas if your nation's armies secure a region via a land offensive you get approximately 0 VPs, so quite often wars you are clearly winning get skewed in the enemies' favour through the VP system if you fail a single naval invasion. Currently at war with China again on my Japan run, tried to initate a naval invasion with a 900,000 ton fleet and failed, yet my land armies have secured all but one of China's provinces (four conquered in total) and their fleet is down to a dozen light ships whereas mine is over 200 strong in number. Despite this, China's VPs stand at 90000 whereas mine stand at 45000, despite the fact they've done nothing but sink a single 900 ton destroyer whereas I've sank almost their entire navy and practically conquered their mainland. This needs a fix for sure. Also please stop entire fleets returning to port for no reason after an engagement reeeeeee
  12. Is anyone elses hit percentages also insanely low now? Even my late 30s CL with Coinc V and Gen III radar has an extremely low hit of roughly 0.2% on enemy DDs at 5km. I could totally understand if they were moving a lot, but even if the enemy formation sails in a straight line my hit rate barely changes, coupled with the borked penetration it makes killing enemy DDs a bit of a pain now.
  13. Yeah this is a big problem too at the moment. When I started my 1930 Japan campaign I tried to roughly follow history by allying with Germany and to a lesser extent, Italy, it's now 1936 and I'm at war with 5 nations including Germany simply for having ships in the Sea of Japan. The diplomacy system currently seems geared towards eventually having everyone at war with everyone at the same time.
  14. The land offensives are a nice idea, but tbh I think they're currently implemented poorly since the player has no real control over them. More often than not, your nation launches land offensives, gets slaughtered, and then the enemy claims victory on land and puts you in a situation where even if you sink their entire navy, you still wouldn't make up the Victory Points needed to close the gap caused by the failed land offensive (since each one is like 30-40k VPs). Currently kinda bummed out in my Japanese campaign because I have the Chinese navy confined to their ports, but because of the randomly failed land campaigns they have 90k VPs vs my 15k, accidentally agreed to peace and then they claimed like 15 of my ships!
  15. Yeah I'm certainly experiencing some strange penetration issues with my heavy ships in this update, I was firing at a CL with a 1930s Japanese BB armed with 410mm guns at 8km, couldn't get through the thin fore and aft belt with a ship that has over 1000mm of penetration at that range (not even getting partial pens just blocked entirely). Switched to HE and the shells seemed to perform as intended.
  16. I'm noticing A LOT of ridiculousness surrounding torpedoes right now, playing as Japan in 1934 with oxygen 24 inch torps (gotta have Long Lances as the Japanese after all), and torpedoes will often self detonate just as they're about to hit an enemy ship square on, sometimes they will magically veer to the left or right just as they're about to hit an enemy ship (I fired a spread at a French CL and one torp veered to the right randomly a split second before it hit the hull and missed), and quite often when I do hit, it's a dud. I've pretty much maxed out torp research apart from a few upgrades, so what gives here? It almost seems like the game is intentionally not letting me hit enemy ships with torps or something.
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