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Post by dizzy on Aug 31, 2019 18:43:12 GMT -6
Wow, just wow! Haven’t played it yet, but looks like a home run! I’m sure it will continue to evolve into something even better, but it’s a solid game with maybe a couple things left. Want to comment on a few of them...
- It is now possible to multi select air units and multi delete air units in the air groups screen. - It is now possible to change numbers for multiple air units in the air groups screen. - It is now possible to drag drop multiple air units to reserve or to other airbases in the air groups screen.
This is HUGE! Kudos for the brilliant mind that came up with that idea! This means we can rotate air wings where they are needed instead of maintaining an unaffordable Air Force! Love this!
- The number of Aircraft of air units put into reserve will now be completely reduced in the first month. - Changed ship selection for battle to make CVL more likely to be included.
Okay, was hoping that CAP was going to be fixed this patch so carriers can CAP for divisions they are not part of but I can wait. Would CVLs be put into Battleship divisions to be able to provide CAP while CV carriers CAP their own divisions? I could reluctantly manage with this work-around until you guys fix CAP.
With the above CAP problem, CVLs should be put in BB divisions separately from CV divisions, so we could used them as escort carriers for the divisions that don’t have CAP coverage. But wouldn’t it just be easier to have carriers be able to assign CAP to any of your divisions like you assign squadrons to strike a target? I don’t know how you want to fix it, but that’s about the last major gripe I have left. There’s some minor issues, but v1.08 is near the peak.
Very happy with this patch and all the ones prior. Thanks for all the hard work, and especially for listening to us all bitch about the little things. A lot of game companies bail to work on other projects shortly after release but you guys stuck around and made a good game even better. Just awesome. Ty
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Post by williammiller on Sept 1, 2019 13:43:04 GMT -6
Unfortunately, one issue a beta tester just discovered & reported that we will post a quick fix for ASAP: If you use the 'disband' function to remove a squadron from active duty it will not properly return them to the reserve aircraft pool, they may just go 'poof'. Until the fix is out I would recommend not using the 'disband' function...
"Pilot's (whose bombs just dropped harmlessly from his Dauntless) frantic call to rest of squadron: Do not use the electric arming switches! Repeat, stay off the #&%!^$! electric arming switches!!"
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Post by dizzy on Sept 3, 2019 1:30:26 GMT -6
Strike recall/redirect tech would be a great addition. I lose a lot of planes because I send a strike to the wrong place and they putt around until a few hours after the sun sets, not to mention losing all that offense until they have to return because of low fuel. The air management improvement would be a bonus. The lack of any way to give CAP coverage to my battle group when the carriers are in a separate force is what really pisses me off and makes me want to read a book instead. I will grumble through the micromanaging if I have to, I'm absolutely sick of having to try to manually steer my battleships back and forth to follow the carriers (making them a tits-on-a-boar useless liability) so they aren't sitting ducks. I'm done playing, for a while anyway. I might go back to RTW1 until the air component gets ironed out. I might move on. I’d like to see these ideas implemented. Can we fix CAP and add recall/redirect? nws-online.proboards.com/thread/3603/cap-support-forces
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Post by dizzy on Sept 7, 2019 6:24:53 GMT -6
Unfortunately, one issue a beta tester just discovered & reported that we will post a quick fix for ASAP: If you use the 'disband' function to remove a squadron from active duty it will not properly return them to the reserve aircraft pool, they may just go 'poof'. Until the fix is out I would recommend not using the 'disband' function...
"Pilot's (whose bombs just dropped harmlessly from his Dauntless) frantic call to rest of squadron: Do not use the electric arming switches! Repeat, stay off the #&%!^$! electric arming switches!!"
Can we expect a fix for the above soon in addition to a squadron Strike/Recall tech along with CAP fixes so all divisions get CAP regardless of tech development? Thanks!
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Post by williammiller on Sept 7, 2019 8:45:48 GMT -6
Hopefully soon - I will ping Fredrik W to make sure he is aware of the issue.
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Post by dizzy on Sept 12, 2019 7:15:25 GMT -6
Unfortunately, one issue a beta tester just discovered & reported that we will post a quick fix for ASAP: If you use the 'disband' function to remove a squadron from active duty it will not properly return them to the reserve aircraft pool, they may just go 'poof'. Until the fix is out I would recommend not using the 'disband' function...
"Pilot's (whose bombs just dropped harmlessly from his Dauntless) frantic call to rest of squadron: Do not use the electric arming switches! Repeat, stay off the #&%!^$! electric arming switches!!"
So what? Disband is for getting rid of squadrons entirely. It's working as intended. I dont want Disband to return anything to the Reserve pool. That's poop. There's a Move to Reserve function for that. So did your tester get the two confused? Or is it WAI? 1. Any word on Copy and Paste for air management or including into the Add Air unit to Reserve a 'Create X number of squadrons' option in the Edit Aircraft Squadron box? We need a way to quickly create squadrons. We can delete them now which shaves off tens of minutes every time a war ends, but it still takes tens of minutes or longer to prep all the bases for war. We need this ASAP. 2. Also, any word on CAP fixes so ALL divisions get CAP coverage despite tech levels? 3. We need Torp Bombers to STOP dropping precious Torpedoes on TR/KE/DD/CL's until AFTER they have moved to their target location, done a search of the area and have no other better targets. 4. We need a tech level driven Recall/Redirect feature for launched aircraft.
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Post by sloanjh on Sept 12, 2019 7:24:09 GMT -6
Unfortunately, one issue a beta tester just discovered & reported that we will post a quick fix for ASAP: If you use the 'disband' function to remove a squadron from active duty it will not properly return them to the reserve aircraft pool, they may just go 'poof'. Until the fix is out I would recommend not using the 'disband' function...
"Pilot's (whose bombs just dropped harmlessly from his Dauntless) frantic call to rest of squadron: Do not use the electric arming switches! Repeat, stay off the #&%!^$! electric arming switches!!"
So what? Disband is for getting rid of squadrons entirely. It's working as intended. I dont want Disband to return anything to the Reserve pool. That's poop. There's a Move to Reserve function for that. So did your tester get the two confused? Or is it WAI? My understanding of what williammiller said is different from yours. If you look at the aircraft types table, you'll see that there are numbers for aircraft that exist but are not in squadrons (including reserve squadrons). Think of them as planes in "mothballs" in the Mojave desert. My understanding of the intent of this is so that if you delete a squadron of 20 aircraft one month and establish the same type of squadron the next month, you don't have to wait for 20 aircraft to be re-manufactured - they're simply "taken out of mothballs". In other words, my understanding is that you're not paying maintenance on the "reserve pool" aircraft that he mentions. Note that I what I described above is my understanding of what's supposed to happen from the 1.07(?) release notes. I've not noticed it working yet - it still seems to take a long time to generate new aircraft when I ramp up at the beginning of a war, but that might be because I haven't de-obsoleted old designs with lots of unused aircraft available.
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Post by dizzy on Sept 12, 2019 7:30:45 GMT -6
Are you saying that 'Disband' is not return to Reserve pool where we see our squadrons listed in the Reserve list, but in a different magical holding place with names that just confuse us? I understand the 'concept' of when you disband airplanes you keep them 'mothballed' like the USA does with B-52 bombers in the Boneyard, but this feature isn't talked about much and understood even less.
So what does happen when you Disband a Squadron? Does it go to Squadron heaven or somewhere else?
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Post by dohboy on Sept 12, 2019 7:35:07 GMT -6
Disbanding should put the airframes in stock to make the time it takes to fill out new squadrons and replace losses shorter. Currently the airframes are lost in the ether so you are dependant upon your production rate to replace them gradually.
Edit- I don't find the disband bug to be a major issue. Generally the time between disbanding a squadron and a new war breaking out is long enough that the lost airframes would be hopelessly obsolete anyways.
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Post by dizzy on Sept 12, 2019 8:34:18 GMT -6
Disbanding should put the airframes in stock to make the time it takes to fill out new squadrons and replace losses shorter. Currently the airframes are lost in the ether so you are dependant upon your production rate to replace them gradually. Edit- I don't find the disband bug to be a major issue. Generally the time between disbanding a squadron and a new war breaking out is long enough that the lost airframes would be hopelessly obsolete anyways. I think Disbanding them and having them placed 'In Stock' would be a better nomenclature for this feature than using Reserve. Reserve already exists and shouldn't be confused with how plane hulls are 'stored'. And yes, I agree, by the time a new war breaks out, newer models are ready. But having them 'In Stock' than being permanently sent to the shredder would be preferable.
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