Post by charlottep51 on Dec 12, 2020 16:10:24 GMT -6
This game is great, I have been playing for 500-1000 hours ,
and playing Most Freet size option are “Very large” or “Super large”,
doing a lot battle
There are something that I think they are a negative impact in game experience.
1. no matter which “role” or “formation” commanded , Player's DD, CL, and CA units (control by AI) are often unwilling to cover the battleship ,
They just often stay behind the battleships (Or other strange behavior),
When the battle lines of the battleships are shooting at each other , and battleships need them very much to Drive away those enemies DD/CL.
Even if "order flotilla attack" is used, they are the same.
Only when the player hit enemy ship hard , making it loses engine power , they may swarm ,get closer and Launch torpedo.
The enemy's DD/CL can always cover the main force well,
once the player enters the torpedo range,
it is easy to get torpedoed
2. Still too frequent night battles ,(I have updated to the latest version)
and sometimes the start will be directly born at a very close distance (about 500-2000 yards),
directly into the torpedo bayonet phase.
And , I personally , don’t like play with DD/CL-only-battle , But it's not a big problem.
3. AI-controlled divisions that use the “core” Role ,
they often can not follow the Player's front division to form a battle line.
——They either suddenly change from Line ahead to Line abrest (and there is no misunderstanding of the command ),
——Or they refuse to follow the player’s front division (usually , which is shortening the distance with the enemy) ,
The AI-controlled just ran to a relatively safer distance and fired
4. Enemy AI BB / BC frequently charge Towards about 8000-10000 yards ,
regardless of the danger of guns and torpedoes, (probably in 1914-1930, similar problems occurred earlier or later, but the distance may different)and they sometime get even closer .
This makes it meaningless for players to use 15-inch, 16-inch, or larger guns. The 13-14-inch main gun is good enough to be used , from mid to late game.
I have tried to use different warship design styles ,
against AI navy of the same or different countries.
the problem still exists.
So I speculate this problem has no relation to do with AI's judgment of Penetration or immune-zone tactics .
Sometimes I use the ship Designs mod. My 13/14-inch fleet with much smaller-tonnage and same ship-number , can easily sink those 60,000-90,000 ton giant ships because of the faster rate of fire ——faster calibration shot and straddle shot , and sufficient penetration.
5. For those ships of medium and large tonnage,
the damage caused by structure damage may be too large,
I can't come up with a strong proof. It is also possible that this problem is caused by AI's tendency to fight in close distance.
6.Generally i think the advantage of large-caliber shells in causing decisive damage is not obvious enough.
From the damage log afterbattle, CA\BB\BC may eat 10+ large-caliber ammunition in “”B*” / ”D*”, but not appear a deadly Damage.
7. For very small ships, such as CL and DD, their survivability is a bit too strong.
I often Manual operation use these ships to kamikaze attack charge , launch torpedoes at danger range.
Even under a large number of battleship(10+) line gunfires, there is always enough Survival rate launches torpedoes, sinks one or more battleships.
I suggest whether it is possible
to increase
——the damage to DD/CL/small CA
Caused by near-miss
——Or change the manifestations of near miss bullets
Large-caliber should have no need to hit directly to cause considerable damage to small ship
8. Design of All or Nothing Armor Schem
According to my understanding,
Level 1 protection zone: boiler room, engine room, generator room, power auxiliary engine room, power distribution station, central fire control room, damage control room, ammunition storage, main gun.
Level 2 protection zone: conning tower, stern steering gear shaft area, rangefinder.
Level 3 protection zone: bow, secondary artillery.
Level 4 protection area: hangar, intake and exhaust equipment, ordinary living and working area, small diameter ammunition warehouse.
All or Nothing Armor Schem is roughly to cut some the 3-4 Level armor and install it on the 1-2 Level .
In reality World War II BB / BC / CA do not have “pure” All or Nothing. The Superstructure and DE/BE have a certain degree of armor coverage, and there is also an Immunity zone different ship for different caliber gun.
In game, all or nothing Schem, BE and DE are pure unprotected.
can be seen in the damage log entries ,
such as 3, 4, 5 or 6-inch small guns , AP or HE, as long as it hits Superstructure or BE/DE, it can penetrate and do some damage,
Sometimes big damage , small caliber guns hit BE/DE cause a big BB with a lot of water ingress.
hope there will be a "superstructure armor"in designing ship. and AON can put some armor on BE/DE.
(English is not my native language, I hope my description can be understood)
9.
and that happened on AON BE/DE/Superstructure , also happened in Fore/aft hull , small caliber cause a Considerable damage
10 15:48 4 in 11648 yds Fore/aft hull hit * (BB FJ, HE)
10 15:50 4 in 11559 yds Hull hit BE * Shell burst limited by coal bunker (BB MC, HE)
10 15:53 4 in 11389 yds Superstructure hit BE * (BB MC, HE)
10 15:53 4 in 11445 yds Waterline hit BE * (BB SC, HE)
10 15:53 Limits flooding! (16)
10 15:55 6 in 13189 yds Superstructure hit BE * (BB HN, HE)
10 15:58 6 in 12870 yds Fore/aft hull hit * (BB JS, HE)
10 15:58 6 in 12440 yds Fore/aft hull hit * (BB CD, HE)
this is a 40000 tons BB , AON design , i pick up some of the damage log in a 10 Minutes fight
and playing Most Freet size option are “Very large” or “Super large”,
doing a lot battle
There are something that I think they are a negative impact in game experience.
1. no matter which “role” or “formation” commanded , Player's DD, CL, and CA units (control by AI) are often unwilling to cover the battleship ,
They just often stay behind the battleships (Or other strange behavior),
When the battle lines of the battleships are shooting at each other , and battleships need them very much to Drive away those enemies DD/CL.
Even if "order flotilla attack" is used, they are the same.
Only when the player hit enemy ship hard , making it loses engine power , they may swarm ,get closer and Launch torpedo.
The enemy's DD/CL can always cover the main force well,
once the player enters the torpedo range,
it is easy to get torpedoed
2. Still too frequent night battles ,(I have updated to the latest version)
and sometimes the start will be directly born at a very close distance (about 500-2000 yards),
directly into the torpedo bayonet phase.
And , I personally , don’t like play with DD/CL-only-battle , But it's not a big problem.
3. AI-controlled divisions that use the “core” Role ,
they often can not follow the Player's front division to form a battle line.
——They either suddenly change from Line ahead to Line abrest (and there is no misunderstanding of the command ),
——Or they refuse to follow the player’s front division (usually , which is shortening the distance with the enemy) ,
The AI-controlled just ran to a relatively safer distance and fired
4. Enemy AI BB / BC frequently charge Towards about 8000-10000 yards ,
regardless of the danger of guns and torpedoes, (probably in 1914-1930, similar problems occurred earlier or later, but the distance may different)and they sometime get even closer .
This makes it meaningless for players to use 15-inch, 16-inch, or larger guns. The 13-14-inch main gun is good enough to be used , from mid to late game.
I have tried to use different warship design styles ,
against AI navy of the same or different countries.
the problem still exists.
So I speculate this problem has no relation to do with AI's judgment of Penetration or immune-zone tactics .
Sometimes I use the ship Designs mod. My 13/14-inch fleet with much smaller-tonnage and same ship-number , can easily sink those 60,000-90,000 ton giant ships because of the faster rate of fire ——faster calibration shot and straddle shot , and sufficient penetration.
5. For those ships of medium and large tonnage,
the damage caused by structure damage may be too large,
I can't come up with a strong proof. It is also possible that this problem is caused by AI's tendency to fight in close distance.
6.Generally i think the advantage of large-caliber shells in causing decisive damage is not obvious enough.
From the damage log afterbattle, CA\BB\BC may eat 10+ large-caliber ammunition in “”B*” / ”D*”, but not appear a deadly Damage.
7. For very small ships, such as CL and DD, their survivability is a bit too strong.
I often Manual operation use these ships to kamikaze attack charge , launch torpedoes at danger range.
Even under a large number of battleship(10+) line gunfires, there is always enough Survival rate launches torpedoes, sinks one or more battleships.
I suggest whether it is possible
to increase
——the damage to DD/CL/small CA
Caused by near-miss
——Or change the manifestations of near miss bullets
Large-caliber should have no need to hit directly to cause considerable damage to small ship
8. Design of All or Nothing Armor Schem
According to my understanding,
Level 1 protection zone: boiler room, engine room, generator room, power auxiliary engine room, power distribution station, central fire control room, damage control room, ammunition storage, main gun.
Level 2 protection zone: conning tower, stern steering gear shaft area, rangefinder.
Level 3 protection zone: bow, secondary artillery.
Level 4 protection area: hangar, intake and exhaust equipment, ordinary living and working area, small diameter ammunition warehouse.
All or Nothing Armor Schem is roughly to cut some the 3-4 Level armor and install it on the 1-2 Level .
In reality World War II BB / BC / CA do not have “pure” All or Nothing. The Superstructure and DE/BE have a certain degree of armor coverage, and there is also an Immunity zone different ship for different caliber gun.
In game, all or nothing Schem, BE and DE are pure unprotected.
can be seen in the damage log entries ,
such as 3, 4, 5 or 6-inch small guns , AP or HE, as long as it hits Superstructure or BE/DE, it can penetrate and do some damage,
Sometimes big damage , small caliber guns hit BE/DE cause a big BB with a lot of water ingress.
hope there will be a "superstructure armor"in designing ship. and AON can put some armor on BE/DE.
(English is not my native language, I hope my description can be understood)
9.
and that happened on AON BE/DE/Superstructure , also happened in Fore/aft hull , small caliber cause a Considerable damage
10 15:48 4 in 11648 yds Fore/aft hull hit * (BB FJ, HE)
10 15:50 4 in 11559 yds Hull hit BE * Shell burst limited by coal bunker (BB MC, HE)
10 15:53 4 in 11389 yds Superstructure hit BE * (BB MC, HE)
10 15:53 4 in 11445 yds Waterline hit BE * (BB SC, HE)
10 15:53 Limits flooding! (16)
10 15:55 6 in 13189 yds Superstructure hit BE * (BB HN, HE)
10 15:58 6 in 12870 yds Fore/aft hull hit * (BB JS, HE)
10 15:58 6 in 12440 yds Fore/aft hull hit * (BB CD, HE)
this is a 40000 tons BB , AON design , i pick up some of the damage log in a 10 Minutes fight