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>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)


Nick Thomadis

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Just PREVENT AI from running away if the battle is generated! This is so annoying especially in convoy and ambush battles. Many times AI have numerical superiority and coul'd easily swarm player but it is too busy running away.

Edited by Zuikaku
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Does anyone else think that late game cruiser battles kinda suck? Most small guns up to 8 inches, even with the best tech in the game, feel like they seriously lack penetration compared to the hilarious protective capabilities of Krupp V and Modern armour, which means the meta for cruisers is to either spam HE, or build CAs with near-battleship grade weaponry just to penetrate a ship with 4-5 inches of belt armour. I think mark 4 and 5 small guns need a buff in penetration to properly penetrate the kind of effective armour that late game armour qualities provide.

For example, I built some "CLs" with oversized 191mm guns, an enemy CL with 87mm of belt armour at 148% armour quality can't be penetrated until I'm just 6-7km away because the guns can't penetrate 87mm of effective armour until they're 10km from the enemy ship in the first place (my guns have 266mm of pen at this range), then you're having to take into account the fall of shot angle as well as the angle of the enemy ship itself, so even at this short range the enemy ship has to be practically broadside to get the pens. Either late game armour is too effective, or small guns are too weak against late game armour.

Of course I could just build a meta fire ship that burns enemies to death, but where's the fun in that?

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I'm having an issue with crew training level fluctuating between just a few turns, I had 3 BBs with Veteran crews take a few minor HE hits in a previous battle, went into battle with the same ships again a few turns later and one of the BBs is now manned by Cadets and the other two are Regular. I have "Add Crew" turned on if that helps, I assume this feature might be affecting this?

Regardless of settings having a few dozen fresh crew members being added to a crew of 1805 Veteran sailors shouldn't be affecting the training level that much.......

EDIT: In fact after further inspection, I realised that the Cadet ship is actually entirely undamaged, it's just missing 150 crew members for no reason and has Cadets. Did my Veterans retire and go home? Who knows.

Edited by Warspite96
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There needs to be some way to force a battle or at least force your fleet to move past another fleet. This AH fleet has been blocking my fleet for a year or more. Yes I could sail all the way around Africa, but I shouldn't have to. There has been no battle generated, between these two fleets.
There needs to be some way to force either a fight or to allow your ships to sail past the other fleet.

In the Aegean, both my fleet have only been there a couple months. But coupled with my fleet in the red sea. The vast majority  of my fleet is on the bench because I can't sail past another fleet, and they won't generate a battle.

I have tried changing my fleets to invade to try to get them to force a battle but that doesn't work. 
Maybe add a ctrl/alt click or something to force a fleet to move.

And while all this is happening, some how one of those 3 fleets that are stuck, gets attacked by a sub on the west coast of Africa.... Not sure how that happens.

But there really needs to be a way to force either a battle or force your way past another players fleet.

I have almost 1200 hours in the game and I really like it but things like this makes it really hard to play the game. 
I just got into a war with china, the majority of my firepower is stuck behind 3CL's and 3DD's. 

20231119192253_1.jpg

20231119192620_1.jpg

Edited by 418ImATeapot
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10 hours ago, 418ImATeapot said:

There needs to be some way to force a battle or at least force your fleet to move past another fleet. This AH fleet has been blocking my fleet for a year or more. Yes I could sail all the way around Africa, but I shouldn't have to. There has been no battle generated, between these two fleets.
There needs to be some way to force either a fight or to allow your ships to sail past the other fleet.

In the Aegean, both my fleet have only been there a couple months. But coupled with my fleet in the red sea. The vast majority  of my fleet is on the bench because I can't sail past another fleet, and they won't generate a battle.

I have tried changing my fleets to invade to try to get them to force a battle but that doesn't work. 
Maybe add a ctrl/alt click or something to force a fleet to move.

And while all this is happening, some how one of those 3 fleets that are stuck, gets attacked by a sub on the west coast of Africa.... Not sure how that happens.

But there really needs to be a way to force either a battle or force your way past another players fleet.

I have almost 1200 hours in the game and I really like it but things like this makes it really hard to play the game. 
I just got into a war with china, the majority of my firepower is stuck behind 3CL's and 3DD's. 

20231119192253_1.jpg

20231119192620_1.jpg

I've just had this exact same issue as Britain, an Italian fleet sat outside Port Said, for over an in-game year, was forcing my ships that were already in that port to sail through the Suez Canal, all the way around Africa and through the Strait of Gibraltar just to get back into the Mediterranean, instead of just being able to sortie and destroy the enemy fleet immediately. Only by launching a naval invasion of Rhodes did I force the fleet to finally move and obliterated it in short order.

Edited by Warspite96
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Can we have option to save Campaign ships into Shared Design or Custom Battle ?

 

I think that way, player can populate - Custom/Historical Design  of any Nation during Playthrough and when Player play as Another Nation, AI opponent would use Prev Player Design 

as Player play more Nation in campaign, the player experience would increase organicaly as AI increasingly used less Generated design and used custom one (as Player design would be "better" - the game difficulty will have some scalling)

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22 hours ago, 418ImATeapot said:

There needs to be some way to force a battle or at least force your fleet to move past another fleet. This AH fleet has been blocking my fleet for a year or more. Yes I could sail all the way around Africa, but I shouldn't have to. There has been no battle generated, between these two fleets.
There needs to be some way to force either a fight or to allow your ships to sail past the other fleet.

I've got this same problem. Italy has a BB and a DD in the Suez, and suddenly I can't sail my fleets through the Suez? it's absolutely ridiculous that I can't sail a 16-fleet formation down the Suez, engage those ships and open the passage back up(They don't even control it, but by sheer virtue of their vessels being there, I can't go through it, effectively cutting my capability to move in half)

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On 11/18/2023 at 11:35 AM, Lima said:

Broken submarines aka Ghosts of Muscat

Background: I conducted a successful naval invasion of Oman. After the successful invasion, these three submarines left the port of Muscat and IMMEDIATELY generated a mission to attack my transports. Subs don't give a damn that my two naval invasion TFs (60 ships in total) are located directly next to this port.

SUb1.png

What is happening now: I have sent a group of 4 cruisers and 20 destroyers with mines to the port. Submarines don't take damage from these mines and continue to attack my transports every turn.

My thoughts on this situation: I think the subs got this mission because they were near my port, which did not have my ships. There are three problems here:

  1. I just captured this port. How the hell was I supposed to have ships there?
  2. Right next to this port are my invasion TFs. Why don't they prevent attacks on transports?
  3. I sent the ships to the port. Why don't they prevent this mission? How did they even get to the port if there are subs nearby? Why don't their mines do damage?

Such situations happen ALL THE TIME in the campaign. You drive the subs out of the port, they become invisible and attack your transports. It's very frustrating. And not just annoying, it threatens the campaign. In the late campaign, the transport fleet is recovering very slowly (which is problem in itself ) and in these meaningless missions you lose your precious traspnorts without any way to prevent it.

My previous post with the same problem:

I'll make an edit to show when this ghost show is over. I take screenshots every turn.

EDIT1: THEY'RE EATING MINES NOW

Okay, it's March 1943, look at the size of this minefield

Sub1.jpg

And this is April 1943, the minefield has decreased. My ships are still in port and laying mines. There were no reports of damage to ships by mines. Turns out subs just eat these mines for a snack.

Sub2.jpg

EDIT2: Well, it's not the end, it's the anniversary. They've been bullying my navy for a year now.

SUB2.png

 

 

I too am experiencing the same problem.  I have several places I can not kill a submarine.  I have dedicated a BB, CA and six DD for a submarine in Reunion.  It has been there for over a year just shooting transports.  Not only that, I can't even invade Reunion.  There are other places there are subs just frozen and unsinkable too around Japan.

 

The unsinkable and unhuntable submarines situation is getting old.

 

 

 

On 11/20/2023 at 5:08 PM, StrikerDanger said:

I've got this same problem. Italy has a BB and a DD in the Suez, and suddenly I can't sail my fleets through the Suez? it's absolutely ridiculous that I can't sail a 16-fleet formation down the Suez, engage those ships and open the passage back up(They don't even control it, but by sheer virtue of their vessels being there, I can't go through it, effectively cutting my capability to move in half)

 

I have had the problem, but on the other end of the Med.  There were ships stationed in Rabat blocking the Straits of Gibraltar.  The only solution was to seize Morocco. 

 

Another place I have that are ships stationed on Kyushu block passage between Korea and Japan.  

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Puh. Forget the promise of progress and peace, for in the grim darkness of the wide oceans, there is only war.

Now played several campaigns. In the beginning, all is fine, but around 1910-1915, everyone is at war with everyone. You ally with a nation, often giving money to do so. Some months later, their admiral influences their government to cancel the alliance. Then, after some more months, you are at war. Why? Because tension is rising everywhere, in the labrador sea, in the arctic ocean, everywehre randomly, it seems. No one has assets there, not an ally of an enemy, not me, no one. But tension rises regardless.
These wars, of course, often result in land battles. So, my forces are attacking a country with overwhelming force. Since I have some naval assets there, my ground troops are pushing forward. Yeah, breakthrough. The enemy lines collapse. Almost there. 75%. my government asks me, if we should make peace after I destroyed an enemy battleship. No. Push onwards to prevent another war happening in the near future. 83%. The enemy admiral tries to make peace. 93%. Almost there.
BAM! The enemy admiral succeeds. Peace is made. Okay I want X and Y provinces. I get none, just money. Six months later, we are at war again. My forces attack. Enemy lines collapse...you get my point.

Building large battleships in the later stages also seems pointless anymore because of the submarine's newfound power. More often than not, a single submarine infiltrates an escort consisting of twenty modern destroyers, four light cruisers and two heavy cruisers, all equipped with the latest ASW. Whoosh...my newest battleship lies at the bottom of the sea and the sub escapes. Okay, that happens. Next turn, the sub strikes again and heavily damages the second large battleship, forcing it to return to the port. The battlegroup is now mostly pointless.

Enemy capital ships now seem to prefer high-speed vessels with dozens of smaller guns, around 11-12 inch main cannons. The best was a british 38.8 knot battleship with seven triple 11 inch(ish) cannons that  are able to shower you in a hail of fire while waving and zigzagging around.

At the beginning, battles are possible, pitting your battle lines against those of other countries. Once submarines become a thing, this is mostly gone.

The enemy now seems to prefer to run away again. Often, the enemy surprises one of my convoys with a heavy cruiser and or/some smaller vessels. My escort often is one light cruiser and one or two destroyers. They are detected. They turn around and run at full speed. I pursue. They run away. I turn around to re-establish the escort of the convoy, hopefully ending the battle. They turn and drive at full speed towards the convoy. I turn to intercept. They run away at full speed.

The new hull are awesome and all, I like the flexibility you can now achive. But all in all, campaign games are mostly very frustrating now in my opinion.

Edited by Darth Khyron
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  • Nick Thomadis changed the title to >>>v1.4 Feedback<<< (1.4.0.8 latest version)

An observation regarding 'Screen' behaviour. My destroyers LOVE slamming themselves into the flanks of the vessels they are screening. They want to transition from their default position (roughly a box around the screened division) to either being between the division and the enemy (at longer engagement ranges) or placing the division between themselves and the enemy at shorter ranges. Currently, they do this by the most direct route possible, even if that means slamming headlong into the ships they are supposed to be protecting. The vessel will then KEEP PUSHING to get to where it wants to be, invariably shoving the other vessel off course and potentially causing the shot-trap effect to occur (incoming fire aimed at one ship hits the other with near 100% certainty).

This shouldn't happen. The game already has logic for avoiding collisions, that should automatically be applied to vessels set to Scout & Screen to effectively make them 'Give Way' to ships set to Battle Line or Follow. In the instance I describe above, what should happen is the screening vessel should either adjust course to go through the gaps in a formation or go around the rear of it.

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Today, for the first time, my BB was sunk by subs. It's funny that this happened when I increased the number of DDs in the TF (it's 2BB/2CA/2CL/24DD now).

This should not happen and it cannot be attributed to chance. I could somehow understand this if my crews were cadets, but all my crews, except for 4 new DDs, were veterans. All ships have a maximum ASW.

The enemy had subs of the 20s. Even subs similar to the Type VII should suffer huge losses from DDs with sonars of the end of WWII.

Ah, yes, the subs were not even detected. I think it's something like a "critical success" event. However, it is better to call it "critical nonsense". For this to happen, the crews of all my ships (max sonars are installed on all ships) had to sleep. There is not a single chance that this would happen in reality with a Navy that has been at war for 40 years.

EDIT: This is the next battle of the same TF with the same subs. Guys, what did you do last time? You know, I can't afford to lose a BB every time to wake you up.

s1.png

Edited by Lima
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AI's cowardice post #69

Okay, let's settle this first. I don't mind the AI running away in some situations. If the situation is obviously not in favor of the AI, it should retreat, as any sane commander would do. It is ok.

What is not OK is when the AI runs away in any situation, completely putting the initiative in my hands. This leads to spending more time on the fight, and it also completely takes away all the chances of the AI to win.

Let's take this situation as an example. A large AI TF attacked my port. I don't have a huge number of DDs here, so I don't even have a numerical advantage.

r1.png

As soon as the AI fleet detects my ships, it turns around. Even without entering the engaging range of its guns. At this stage, I can just retreat and then this battle, in which the AI had the advantage, will be drawn.

r2.png

This guy also decided to run...how exactly?

r3.png

And that's what I said about the initiative. I can do whatever I want with the enemy. I can destroy enemies one by one. If the AI had attacked me in this battle, it would have been much more difficult. However, the AI chose to die.

r4.png

This happened on the previous version, but it is also true for the current version. Such battles happen all the time. Even in the most advantageous situation, AI does not resist its destruction.

EDIT: Example from the latest version

Bro, you have 3 times more BBs/BCs, are you sure you want to RUN and have these ships destroyed without even putting their guns into battle?

r5.png

Yeah

6.png

Edited by Lima
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