Jump to content
Game-Labs Forum

Auto resolve, auto win


thu

Recommended Posts

I find something interesting recently. The main influence factors of vessel power are tonnage, armor, underwater torp and range. Max out, then, speed, secondary, pro protection and bulkhead matters a little. The rest are useless.

20220322154446_1.thumb.jpg.1e7982efdae9ea18dc2d01338958ef74.jpg

cl is the best choice. By the way, try to send out a group of 50cls and you will find a problem.

So what is the meaning of ship design...

20220204162811_1.thumb.jpg.1071451c07cdf42ddc2279ffd2f0d7fe.jpg

screen_1920x1080_2022-01-18_09-27-06.thumb.png.d84f42cf2f69fe609ac48cd5e00533a9.png

It is either a mechanic too simple or too complex that nothing is functioning.

  • Like 4
Link to comment
Share on other sites

Should have given a further detailed explain. I don't understand how ship is sunk exactly. It is associated with 'power' somehow. Higher fleet power leads to victory.

Suppose I design a empty CL hull  with nothing on it. It has 250 power. Fix 14 underwater torps, then get 500 power. So I spend less fund on more power. Other equipment or component affects a little, 260 or 230, not very much. I design a BB with every bar in medium, 1950 power. Max tonnage, 2391. Longest range,2343. Thin armor, 1398. 0 secondaries, 1887, etc. Finally turn out that big guns don't matter in auto resolve. And hull happens to be the cheapest part.

I chose CL as the best answer because construction is finished in 9 month, easy to replace losses. A hundred CLs with 1 gun and several underwater torps... Everyone knows I'm building industrial rubbish except the judge. 

  • Like 2
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...