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If I have foreign tonnage requirements I always build a colonial heavy cruiser early on in the game. Make sure it can beat any light cruiser one on one and can run from any capital ship. They do a pretty solid job of hunting down raiders and with a couple of rebuilds they'll last forever.
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# ? Nov 26, 2019 16:46 |
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# ? Jun 5, 2024 07:20 |
1.13 is outPatch notes posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.13 UPDATE:
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# ? Nov 29, 2019 20:55 |
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The reserve all will be nice. Better however would be to have 'peacetime' (reserve, mothball, active/foreign station etc) status for a ship it returns to when you click a 'demobilise' button.
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# ? Nov 30, 2019 16:59 |
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I am still waiting for missiles to be a thing.
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# ? Dec 2, 2019 00:47 |
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WARNING: A HUGE ENEMY IS APPROACHING Somebody on the NWS forums has figured out how to trick the game into letting you build hybrid BBCVs. They’re treated as CVLs in game and behave accordingly under AI control.
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# ? Dec 4, 2019 04:02 |
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no... make the guns bigger....
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# ? Dec 4, 2019 04:14 |
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This is loving awesome.
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# ? Dec 4, 2019 05:44 |
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Clearly these should be the Frankenstein class.
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# ? Dec 4, 2019 06:29 |
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What does "long lange" actually do in game? Is there any reason to not go medium range for everything larger than a destroyer? Maybe if you assign a raider to a sea zone where you have no basing? Also where is the vaunted "flotilla attack" button, I can't get my destroyers to not hide behind the battle line even at knife range at night.
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# ? Dec 16, 2019 10:59 |
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Caconym posted:What does "long lange" actually do in game? Is there any reason to not go medium range for everything larger than a destroyer? Maybe if you assign a raider to a sea zone where you have no basing? Long range is for raiders and makes them less likely to get the “raider runs out of fuel and is interned/has to scuttle” event. Flotilla attack is in the division panel during battle—right-click the division name iirc. The button looks like several small ships together.
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# ? Dec 16, 2019 11:07 |
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The flotilla attack button sometime works, too.
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# ? Dec 16, 2019 14:21 |
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In an Italy game, Italy somehow got triple turrets before they got the ability to build actual dreadnoughts and ended up building a B with 6 13 inch guns. The Stromboli class served all the way into the 1920s, even sinking a British BB at one point, before being blown up by a flash fire during a night action against Austria Hungary. Only Austria Hungary could kill something so stupid. They were the only ones who could grasp its terribleness enough to destroy it.
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# ? Dec 16, 2019 14:31 |
Caconym posted:What does "long lange" actually do in game? Is there any reason to not go medium range for everything larger than a destroyer? Maybe if you assign a raider to a sea zone where you have no basing? Fredrik, talking about RTW1, posted:Ships with long range will:
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# ? Dec 16, 2019 15:29 |
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FrozenVent posted:The flotilla attack button sometime works, too. It depends on the year, and your fleet tactics level. Late game, particularly after you develop radio communication, it almost always works.
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# ? Dec 16, 2019 15:50 |
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ZombieLenin posted:It depends on the year, and your fleet tactics level. Late game, particularly after you develop radio communication, it almost always works. Wait, that's dependent on fleet tactics level? That explains a lot about early DDs.
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# ? Dec 16, 2019 15:51 |
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Pirate Radar posted:Long range is for raiders and makes them less likely to get the “raider runs out of fuel and is interned/has to scuttle” event. It's 1922 in Rear Admiral mode is that matters.
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# ? Dec 16, 2019 16:04 |
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You have to right click the division on the map
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# ? Dec 16, 2019 16:11 |
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I forgot a step. Right click the division->Status and you should see the correct window with the button for it. I’m on my phone or I’d provide the right screenshots. You’ll know you’ve done it right when there’s a black flag on the left side of the battle screen.
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# ? Dec 16, 2019 16:43 |
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Kilonum posted:You have to right click the division on the map Pirate Radar posted:I forgot a step. Right click the division->Status and you should see the correct window with the button for it. I’m on my phone or I’d provide the right screenshots. You’ll know you’ve done it right when there’s a black flag on the left side of the battle screen. Thanks, found it. It never occurred to me to look for destroyer division orders in the _flagship_ division status screen. Goddamn grog UIs.
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# ? Dec 17, 2019 00:03 |
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Rear admiral mode and being able to (at least within sight of the flagship) directly command your squadrons to do idiotic things won me a war once. I was playing as the UK and the prime minister required that I lay down eight new cruisers, right after I had started building a ton of cruisers. There was no budget for it so I built eight of the cheapest, most godawful light cruisers I could design, though I did give them four submerged torpedo tubes each (too early in the game for cruisers with above water tubes). A few years later? In a war with Germany two of my battlecruisers ran into five of the enemy ones and had to flee to harbour, as they fled? One of them took a hit to the engine room and slowed down. In a desperate attempt to avoid losing a capital ship I sent four of my Awful Class light cruisers to just frontally charge the enemy fleet and pass through it. They obviously panic and spread out, my battlecruisers both make port. A few hours later one of the awful light cruisers is sunk and three are heavily damaged, but two modern German battlecruisers have been torpedoed and sunk?
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# ? Dec 17, 2019 00:15 |
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Night10194 posted:Wait, that's dependent on fleet tactics level? Yep, absolutely. There are a number of techs in the fleet doctrine line that affect DD behavior. And, as you point out, this 100% explains why ordering a flotilla attack early game, more often than not, does nothing. The very last tech you need before the flotilla attack order is followed 100% (or pretty close) is the voice radio one.
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# ? Dec 17, 2019 16:06 |
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I used to think it was partly that DDs get more aggressive with their torpedoes once they have more, too. I still think that's the case. They seem more willing to take 'chancy' shots if they have 10 torpedo tubes vs. 2. Plus the longer ranges mean they're more likely to fire before losing their nerve.
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# ? Dec 17, 2019 16:12 |
1.14 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.14 UPDATE:
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# ? Dec 18, 2019 08:40 |
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Could float/seaplane CAPs actually be effective? I guess in the very early years or something? I might have to do a new gimmick run with that in mind.
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# ? Dec 20, 2019 17:58 |
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The machinery change is pretty interesting. I always found focusing on Machinery surprisingly strong as it is.
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# ? Dec 20, 2019 18:00 |
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Night10194 posted:The machinery change is pretty interesting. I always found focusing on Machinery surprisingly strong as it is. Early on, it is for sure.
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# ? Dec 20, 2019 18:48 |
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1.15 notes:quote:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.15 UPDATE: The thing about carrier squadrons is interesting. Apparently they also added the Qing Dynasty as a playable nation.
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# ? Jan 18, 2020 16:15 |
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insanely stupid, silly boats with 36 main guns.
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# ? Jan 18, 2020 16:23 |
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I'm more saddened by the limitation on secondary and tertiary mounts now.
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# ? Jan 18, 2020 18:16 |
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Whatever will we dump excess tonnage into now? Secondary armor? Nonsense.
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# ? Jan 18, 2020 18:27 |
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I foresee a return of 8 inch secondaries past the terrible pre-dread phase. And a corresponding return of lol flash fire.
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# ? Jan 18, 2020 18:43 |
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Qing has a bigger budget than japan, wow.
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# ? Jan 18, 2020 19:47 |
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Something has been bothering me lately. Shouldn’t it be the case that, in some circumstance, torpedo attacks are observed by the other side? For example, at Jutland, it was very clear that the German destroyer screen was firing their torpedos at Jellicoe. In RtW 1&2, I have to guess always if those closing destroyers are firing torpedos before they turn away.
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# ? Jan 28, 2020 16:34 |
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1.16 is outquote:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.16 UPDATE:
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# ? Feb 3, 2020 09:55 |
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ZombieLenin posted:Something has been bothering me lately. Shouldn’t it be the case that, in some circumstance, torpedo attacks are observed by the other side? I've definitely seen enemy torpedoes approaching, but mostly in the late game and not always. Not sure what determines it.
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# ? Feb 3, 2020 13:34 |
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HisMajestyBOB posted:I've definitely seen enemy torpedoes approaching, but mostly in the late game and not always. Not sure what determines it. Oh, for sure it does happen. I guess I am specifically talking about when a destroyer screen charges capital ships as if they might conduct a torpedo attack. Sometimes they do, sometimes they are driven away. It just sort of seems to me... 1. I know the destroyer screen is approaching my capital ships to launch a torpedo attack. Any simulated captain/admiral on said ships would know this too; 2. Therefore they would order lookouts to watch/prepare for torpedo attack; and 3. Even if they do not see the torpedos in the water, if the weather is clear, the seas not rough, and the battlefield not covered in excess smoke, people on your ships would literally be able to see the torpedos go in the water. All I am really asking for is, when these variables are accounted for, a “torpedo launch detected” notification. Whether or not you identify the individual torpedos in the water can remain the same. Basically I am asking for the same information Jellicoe had at Jutland when the German destroyers attacked... which amounts to, “oh poo poo, torpedos in the water! Signal the fleet to turn away!” Edit As long as I am making a wishlist... It would also be pretty nice if you could set up squadrons easier for fleet exercises, and if crew training and morale would be better. For example, the turn together order shouldn’t be available in 1900, and when it is available the success of such a maneuver should be based on the training level of crews and ships (and whether or not ships have trained together.) I also how poo poo the AI dealing with large groups of ships, but friendly collisions should be a thing too. ZombieLenin fucked around with this message at 23:19 on Feb 8, 2020 |
# ? Feb 8, 2020 23:05 |
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ZombieLenin posted:3. Even if they do not see the torpedos in the water, if the weather is clear, the seas not rough, and the battlefield not covered in excess smoke, people on your ships would literally be able to see the torpedos go in the water. Lookout at sea really isn’t that easy. I was happy when my lookouts could spot a container ship, never mind whether she had the lifeboat on... I can’t imagine seeing a grey torpedo leaving a grey ship. Also, remember that one night in 1912 where a couple of trained lookout on a clear night missed a goddamn iceberg until it was right there. ZombieLenin posted:Basically I am asking for the same information Jellicoe had at Jutland when the German destroyers attacked... which amounts to, “oh poo poo, torpedos in the water! Signal the fleet to turn away!” Was it Jellicoe or the other guy who ordered a sudden turn and hosed everything up because he’d thought he’d seen a torpedo?
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# ? Feb 9, 2020 00:16 |
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FrozenVent posted:Was it Jellicoe or the other guy who ordered a sudden turn and hosed everything up because he’d thought he’d seen a torpedo? Depends who you ask, basically. Jellicoe caught a lot of flak for turning away at Jutland, but the potential losses he could've faced as "The only man who could lose the war in an afternoon" were staggering, and fixating on K:D ratio when the war at sea was effectively won anyway would've just have been masturbation.
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# ? Feb 10, 2020 12:32 |
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FrozenVent posted:Was it Jellicoe or the other guy who ordered a sudden turn and hosed everything up because he’d thought he’d seen a torpedo? Jellicoe made the right decision by turning away at Jutland, and secured the victory at sea, Beatty shat his diapers so hard he got the man's job instead, and earlier it was Beatty who turned away when he thought he saw torpedoes at Dogger Bank and literally no one else did. Although one may argue that it was still the right decision at the time, because it would have been a stupid loss of ships then.
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# ? Feb 10, 2020 12:42 |
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# ? Jun 5, 2024 07:20 |
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Is there a way to order an AI controlled fleet to return to port? If not, there should be. This would be particularly useful in cruiser battles when I'm outgunned and running away, but my supporting elements (like early CVLs) keep threatening to move into the pursuing enemy's path. Or for ships that are outgunned but insist on sticking around.
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# ? Feb 10, 2020 14:15 |