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Post by HolyDragoon on Feb 11, 2017 19:48:46 GMT -6
Mega-dreads firing AP nuke rounds.
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Post by HolyDragoon on Jan 30, 2017 8:49:29 GMT -6
I get good use out of dedicated commerce-raiding CLs early on (23 knots speed, long range, usually painted-on armor and 2-4" guns). Later, a 28-knot CL (long-range) is useful because it can outrun intercepting battlecruisers. But around 1920 the CLs and ACs just won't cut it. I could live with the high mortality rate from interceptions, mechanical failures, enemy ACs, mines, Martian death rays and bubonic plague if they actually SANK something - but they don't. So despite the great use the Germans got from ACs in WW2, it's best to just let them go after about 1920. At least, that's my 2 cents. Well, at least they don't go down with a sneeze. Yet. I tend to use a couple of my regular CLs for raiding in my home base, along with a few AMCs. I don't put much stock into raiding, though, just the bare minimum to make sure they don't gain too much of an advantage through their own campaigns.
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Post by HolyDragoon on Jan 29, 2017 14:51:05 GMT -6
Yeah, setting it to a low rate puts emphasis in tech trades. While in your normal game you'd probably avoid buying minor techs that you'd get your hands into sooner than later, at 20% you have to think twice. How useful is the tech? If you don't buy it, will you have another chance to get it?
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Post by HolyDragoon on Jan 28, 2017 13:25:58 GMT -6
A word of advice: 20% is slooooow.
Like, really slow, the first gen of BBs and BC will probably be 2 main turret ships.
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Post by HolyDragoon on Jan 22, 2017 16:56:08 GMT -6
Wait, what if the ship uses a AoN scheme?
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Post by HolyDragoon on Jan 10, 2017 16:17:41 GMT -6
One thing:
How feasible would it be to code the design and stuff in a way that allowed the community to make translation files that could be added to the game?
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Post by HolyDragoon on Dec 29, 2016 7:11:49 GMT -6
Yeah, that happens as torpedo range increases. Destroyers seem to try and fire close to the maximum distance, but unline manual targeting, they don't seem to be worried in the slightest about the number of friendlies in the line of fire.
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Post by HolyDragoon on Dec 16, 2016 9:50:32 GMT -6
IIRC, the speed loss from bulges it not two knots but 10% of your speed, though I can't recall whether it is rounded up or down.
Also, the speed does not change in the blueprints, but in the ship list screen. Again, I'm not 100% sure, but I think it was what happened when I checked about bulges ingame back then.
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Post by HolyDragoon on Dec 12, 2016 15:09:31 GMT -6
and only the quick action by a RM saved the ship. And the one that caused the issue in the first place. As I've read elsewhere, he was fortunate to die and get a VC. Had he lived he'd have been court martialed. I thought the Lion incident was more of the same thing that led to other notable Jutland losses? Of course, getting a scapegoat for a fleet-wide blunder would not surprise me, but still...
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Post by HolyDragoon on Dec 10, 2016 8:14:45 GMT -6
Did any of your other ships suffer damage as well? It also counts for DP calculations. I've 'lost' battles because despite sinking enemy ships, my own ships were torpedoed, though they still managed to limp home for repairs.
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Post by HolyDragoon on Dec 7, 2016 6:12:51 GMT -6
AI requesting ships built for it: I like that you can use other nations to build ships for you and would think it be pretty cool if an event would fire off with japan asking for 2 Kongo class ships to be built for example. This would work well in conjunction with the dock slots idea. Get some extra cash, or refuse to keep the docks open for your own construction project? Of course, this opens another question: Would the ships be automatically added from the requesting nation's pool? I feel that doing otherwise would allow the player to game the system (by nerfing the hell out of the other ships) or, if a set of 'minimum requirements' was added to prevent said gaming, it would leave the player in an impossible challenge (say, speed+armour+guns for a certain displacement cannot be achieved with the player's current tech).
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Post by HolyDragoon on Dec 4, 2016 10:52:16 GMT -6
Also, late game might see technologies like primitive helicopters and the like. While they'd probably only be useful for ASW, or probably give a bonus to colony attack/defense (somehow), it would nevertheless be interesting to watch.
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Post by HolyDragoon on Dec 4, 2016 10:25:13 GMT -6
We might also find a specific playstyle which makes some of said hybrids somewhat viable within the strategies of the player. The fact that it was a big fail in history does not imply an automatic fail ingame.
Of course, nothing comes to mind right now, but any theories right now would probably be just wishful thinking.
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Post by HolyDragoon on Dec 4, 2016 10:21:25 GMT -6
Ah, and so it ends the ephemeral Austrian Republic: Making the same mistakes of the Dual Monarchy and ending up tied in a pretzel... again.
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Post by HolyDragoon on Dec 3, 2016 11:49:33 GMT -6
Huh, and here I thought it was knives...
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