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Electric Wrigglies
Feb 6, 2015

Awesome, I have been playing the poo poo out of RTW2 on and off since reading the Russian navy playthrough thread a while back. It was a good primer. Excited for RTW3.

I love me some SAM destroyers near the end game. Also chasing down BBs with my CVs at night laying on the 5 inch blind fire is also fun - my accompanying 45kt screening BB is probably more the reason for the success but still.

Absolutely wish you could click some sort of no pauses button so that when you are done with the battle that has some time to run it can run in the background to completion.

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Electric Wrigglies
Feb 6, 2015

Yeah, only once did I agree that the army should have funding to advance their chances as a roll of the dice on a losing war and they still sucked so I never done that again.

Rather lose a war than give (shudder) the army another dollar in funding.

Electric Wrigglies
Feb 6, 2015


Looking forward so much to being able to let the battle complete out in the background without pausing while I continue working.

Electric Wrigglies
Feb 6, 2015

Dunno-Lars posted:


Fought a cruiser battle as the US vs Japan. My two light cruisers with 2 inches of armor and 5 inch guns absolutely ravaged their heavy cruiser with it's 7 inch guns and 3 inches of armor.
Tried a 1890 Germany start, but got into a war with the UK very early and was stomped. They rammed one of my battleships with one of their battleships and just shrugged it off.

Like the battle of River Platte - Graf Spee versus cruisers.

Looking forward to get this down and have time to play it.

Electric Wrigglies
Feb 6, 2015

I use auto design the same way. It also didn't do so well with making cheap 200 t corvettes for trade protection (ordered by the dozen), the ascetics of the 1,500 t auto design on the shrunken hull would have lines going out over the back of the boat. I just imagined them as some sort of mine-sweeping gear.

I love all forward armament - why would you go a four turret design over all forward? Obviously not so good trying to run away or gain distance but if you never run, your turrets are never in the blind spot.

Electric Wrigglies
Feb 6, 2015

and besides, it was quite common for escorts to be all forward main armament, the British Battle class was two twin mounts forward and the Daring class was one twin mount forward.

If your main armament was dual purpose, I think there was a greater tendency to preserve the all-round arc of AY mounting (and not due to seakeeping or pitching), otherwise all forward was common. As missiles replaced the main armament for AA work, the main gun armament tends towards being all forward again.

Electric Wrigglies
Feb 6, 2015

MrYenko posted:

I’m bouncing off of 3 the same way I did from 2. Every time I go to war, it doesn’t matter where I put my fleet, in what concentration. The enemy WILL start the combat phase with three times as many battleships and cruisers as I do, and will stomp the everliving gently caress out of me.

I just can’t seem to establish tactical superiority, even against a strategically inferior opponent.

Are you choosing Great Briton or even better, the US to start? Having many more ships/budget definitely helps.

For GB, you do have to worry about the number of ships on foreign stations, which is what old cruisers are good for (up to 6kt). Don't try to spread out forces to cover the bases, just keep your battle fleet as whole as possible and put the dregs on foreign support as much as possible. (I don't even move ships around manually, I just put the required tonnage on foreign station). Between, ruthlessly putting ships on reserve / mothballs to free up cash for shipbuilding is important. Trying to pick when to bring equipment back up to readiness is a key part.

Then otherwise the early battles are trying to bite off/isolate enough capital ships to decisively defeat/sink (might only be one) while preserving your own force and retreating behind a screen of destroyers when you need to.

Electric Wrigglies
Feb 6, 2015

So after taking a while to buy and download the game and being too busy with work to let myself get absorbed completely... it takes a while to chew through a game. I am really enjoying the missile additions and the wars between other nations amongst themselves.

On the flip side, I was hoping for a few more QoL improvements. A lot of clicking for the air component. I can't seem to find the place to turn off pause on missile strike. The flotilla attack button is still hidden (behind pressing pause and right clicking through the order of battle screen). Would be nice to be able to mothball air units (not just reserve) to maintain the order of battle but scrap all aircraft until un-mothballed).

Still really getting a lot of use out of battlecruisers into the late game. One 4 x 16 inch turret (with plenty of ammo), 30 knots speed and as much anti-air and missile protection as technology and room allows - kept to between 25 to 30 kt so that I can buy more of them. Use case is to suck down missiles (because my destroyers are given 30 knot speeds as well, they fall slightly behind on rushing the BC to engage and so a lot of missiles target the beefcake rather than the squishy destroyers) and to chase down things and actually sink them with 16" rifle fire. They also upgrade with SAMs easily compared to light cruisers that you might have around when SAM becomes available.

So yeah, TL DR, enjoying the game but it takes a looong time to play through a game from start to finish,

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Electric Wrigglies
Feb 6, 2015

Stairmaster posted:

cost-performance. jack of all trade syndrome.

One thing about light SAMs, the radius of fire on them is shown as not full 360 degree coverage on the little schematic chart - is this actually true for in game handling of light SAMS? Can you just slap them on the back of the boat and still get coverage from missiles coming from the front?

I use Medium SAMs because I can fit them on destroyers and light cruisers way easier than heavy SAM and still give coverage to surrounding ships/additional anti ship missiles which light SAMs don't (from what I understand).

Also, what is the practical difference between SSG and SSL submarines?

E) and also for minesweepers (MS), is the minesweeping capability of the ship a flat addition as long as it has a minesweep, or is it half the anti-submarine score? I build super cheap dedicated minesweepers (200 t KEs) with no additional anti-sub capability but while checking minesweep on a destroyer halves its anti-sub capability, I don't know what happens to the MS score.

Electric Wrigglies fucked around with this message at 10:05 on Feb 1, 2024

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