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Post by dizzy on Aug 23, 2019 6:24:53 GMT -6
There’s currently no way to easily disband squadrons. I’ve waited a while since 1.07 and I’d like to play the game again, but spending thirty minutes before and after a war just to disband squadrons takes too long. Are you guys gonna fix that?
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Post by jwsmith26 on Aug 23, 2019 11:52:12 GMT -6
dizzy , I think you'll be quite pleased when the next version is released. Can't say how soon that will be.
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Post by stevethecat on Aug 23, 2019 13:09:35 GMT -6
Hoping it's not too far, can no longer play the game thanks to the darkness approaching bug which has brought 3 seperate campaigns to a stop.
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Post by dohboy on Aug 23, 2019 17:39:19 GMT -6
The air management improvement would be a bonus. The lack of any way to give CAP coverage to my battle group when the carriers are in a separate force is what really pisses me off and makes me want to read a book instead. I will grumble through the micromanaging if I have to, I'm absolutely sick of having to try to manually steer my battleships back and forth to follow the carriers (making them a tits-on-a-boar useless liability) so they aren't sitting ducks.
I'm done playing, for a while anyway. I might go back to RTW1 until the air component gets ironed out. I might move on.
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Post by sloanjh on Aug 23, 2019 19:27:19 GMT -6
The air management improvement would be a bonus. The lack of any way to give CAP coverage to my battle group when the carriers are in a separate force is what really pisses me off and makes me want to read a book instead. I will grumble through the micromanaging if I have to, I'm absolutely sick of having to try to manually steer my battleships back and forth to follow the carriers (making them a tits-on-a-boar useless liability) so they aren't sitting ducks. I'm done playing, for a while anyway. I might go back to RTW1 until the air component gets ironed out. I might move on. I have pretty good luck with keeping CVL in the zone in terms of them showing up in the main force. OTOH my CAP seem a lot less effective this game than the previous one (with pretty much the same doctrine) - not sure what's changed. Hmmm I just realized the previous game might have been in 1.05b.... In any event, I agree that the CAP issue for the main force after Carrier Force comes in is a major issue. Ironically, my current pet peeve (besides the fact that invasions won't fire or don't work if the enemy avoids battle) is the lack of a Scouting Force. Wish it was Carrier Force that never appeared instead
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Post by dizzy on Aug 23, 2019 20:14:39 GMT -6
dizzy , I think you'll be quite pleased when the next version is released. Can't say how soon that will be. Oh, I’m so excited! With all the things that have been changed and patched, this game has shaped up to be one that just keeps me up at night. It’s really hard to stop playing. Looking forward to the next patch. This Air Management issue is the only squabble I have, being that it’s too time consuming at present. If that’s fixed, this game is tops. Well, that and the CAP over fleet problems. Hehe
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Post by mycophobia on Aug 23, 2019 22:15:24 GMT -6
dizzy , I think you'll be quite pleased when the next version is released. Can't say how soon that will be. Oh, I’m so excited! With all the things that have been changed and patched, this game has shaped up to be one that just keeps me up at night. It’s really hard to stop playing. Looking forward to the next patch. This Air Management issue is the only squabble I have, being that it’s too time consuming at present. If that’s fixed, this game is tops. Well, that and the CAP over fleet problems. Hehe Imagine if the “you will be quite pleased” statement meant that they give you the modern jet system but don’t touch air management. such sweet despair Jokes aside it’s good to know that this is being addressed, and I’d also like to add that personally I find the limited ability to direct CAP to be a pressing issue as well
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Post by dohboy on Aug 24, 2019 6:31:25 GMT -6
I have been thinking about figuring out which tech the separate carrier force is and changing a one to a zero. Of course then all my research points might be wasted on researching something I'm just going to turn off again so I won't progress. Anyone know how to disable the tech, for AI as well?
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Post by dohboy on Aug 24, 2019 7:24:49 GMT -6
Found it, it is Research13Level112.
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Post by dizzy on Aug 26, 2019 6:14:04 GMT -6
dizzy , I think you'll be quite pleased when the next version is released. Can't say how soon that will be. Oh, let’s add in priority targets for pilots so they don’t collectively dump all their torps on a KE a third of the way to their intended target area. And a tech for radios and tactics that allow you to recall planes back to base after launch would be great.
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Post by dohboy on Aug 26, 2019 8:25:22 GMT -6
Strike recall/redirect tech would be a great addition. I lose a lot of planes because I send a strike to the wrong place and they putt around until a few hours after the sun sets, not to mention losing all that offense until they have to return because of low fuel.
As an update on the separate carrier force tech, I have had pretty good results with turning it off by editing the save. I think it limits the number of carriers that appear in battles, but I am ok with the trade-off for the CAP benefits. I wouldn't do it until you have all the other techs in the chain researched though or you may be throwing points away, and you end up having to do it again every time it gets researched.
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Post by dohboy on Aug 26, 2019 10:16:36 GMT -6
Two more possible improvements,
1- Change the default bomb loadout from medium to heavy. Save me some clicks.
2- Add fueling options to the loadout page to help reduce the hours long loiter time. If the target is 80 miles away and my TBs have a range of 1100 miles I don't necessarily need a full tank. An option like calculated range plus a 50% reserve would be plenty.
Edit: 2B- It would actually make a whole lot more sense to just have the strike return to base after one or two search patterns at the target location if no enemy is spotted.
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Post by dizzy on Aug 26, 2019 16:05:54 GMT -6
Edit: 2B- It would actually make a whole lot more sense to just have the strike return to base after one or two search patterns at the target location if no enemy is spotted. I really like this idea. I’d love to see some tactical or strategic options for how pilots either conduct a search, drop ordnance on a target outside their intended target area, load fuel for loiter time and search patterns.
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jatzi
Full Member
Posts: 123
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Post by jatzi on Aug 26, 2019 19:57:31 GMT -6
You know you can just set a carrier task force to support your capital ships and they'll provide CAP for them. I've only ever had problems with CAP not being around due to them refueling/rearming. And about the strikes returning after one or two passes. Again this hasn't been a massive problem for me. Most of my strikes hit and when they don't I can often just push or draw the enemy close enough that my strikes notice them. Not saying the ideas in here aren't great, they're good ideas, but you guys are kinda being over the top with this whole I'm not gonna play till this stuff is fixed thing. They don't kill the game.
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Post by sloanjh on Aug 26, 2019 23:04:43 GMT -6
You know you can just set a carrier task force to support your capital ships and they'll provide CAP for them. I've only ever had problems with CAP not being around due to them refueling/rearming. And about the strikes returning after one or two passes. Again this hasn't been a massive problem for me. Most of my strikes hit and when they don't I can often just push or draw the enemy close enough that my strikes notice them. Not saying the ideas in here aren't great, they're good ideas, but you guys are kinda being over the top with this whole I'm not gonna play till this stuff is fixed thing. They don't kill the game. The problem is when "Carrier force" arises. The issue is that any carriers in the carrier force cannot "just set a carrier task force to support your capital ships" - support missions targets are only available for divisions that are in the same force as you are, and your capital ships are typically in the main force. That being said, there's two ways to mitigate this: 1) Have CVL around. These tend to go into the main force. 2) Late game (35-ish on) in this last campaign I've found CV are showing up in divisions in the main force as well, either completely without a Carrier Force, or in addition to a Carrier Force. So it seems like the battle generator is now doing a reasonable job of putting air support in the main force.
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