Jump to content
Game-Labs Forum

Which missions remain overly difficult?


Nick Thomadis
 Share

Which missions remain overly difficult?  

89 members have voted

  1. 1. Please vote for one or more missions which remain overly difficult for you. The missions of the list are those that were previously reported as very hard. Feel free to complain about the reasons you find a mission very hard. The mission you complain can be out of this list.

    • First Casemates: CSS Virginia
      29
    • Battleship vs Torpedo Boats
      0
    • Defeat the Semi-Dreadnought
      4
    • Destroyers vs Torpedo Boats
      5
    • Meet the US Battleships
      6
    • German Raiding Squadron
      2
    • Hurry Up
      10
    • Near Jutland
      8
    • Destroy a full Fleet
      4
    • Dreadnought vs Modern Cruisers
      6
    • Numbers don't matter
      10
    • German Pride
      4
    • Prove your Might
      22
    • The US Super Battleship
      11
    • Design your own H-class
      0
    • Wounded Beast
      11
    • Modern vs Old Destroyers
      2
    • Torpedo Banzai
      11
    • Mission Impossible
      8
    • Battle of Destroyers
      10
    • Contest in the Black Sea
      10


Recommended Posts

  • 2 weeks later...

Voted for Destroyers vs Torpedo Boats, as it suffers the most from the issue of TB's being effectively unhittable. I found a way to deal with them, but it's unavailable in this mission, as it involves idiotic amounts of small guns on a ship with good fire control.

Beside that, for now main concern in any "difficult" missions is TIME LIMIT. Some of them i couldn't beat several times solely because last target still barely lived when time runs out.

  • Like 3
Link to comment
Share on other sites

1 hour ago, Cpt.Hissy said:

Voted for Destroyers vs Torpedo Boats, as it suffers the most from the issue of TB's being effectively unhittable. I found a way to deal with them, but it's unavailable in this mission, as it involves idiotic amounts of small guns on a ship with good fire control.

Beside that, for now main concern in any "difficult" missions is TIME LIMIT. Some of them i couldn't beat several times solely because last target still barely lived when time runs out.

I beat that mission by using  14 small destroyers. Just use the cheapest hull, fit them all with 2" guns and some torps and let the AI control them. This is a kind of mission that you need to use swarm vs swarm. I lost over half of DDs but I killed most of their TBs and the 2 CAs

 

Destroyer vs Torpedo Boats.png

Edited by Darth Glorious
Link to comment
Share on other sites

I won it with two medium DD's stuffed with bazilion of 2" guns, one 5" and two biggest torpedo launchers each, active use of that battleship and careful command. Win condition was killing enough TB's, and one of the cruisers randomly found itself a torpedo friend in the background.
Thinking back, probably torpedo boats aren't that bad, they just need a counter that was historically intended against them originally, bazilions of 2" guns. Not that it really was working irl though...

Timers stay an issue still.

Edited by Cpt.Hissy
Link to comment
Share on other sites

1 hour ago, Cpt.Hissy said:

I won it with two medium DD's stuffed with bazilion of 2" guns, one 5" and two biggest torpedo launchers each, active use of that battleship and careful command. Win condition was killing enough TB's, and one of the cruisers randomly found itself a torpedo friend in the background.
Thinking back, probably torpedo boats aren't that bad, they just need a counter that was historically intended against them originally, bazilions of 2" guns. Not that it really was working irl though...

Timers stay an issue still.

This is my DD design for that mission: 8 x 2" + 1 x 1 torp:

1699743766_DestroyervsTorpedoBoats2.thumb.png.f397a628a1c3c7663c4d8a072293beaf.png

Thank to my numerical superiority (14 DDs vs 10 TBs), I don't have the timer problem but that mission showed me all the drawbacks of the formation in this game. So I never used it afterward except to chain my ships for reserves, like in "Battle of Destroyers" mission

Edited by Darth Glorious
Link to comment
Share on other sites

The Virginia hull still suffers from serious weight distribution and hullform issues that make it impossible to design a fully-armed and balanced warship. It loses a very unrealistic amount of momentum in turns, and forget any kind of forward armament if you want to get good weight distribution. As such I'd say it makes the mission very difficult in comparison to the Monitor one, and only really consistently winnable by cheesing 5" HE rounds until the opposing monitor is a barbeque.

  • Like 1
Link to comment
Share on other sites

I literally rammed that turreted pancake to death. And left with hope that my badly leaking warbarge manages to limp home somehow. Kinda realistic, only in real battle they decided to go home before someone sank. Also those "ships" are supposed to be barely even moving, that was the case with real things.
Speaking of that mission, can you imagine a double turreted Monitor steaming at 30 knots over stormy sea and still scoring hits? I've experienced that. So i can add:

In some missions, random generation of enemies is way too wild and can create absolutely hilarious and overpowered UFO-boats, or totally useless floating garbage, sometimes. This makes those missions beatable by pure luck more than by player's skills, which isn't good.

also, people, isn't discussing how you played those missions off topic here?
 

  • Like 1
Link to comment
Share on other sites

10 minutes ago, Cpt.Hissy said:

I literally rammed that turreted pancake to death. And left with hope that my badly leaking warbarge manages to limp home somehow. Kinda realistic, only in real battle they decided to go home before someone sank. Also those "ships" are supposed to be barely even moving, that was the case with real things.
Speaking of that mission, can you imagine a double turreted Monitor steaming at 30 knots over stormy sea and still scoring hits? I've experienced that. So i can add:

My point isn't that the vessel is slow, but that it's an unquestionably worse hull compared to the equivalent Monitor, and therefore makes the difficulty inconsistent between the two missions. If that's an argument for the Monitor to be nerfed rather than the Virginia buffed, so be it, though I would argue the latter, since this mission is obviously intended to be a tutorial and that any adjustments to this hull won't affect the campaign or custom battle.

Also, that's an interesting bug to report given that the maximum speed you can get on that hull is 10 knots? I absolutely agree with your general point, though, the AI generator really needs to be reined in to some more common-sense rules in general. Make it leave the outlandish experimentation to the players and give us consistent, sensible, realistic designs for the class and era, please.

Link to comment
Share on other sites

I think I managed to win the US Super Battleship just by luck. AI may have generated a bad ship or I just got a lucky shot that caused a devastating flash fire. Probably couldn't do it again in a million years. The tactic of torpedo boating the torpedo boats (my "destroyers" were about half of the size of the torpedo boats) seemed to work well for me. That tactic would probably work well in any destroyer battle. If the little guys are too hard to hit, make littler guys. "Prove Your Might" has proven me not mighty. Either just the battleship or just the cruisers by themselves would prove a challenge for me. It seems you have to get close to the battleship quickly before its big guns and accurate fire tear you apart and the cruisers and their torpedoes make that extremely difficult. I either rush in and eat torps or stay back and eat shells. May take some real out-of-the-box thinking to win that one.

Link to comment
Share on other sites

16 hours ago, iceman_fl said:

I think I managed to win the US Super Battleship just by luck. AI may have generated a bad ship or I just got a lucky shot that caused a devastating flash fire. Probably couldn't do it again in a million years. The tactic of torpedo boating the torpedo boats (my "destroyers" were about half of the size of the torpedo boats) seemed to work well for me. That tactic would probably work well in any destroyer battle. If the little guys are too hard to hit, make littler guys. "Prove Your Might" has proven me not mighty. Either just the battleship or just the cruisers by themselves would prove a challenge for me. It seems you have to get close to the battleship quickly before its big guns and accurate fire tear you apart and the cruisers and their torpedoes make that extremely difficult. I either rush in and eat torps or stay back and eat shells. May take some real out-of-the-box thinking to win that one.

For the US Super battleship mission, I built a 9 x 18" ship, super heavy shells, best long range rangefinder with 16" belt and 6" deck, 30 kt speed. I kept the distance so most of the the escort did not attack me.

Try to pummel the BB with best accuracy first, you do not need to kill him immediately, just damage him enough so his accuracy drop to ~ 1-2% and switch to other BB. That will keep your BB in good shape so your accuracy penalty does not scale too much. When those BBs cannot hit anymore , you can try to slow down to your cruise speed to maximize accuracy and to conserve the ammo.

My only problem of this mission was ammo capacity. I won this mission with ~ 20 main gun shells left because 1 of the 3 BBs took 141 x 18" shells to sink (my accuracy is about 20% most of the time).

For Prove Your Might mission tips, you can view this post.

Personally, I think Prove your might and  Contest in the Black Sea are the 2 most difficult ones because you need to play a certain way to win.

Some tips for Contest in the Black Sea mission:

- Head southwest, keep your BC and CA close to your DDs to get bonus spotting from them.

- In the early minutes, spam 22,5 km range torps to slow down their BB and BC and strip those 20 chasing DDs of their BB and BC bonus spotting while your group run as far as you can from their capital ships. This is very important because without bonus spotting, those enemy DDs cannot spam torps from afar which can be very deadly.

- After about 1h of running away with spamming torps to your back, your battle group can try to slow down (I used 22 -26 kt speed), let some enemy DDs to catch up and focus fire them to death. Rinse and repeat until you win

Edited by Darth Glorious
Link to comment
Share on other sites

  • 2 weeks later...

Instead of mentioning a specific mission, I'd say any mission with a short time limit is more difficult than it should be, as well as many missions where the enemy has torpedoes (destroyers or TBs, not underwater tubes on capital ships).

On the other hand, the ironclad missions actually seem pretty balanced/not overly hard to me.

  • Like 1
Link to comment
Share on other sites

9 hours ago, 1MajorKoenig said:

I played Virginia and was left with the enemy monitor at 10% health when the time ran out (!) - wow that is a boring mission.

Ye, the funny thing is in real life both ships did sod all too each other despite the caliber and ranges. It also demonstrates that the game needs other factors to allow you to win or at least draw so its not just limited to kill x or keep x at 50% structure integraty etc.

The campaign should solve most of those problems too be honest.

  • Like 1
Link to comment
Share on other sites

8 minutes ago, Cptbarney said:

Ye, the funny thing is in real life both ships did sod all too each other despite the caliber and ranges. It also demonstrates that the game needs other factors to allow you to win or at least draw so its not just limited to kill x or keep x at 50% structure integraty etc.

The campaign should solve most of those problems too be honest.

The problem with that particular mission is that it is pretty random if you beat it - at least with my build. I went for fast firing Secondary guns and HE only. Couldn’t get my main guns on target anyway as we were circling around each other for hours and the main guns only face forward / Aft. Some fires did extensive damage, others none at all. I can easily see how to win this but the mission is a bit boring still. 
 

The title one of these YouTube dudes gave it was hilarious (“like watching old people f***”)

  • Like 3
Link to comment
Share on other sites

6 minutes ago, 1MajorKoenig said:

The problem with that particular mission is that it is pretty random if you beat it - at least with my build. I went for fast firing Secondary guns and HE only. Couldn’t get my main guns on target anyway as we were circling around each other for hours and the main guns only face forward / Aft. Some fires did extensive damage, others none at all. I can easily see how to win this but the mission is a bit boring still. 
 

The title one of these YouTube dudes gave it was hilarious (“like watching old people f***”)

Yeah, its funny watching the monitor occasionally yeet shells into the stratosphere from time to time. I won by managing to sink both monitors (one by gunfire the other by ramming lol). For the monitor mission did quite a bit of damage and was able to ram it to death lol. 😅

Think ramming could be improved i've had big ships ram smoll ships and they seem to die pretty quickly, if they can get make adjustments to the models and physics they could have for example a custom FDG ram into maybe a 1930's lightcruiser and split it into half with little damage from the BB and well r.i.p smoll ship. 🙁

But yeah it is boring, miss great grandma california kept flinging at least one shell to the moon in one of the monitor missions. Bunch of old fogies trying to race with advanced arthritis lol 🤣😂

  • Like 1
Link to comment
Share on other sites

On 8/23/2020 at 9:57 AM, 1MajorKoenig said:

The problem with that particular mission is that it is pretty random if you beat it - at least with my build. I went for fast firing Secondary guns and HE only. Couldn’t get my main guns on target anyway as we were circling around each other for hours and the main guns only face forward / Aft. Some fires did extensive damage, others none at all. I can easily see how to win this but the mission is a bit boring still. 
 

The title one of these YouTube dudes gave it was hilarious (“like watching old people f***”)

Yeah, the tricks for Virginia mission are HE spamming and enough speed to ram the Monitor and hope that its guns don't destroy too many casemate guns on your ship. I think that mission is a good example where the "at least one main gun" rule when building ship needs to go. 

Link to comment
Share on other sites

2 hours ago, Darth Glorious said:

Yeah, the tricks for Virginia mission are HE spamming and enough speed to ram the Monitor and hope that its guns don't destroy too many casemate guns on your ship. I think that mission is a good example where the "at least one main gun" rule when building ship needs to go. 

True - and nice to see you over here Darth 

Link to comment
Share on other sites

Im finding "prove your might" to be difficult - the major issue is the accuracy - the enemy fleet seem to be at least two or three times as accurate as whatever build I can put forward.

It just feels unbalanced - I have yet to succeed although I have been very close twice out of about a dozen attempts

Conversely I found the mission where its a battleship versus a fleet of enemy destroyers (10 or 12 I think) is beatable by equipping a battleship hull with very small main armament and tons of secondarys and loads of torpedo launchers - that also doesnt feel right being able to beat it that way and the design is in no way realistic.

 

Generally I think there is an issue with torpedoes - the gunnery side of things mostly works quite well - but torpedoes just seem to be overly accurate and too damaging in comparison. And i mean from both sides of the coin here - you can use them and sink a ton of enemy ships and you can also fall victim to the same. I'm not aware of any major sea battle where torpedoes were so decisive, except where aircraft were involved.

 

Link to comment
Share on other sites

On 8/24/2020 at 2:11 AM, Darth Glorious said:

Yeah, the tricks for Virginia mission are HE spamming and enough speed to ram the Monitor and hope that its guns don't destroy too many casemate guns on your ship. I think that mission is a good example where the "at least one main gun" rule when building ship needs to go. 

I never had to do any ramming but HE is for sure key

Link to comment
Share on other sites

On 8/31/2020 at 7:38 AM, OochyCoo said:

Im finding "prove your might" to be difficult - the major issue is the accuracy - the enemy fleet seem to be at least two or three times as accurate as whatever build I can put forward.

It just feels unbalanced - I have yet to succeed although I have been very close twice out of about a dozen attempts

Conversely I found the mission where its a battleship versus a fleet of enemy destroyers (10 or 12 I think) is beatable by equipping a battleship hull with very small main armament and tons of secondarys and loads of torpedo launchers - that also doesnt feel right being able to beat it that way and the design is in no way realistic.

 

Generally I think there is an issue with torpedoes - the gunnery side of things mostly works quite well - but torpedoes just seem to be overly accurate and too damaging in comparison. And i mean from both sides of the coin here - you can use them and sink a ton of enemy ships and you can also fall victim to the same. I'm not aware of any major sea battle where torpedoes were so decisive, except where aircraft were involved.

 

um i really cant remember that one i will replay it and try to remember what I did

Link to comment
Share on other sites

On 8/31/2020 at 9:38 AM, OochyCoo said:

Generally I think there is an issue with torpedoes - the gunnery side of things mostly works quite well - but torpedoes just seem to be overly accurate and too damaging in comparison. And i mean from both sides of the coin here - you can use them and sink a ton of enemy ships and you can also fall victim to the same. I'm not aware of any major sea battle where torpedoes were so decisive, except where aircraft were involved.

Battle of Savo Island and Battle of Tassafaronga

On 9/3/2020 at 7:42 PM, shieldy44 said:

well I only have 2 Naval Academy missions left and one of them is Dreadnought vs Modern Cruisers and im the only one that voted on it lol. So if anyone that has gotten past it has some advice i would love to hear what you did.

Pay attention to your  gun size "Mk xx" the higher the better your accuracy is, in that mission I would recommend boost tech, and try to use 13 and 14 inch guns (10+ guns recommended) with best accuracy possible, so you want best stereo rangefinder, but you do not need best bridge towers. Increasing shell weight can help. Make sure at least you prep your armor against 12-14 inch guns. Initially try to "kite away", try to maintain long range battle initially (15km-25 km) but keeping accuracy level above 5% (in fact set to save) and damage the BCs as much as possible. The BCs will slow down due to damage and basically fall behind formation (switch when needed), if you are lucky they would even sunk in this long range. Once the BCs fall behind then you would want to be a bit closer to CAs but not too close (10-15km, make sure your armor would protect you against the CA, but maintain relatively higher accuracy). Your guns should be able to finish off the CA due to higher accuracy and bigger guns. You do need to occasionally change direction if CA launched torpedoes. Then you can pick one by one of the enemy BC, sometimes they even do not have ammo for their big gun anymore by this point. In general, target whichever ship which your guns accuracy is higher and low richochet probability.

In most engagement you want to be face away and ahead of enemy ships. Enemy ships in this mission mostly not that accurate, and sometimes can't even target you beyond 20 km. If you do it right you don't need anti torpedo. I can even afford not using secondary guns and use increased ammo count instead. You will be hit by BC's larger gun occasionally but maintaining long range should reduce damage as fighting long range force lower accuracy on their side.

I prefer fewer superships (and mostly use only 1 ship) than many small ships due to how bad the formation in this game, however that can also work but likely you want fighting at closer range, less deck armor. In that case choose more funds and smaller ships. This can work especially if the enemy has no torps.

 

Link to comment
Share on other sites

2 hours ago, draconins said:

Pay attention to your  gun size "Mk xx" the higher the better your accuracy is, in that mission I would recommend boost tech, and try to use 13 and 14 inch guns (10+ guns recommended) with best accuracy possible, so you want best stereo rangefinder, but you do not need best bridge towers. Increasing shell weight can help. Make sure at least you prep your armor against 12-14 inch guns. Initially try to "kite away", try to maintain long range battle initially (15km-25 km) but keeping accuracy level above 5% (in fact set to save) and damage the BCs as much as possible. The BCs will slow down due to damage and basically fall behind formation (switch when needed), if you are lucky they would even sunk in this long range. Once the BCs fall behind then you would want to be a bit closer to CAs but not too close (10-15km, make sure your armor would protect you against the CA, but maintain relatively higher accuracy). Your guns should be able to finish off the CA due to higher accuracy and bigger guns. You do need to occasionally change direction if CA launched torpedoes. Then you can pick one by one of the enemy BC, sometimes they even do not have ammo for their big gun anymore by this point. In general, target whichever ship which your guns accuracy is higher and low richochet probability.

In most engagement you want to be face away and ahead of enemy ships. Enemy ships in this mission mostly not that accurate, and sometimes can't even target you beyond 20 km. If you do it right you don't need anti torpedo. I can even afford not using secondary guns and use increased ammo count instead. You will be hit by BC's larger gun occasionally but maintaining long range should reduce damage as fighting long range force lower accuracy on their side.

I prefer fewer superships (and mostly use only 1 ship) than many small ships due to how bad the formation in this game, however that can also work but likely you want fighting at closer range, less deck armor. In that case choose more funds and smaller ships. This can work especially if the enemy has no torps.

 

Thank you!! I will try this, I normally go the biggest guns possible i will go smaller guns and more of them and see how it goes. I already do the heavier shells and the stereo range finder i will try the smaller guns and see if it helps!!!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...