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Posts posted by Jyson
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I do agree that never researched tech should take longer, while tech that has been discovered/researched by other countries should be cheaper for each country that already has it. I also think we should have on top of priority research choices, non-priority research choices, so that we can keep research in tech that we have no interest in to a minimum, giving more tech 'points' to areas we do.
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Perhaps a solution for the gloat of ships is have the AI not build a type of ship if one of that type is already mothballed. Would at least reduce the number of mothballed ships IMO
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TB are worth their cost as two or three can cripple a BB, making it an easier target if not outright sink it. You just need to be willing to lose one or all of them, and must micro-manage so that they actually launch torps at a proper angle
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Either the AI needs to space their shipbuilding more to allow for crew to accrue, or all nations need to accrue crew faster
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58 minutes ago, Iuvenalis said:
I think that unlike the other random bits and baubles the game decorates the ships with, those are actually a hard part of the hull. My guess is it is for balance. In the years you can obtain it, that hull would be massively overpowered if you had a huge stretch of open deck. It's still a bit OP as it is. You can squeeze some rear towers in the "unusable zone", and I believe there is some space for a small barbette too .I've built cruisers using the hull and a few small barbettes in the rear and got a 8-9 gun broadside with single 6" guns with most of the centerline (I did use the forward wing positions, a lot for that time period. More importantly, because they're on the center I was able to max out armor and make the things super fast. Without those boats there the broadside would likely be 9-11 guns.
Honestly, would be better if the lifeboats re-arranged themselves on the hull to give the guns room to turn. Having a min number of lifeboats needed may be interested in terms of shipbuilding, but would need to be able to move them around somehow.
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I think spotting of ships and torps should be dependent on the crews skill, or at least modify the chances of. I would also like if all ships (AI and player) can ( and actually follow the command) to avoid torps (in their vicinity), with the time to react based on skill, and be automatic with player override possible (for those kamikaze runs, 'Dam the torpedo's' and all that).
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once subs are in game, destroyers will be invaluable as they were made to actively hunt them
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3 hours ago, Nick Thomadis said:
New feature confirmed!
Dud Torpedoes: Torpedoes will not be as successful as now but will detonate and damage ships according to their angle of impact and their technology. You may have torpedoes to not explode on impact or explode prematurely with new visual effects.
will my ships that have torps set to safe still fire torps at horrendous angles, or will they launch for a 80-90 degree approach? And will we have the options for impact or magnetic detonators?
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14 minutes ago, SodaBit said:
Unless IJN Mogami is one of the escorts, you're going to actually go out and hunt them down. This task can be a pretty massive pain in the a** before radar, and could take several hours of in game time.
I find a few fast torpedo boats help in finding and sinking transports
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6 minutes ago, Dave P. said:
They're there - on the other side of the enemy warships steaming away from you. (In later eras when you have radar, you can track them down.)
But you don't really get many VP for killing them, so it's probably not worth the bother.
It does seem to hurt their economy if you keep sinking their transports, same as if they keep sinking yours. And I usually try to send fast ships past their warships to spot and sink as many transports as possible before I kill off the warships. Now I admit destroying their economy is not very important currently as the campaign rarely lasts beyond 2+ years, but will be a crucial strategy once campaign goes 5+ years and can carry over peace time to next war.
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If we had to worry about re-arming ships after battles, the torp heavy ships would not be as effective IMO
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27 minutes ago, ETF said:
Sorry chaps .......simple question can' find though - How does one create a taskforce? Cheers
click on a port that you have ships at, will be an option to 'move' -> select spot on map -> select ships and done
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19 minutes ago, Drenzul said:
Did someone perhaps forgot to push or is Steam just taking a while?
Restarted it a few time and no patch has come through.I had to start the game for the update to start downloading
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The lag loading new careers might just be due to the AI having to create new ships for all the factions. For a non-historical start, I can see having to build all the ships every new start; but if it's a historical start, the other factions ships should be some pre-made ships of the era. IMO that would at least reduce loading times for those that want to jump into a new campaign.
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While playing AU, had to fight off British ships attacking my conveys in front of my ports. Only problem was that the ships attacking were stationed in the North Sea and English Channel.
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So the biggest issue I have atm is ship not avoiding torps despite the button to do so is on. IMO if you tell a div to avoid torps, they all should avoid torps (or at least try). Especially if they are screening or scouting as you have no direct control
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Matches end bevore TR can be sunk
in General Discussions
Posted
a few TB's or destroyers running past the enemy warships can usually find the TR before bigger ships taking any serious damage. Does not take long to sink the TR even with TB's