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Lima

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Everything posted by Lima

  1. Refit. NICE. Just got back to the game, love all the new QOL features.
  2. From my friend who plays the game a lot. After the latest updates, two serious bugs were discovered in the game. The first is the guns stopping firing, despite the rotating turrets, the presence of ammunition and the presence of an visible enemy. It is not particularly clear why this problem occurs. But it is known that it is solved by switching to a non-firing ship. You can see all this in the video. The second is the penetration of shells into the deck (fore, main and aft) in situations where there simply cannot be any penetration. As can be seen in the screenshots, the battlecruiser struck the deck of the Spanish battleship from a distance of 12.5 km. But at the same time, the penetration of the battlecruiser shells at this distance is 6'', and the thickness of the armor of the battleship deck is 9.5''.
  3. Happy New Year! Any plans for the future? I would buy a DLC with new hulls / mechanics.
  4. You can order one division to "Follow" the other. This way you can make a stable battle line of a dozen ships from several small divisions. Such a formation will break up a bit when turning, but in general it will work fine.
  5. It's a feature. When ships try to take the right place in a division, they may exceed the speed limit to catch up with the division. This was done in 1.10 beta IIRC. This leads to this chaos when assembling large divisions, but on standard divisions (4) it works just fine.
  6. My friend sent me a video that he can't detach ships from a division in a custom battle.
  7. AH: We've been invaded from all sides, but nevermind it's a great time to attack what's left of Serbia Man, AH hates Serbia.
  8. The strange preference for deck armor again
  9. Particularly nice destroyer
  10. I finally managed to capture this ship. They were usually destroyed in the first seconds of battle, obviously because of this 0 main belt. If it wasn't for this strange decision, it would have been a decent interwar CL.
  11. Doomed offensives compilation I once said that at one point in beta, the AI of the army was really good, but now things have gotten worse. This is the first of three failed offensives launched by the AH in Italy. Guys, this won't work, they even have an army bigger than yours in general. And it's not like their logistics are collapsing any time soon. Two of the many doomed offensives carried out by the US in Peru. Up to this turn, there were 500K French soldiers here, and Germany was slowly breaking through their defenses. But now there are only 15K soldiers here. This is because France has decided that defence does not matter and it is necessary to launch another doomed offensive (Spain has 100% logistics).
  12. You can find it in the save file. This multiplier is randomly assigned to all countries at the beginning of the campaign. Generally speaking, GDP growth is not all RNG, but almost all... "wealthGrowthMul" - out of your control Government - on some starting dates, you can change the government, but this does not always help to change the situation for the better. (Russia can't catch a break) Transport capacity - keep this thing high Oil - this thing has a huge impact on GDP and you can capture oil-bearing regions...But unfortunately, the oil cows Venezuela and Iran are minors, the possibility of conquest/alliance with them is also RNG. And with all this, playing as the far-right/left/absolute monarchy with a low multiplier and no luck with oil is hell.
  13. There is "wealthGrowthMul" set in stone from the beginning of the campaign that affects GDP growth. In my experience it varies from 0.72 to 1.29.
  14. A small graphical bug - the damage received in the previous battle is displayed only on one side of the ship. This ship was damaged by my submarines before this battle. An example of the same situation from previous versions of the game
  15. The thing is, all the battles of this post are from the latest (opt) version of the game. And I use the most basic Ocean-going submarines, although I could use Ocean-going sub II and III. I did this to show the other side of the coin, because if a player has problems, the AI is doing much worse. As for the battles of my ships against submarines, I haven't seen many of them yet, because the Japanese AI sends them to other wars.
  16. This post was made by the AI: Please, in the name of holy semiconductors, fix the submarines. Well, this man finally lost his mind and is now sending submarines (Ocean-going subs I) against me. And there's nothing I can do. Below you can see 16 battles with submarines. I sent grpups of 1-4 DD and CL against them, but they did not cause any damage to these submarines. These are my designs. I used the best possible ASW available to me, but these Ocean-going subs I are simply invisible.
  17. Is it possible to improve the combat effectiveness of submarines specifically against unescorted transports? IMO result of such battles in most cases should be a complete massacre of transports, at the moment you can see a large variation in the results.
  18. Examples of ASW ships I've said a lot that DDs have problems with submarines, I think it's worth showing what I use. This is my special ASW DD, she has 2600 ASW, which is only 600 more than my standard DD. It is possible to create a ship with 2800 ASW, but I wanted her to be able to do something in a surface battle. As mentioned above, these DDs have suffered huge losses from subs, while they very rarely deal damage in response. And I am talking about their use in special ASW groups of 1-2CL 2-6DD. After the DDs repeatedly failed, I began to use a separate groups of 6500 ASW CLs, but by the end of the 1940s even they stopped destroying submarines. Then I made this abomination of a "ship" with 7700 ASW, but even she cannot save the situation.
  19. 1. Ah, a good example. IRL, you are not sure that submarines will be able to attack warships, you compensate for this by using a large number of submarines (and this will not necessarily work). Whereas in the game you send *one* submarine group which easily generates a battle. Imagine that each of these Japanese submarines has found a target. 2. Speed, yes. In the case of an attack on a moving group of warships, you have little time to make decisions and calculations and you definitely don't want the enemy to detect you. This has a serious impact on accuracy. 3. It depends on the number of escort ships in the convoy. If we turn to WW2 (again), sometimes there were very few of them, they simply couldn't afford to hunt for submarines. In a group of warships, the chance that you would be chased was on average higher.
  20. First, let's talk about the scenario of submarines attacking TF with capital ships IRL, you couldn't confidently send submarines to fight warships because: They didn't have enough speed to intercept groups of warships. It is very difficult to make a stealth and effective torpedo attack. In case of detection, it will be very difficult for the submarine to escape from the angry escort ships. Therefore, the submarines were used in a different way. You could expect success if: The enemy is distracted, for example, participating in a surface/air battle. The enemy is not expecting a submarine attack. The enemy doesn't have sufficient ASW (equipment, crew trainig and ships) so the submarine can act more aggressively (as an example, US subs vs IJN). The first two points can never be completely eliminated, but during the war, crews will become more aware of the threat of submarines, the command develops procedures that should counter this threat, and ideally you will have more ships that can be allocated to ASW. The results of this process can be observed in the form of hundreds of uboats at the bottom of the Atlantic. Now, what's going on in the game: A group of subs generates a battle with a surface TF very easily (what is cruise speed). Most of the time, the group of subs will not be detected. Even in case of detection, the subs have a great chance of survival. All this means that you can confidently send submarines to fight warships. You can expect them to do damage and survive. It's crazy, but it's the way it is. Now let's talk about the submarine hunting scenario IRL - Aircraft carriers took a big part in this. But we don't have them. However, detecting submarines is not a problem anyway, and in open combat surface warships are quite capable of destroying submarines. Well, I'm sending a group of light cruisers and destroyers to hunt for submarines. They are here to destroy submarines. They are not distracted, they have the best ASW equipment and trained crews. This should give a result. And...This gives a slightly better result, but in general they are also not capable of confidently destroying submarines. To make this situation even funnier, as a rule, my ASW equipment is technologically superior to the submarines it is used against. The ocean-going submarines of the 1920s were extremely noisy and they should be easy to detect with Sonar III. The problem is in the big picture. It is such that submarines constantly fight with warships and no amount of ASW equipment, numbers and training are able to effectively stop them, how did it happen IRL. It would not be a problem for me if I sometimes lost warships from successful submarine attacks. This is a problem when it happens all the time and I can't effectively counter it. In 8 years of active war with submarines, I lost around three dozen DDs with 2600 ASW (I stopped counting after 20, but I think it's about right), these are the very ships that were supposed to hunt submarines.
  21. It seems that the ships of the minor countries aren't being repaired Another player reported this problem to me. He said that ships of minor countries don't go on a new mission after receiving damage first time and many such damaged ships can be found in the save file. Below are two of the most obvious examples from my save file. These ships participated in battles in 1951-1952, currently it's 1954, but they are still under repair.
  22. Late-game issues I called it "late game issues", because I didn't come up with a better name. Actually, these issues don't just show up at the end of the campaign. Issues with the giant tonnage may appear after 10-15 years in the game, and the issue of transport capacity will be constantly present on late starting dates. Required naval invasion tonnage (it's 1949) This problem often occurs with Britain/USA/France. That's just an insanely high tonnage. Of course, this allows you to finally spend useless money, but then you will have to spend a lot of IRL time moving this horde. Shelling the port does not help the situation, since this mission is randomly generated and for an invasion of this province, for example, you need to shell three ports at the same time, which doesn't happen. The inability to replenish the transport capacity The growth rate of transport capacity decreases during the campaign and at some point becomes simply minuscule. It's quite funny, you could completely fill this capacity in the 1890s, but in the 1940s, with huge resources, it's just not possible. And there's nothing I can do about it. I would be happy to build transports in my military shipyards for my own money, because I love logistics.
  23. If only it were all like that... Sufficient escort - As a rule, I use 2-3 BBs in a TF (because AI battleships are terrible and that's enough). They are protected by at least 4-5 DDs per battleship. I try to use more DDs, my frequently used TFs composition is 2BB/BC 2CA 4CL 20-24DD. I have lost capital ships in such a TF several times. Note that not all players can afford this, in part due to optimization problems with such a large number of ships in battle. Dedicated ASW TFs - I use TFs of 1-2CL 2-6DDs. Most of the time, these ships have special designs with maxed ASW. These TFs did their job relatively well until the 1930s, but then lost their effectiveness dramatically. DDs eventually disappear from such TFs because they are just food for subs, their ASW is just that low. In the 1940s, I create paper CLs with 6000-6500 ASW (they have practically no other weapons to maximize the ASW), but even such ships cease to be effective against subs in the late 1940s. A problem unrelated to the results of the fights: "Fighting" with subs is very frequent and incredibly boring. At the beginning of each turn, I get 5-7 mandatory fights in which I decide absolutely nothing, and just have to get through it. It really takes a lot of time, because by the end of the campaign it is not working too fast. And as I said, these battles do not affect the course of the campaign, because in the big picture these losses of ships don't matter to my Navy. And this is actually my biggest complaint about submarines. I can put up with the loss of ships, I can put up with the absurd situation that my dozens of DDs cannot find a noisy ocean submarine from the 1920s with the help of latest sonars. But when the game gets boring...This is the worst thing that can happen to a game.
  24. In my experience, the latest update has generally fixed this issue for TFs but "low fuel" still happens sometimes, even for ships going out on a mission from the port.
  25. Ah, IRL argument. Reminds me of Todd Howard, who said that astronauts didn't have too much fun on the moon either, so Starfield has the right to have empty planets. It's a game. IRL, you are not complaining that the enemy did something, you are trying to survive. That's just why you have the motivation to fight submarines even if they infuriate you. IRL argument But if you want to take reality as an example, this is getting very bad for submarines. In our reality, the bottom of the Atlantic is filled with U-boats. The Allies have made a lot of effort, but as a result, the submarines were defeated. We can say that there were aircraft carriers. Well, this game doesn't have aircraft carriers, so the ASW ships have to be balanced according to that (be stronger). Let's look at the bottom of the Gulf of Finland, where there are many Soviet submarines. They hit mines, and in our reality this is the end for the submarine (in most cases). In this game, mines are just a joke. In our reality, many different small ships were used against submarines, which were often very old. But they still posed a threat to submarines. In this game, submarines can ignore dozens of the newest destroyers with top sonar equipment. I can go on and on with this, but let's say why submarines were such a *threat*. You see, the submarines were capable of causing catastrophic damage to the merchant fleet. In this game, submarines love to miss unprotected transports. Gameplay perspective These classes of ships have a battle simulation. Whatever the balance, you can have a battle, and this is a strong component of this game. Every battle is unique to some extent. Submarines, on the other hand, have only auto resolve *clicks*. It could be interesting to have one campaign with submarines, but when I have 5-6 battles every turn it just gets boring. I can't be bothered to even watch the results of the battles. They have no influence on the course of the campaign. They're just wasting my time.
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