thu Posted March 22, 2022 Share Posted March 22, 2022 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. 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... It is either a mechanic too simple or too complex that nothing is functioning. 4 Link to comment Share on other sites More sharing options...
Dave P. Posted March 22, 2022 Share Posted March 22, 2022 (edited) I'm pretty sure there's already a "WTF?" thread about auto-resolve. We (the players) are hoping there's eventually some refinements to the algorithm. Edit: found the thread: Edited March 22, 2022 by Dave P. 3 Link to comment Share on other sites More sharing options...
thu Posted March 23, 2022 Author Share Posted March 23, 2022 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. 2 Link to comment Share on other sites More sharing options...
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