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Post by JagdFlanker on Nov 13, 2022 11:16:24 GMT -6
interesting, my land based air usually does strike after strike and often getting at least some results. i stick with 60 aircraft limit, and only put 1 squadron of 20 fighters on bases closeest to the enemy airbases, the other 40/60 aircraft are torpedo bombers until i develop torpedo armed medium bombers the only medium bombers i ever bring into service are armed with torpedoes since torps are much more effective than bombs - i don't bother developing any bomber that can't carry torps i never build patrol aircraft, but that's my preference Wow, JagdFlanker - no PBs? I consider PBs the most valuable land-based aircraft. They provide excellent search and kill subs, though they are a bit expensive. It doesn't take many for the search role. Most of my bases have about 4 to 6 PBs. I'm curious why you find them unimportant. Medium bombers are just as good for searching since they have a long range, they are usually faster so the search is faster (if i have CVs in the area i let land-based do the searching so my CVs can preserve all their aircraft), and they can likely defend themselves better in that role in reality they could be of at least some service in the ASW role (B-24 in the Battle of the Atlantic), but no idea if the game gives them any ASW ability
i let my special built 'DDE's (1100t DD w/5" guns) handle all ASW on TP, i build at least triple than required (80+ on VL Fleets) which seems to keep the sub threat reasonable - i rarely get merchant sinking or fuel shortage warnings
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Post by JagdFlanker on Nov 13, 2022 6:23:46 GMT -6
As a German player who likes to blame the Russians for everything bad in the world, I just completed my 4th or 5th war with them in 1955. So, you know, a LOT of fighting in the Baltic (a couple campaigns over the North Sea as well). As I was reviewing my entire air armada, I noted some stark differences. My carrier-based “Flotten” may count a dozen or more kills and strikes in their records, but my hundreds of land-based MBs, Fs, DBs, TBs, and PBs between have notched a total of 2 air-to-air victories in 30 years of warfare. This despite routine requests to “attack enemy ships” or “suppress enemy airfields” as well for “land-based CAP” in deadly waters. This is not to say that land-based air doesn’t work. Daily our fleet is subjected to level bombing from the Motherland (though thankfully it is rarely effective), while our own Luftwaffe snuggles back into bed after completing their morning search pattern. I realized on a recent turn that €20M of my €46M monthly wartime budget was going towards aircraft, of which a large portion is for multi-engine planes that have never fired a shot in anger. I wonder at why my airfields are so quiet, then the AI seems to have no problem sending waves of planes at me. To some extent, I have countered this by using night-time to launch carrier strikes against enemy airfields (bye-bye Libau), since these seem reasonably effective and the operational losses are usually ~10%. I’ve also decided that I should probably scrap all my land-based air except PBs (for the ASW) and maybe fighters (I can’t prove that they never provide CAP). However, it would be nice if land-based air could be made to work for the player. I wonder if the strike system has something to do with it; maybe the airfields are waiting for strike orders (via the lightning bolt) that cannot be given. interesting, my land based air usually does strike after strike and often getting at least some results. i stick with 60 aircraft limit, and only put 1 squadron of 20 fighters on bases closeest to the enemy airbases, the other 40/60 aircraft are torpedo bombers until i develop torpedo armed medium bombers the only medium bombers i ever bring into service are armed with torpedoes since torps are much more effective than bombs - i don't bother developing any bomber that can't carry torps i never build patrol aircraft, but that's my preference
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Post by JagdFlanker on Nov 13, 2022 5:56:16 GMT -6
Go to the OOB screen by right clicking the flag for your fleet, the same one that the “flotilla attack” button is located. Click the white flag button. All of your ships will try to withdraw. Just be sure you’re not gonna want to change your mind because once clicked it’s a done deal and all ships will attempt to withdraw regardless of your future orders. wow, still learning things in this game
on the OOB tab if you right click 'main force' at the very top and click 'status' you get 'force orders' for the entire fleet, where the white flag retreat button is
what i just realized is that you can keep that 'force orders' box up the entire battle (i put it in the bottom right corner) and use it to turn on/off flotilla attack whenever you need it - as long as after you select something in the 'force orders' box you then click on the map to deselect the 'force orders' box so it doesn't close when you press 'enter' to start movement again
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Post by JagdFlanker on Nov 5, 2022 11:28:46 GMT -6
LOL, I first read the "EA" part as, well, EA as in Electronic Arts and went "yeah, when hell freezes over" On a more serious note, I'll keep an eye out for this one. true, forgot about 'that company' lol, i altered the title
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Post by JagdFlanker on Nov 5, 2022 3:36:41 GMT -6
funny enough it's got a real time global campaign with active pause, but the battles are turn based
single developer, likely a long ways away from being finished but looks nice
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Post by JagdFlanker on Nov 3, 2022 5:17:18 GMT -6
i usually accept the build request to get the extra budget, but often don't bother building the ships and accept the prestige hit just to get that budget increase
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Post by JagdFlanker on Oct 27, 2022 3:45:52 GMT -6
Is there a good guide to defending against aircraft? I'm in 1925-26 and I see Austria-Hungary has like 300 aircraft. I'm playing as France and I'm definitely going to be fighting in the Adriatic, which is a 'great' place to fight in because all of their aircraft can be concentrated on one spot. What AA loadout should I use and how do I get CAP up over all my forces rather than just one BB/BC group? first thing i do when i start a battle is go into the OOB tab and set all TFs to 'Core' (or 'screen'/'support') so all my ships at least try to stick together. if you begin right in the Adriatic start moving out towards the open water of the Med as fast as possible. if the carriers start running off you might have to manually keep your lead TF close to the carriers to keep everybody covered, but try and 'lure' your carriers to open water
don't be afraid of equipping your carriers with an 80%/20% fighter/strike aircraft mix so that you have a LOT of fighters for air cover. as soon as the scenario starts set your CAP to 'heavy,' but if it's close to sunset then you can likely set it to 'max'
i believe night fighting training will increase the odds of a battle starting later in the day or at night so that might be a good way of getting the chance to move away from enemy air power early in a battle
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Post by JagdFlanker on Oct 23, 2022 4:40:11 GMT -6
i don't know anything about guns, but i'v always had the impression that (generally) a gun is a gun, in the game the 13" -2 gun is an older slower firing short barrelled gun, while all the -1 to +1 guns are longer barrelled guns with -1 still having some development issues and +1 have most or all the kinks are worked out
i assume it's the method of aiming the guns that make guns more or less useful
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Post by JagdFlanker on Oct 22, 2022 4:55:51 GMT -6
all your shore batteries also create defensive minefields so that is how mines are deployed early game (other than AMCs) the ability to build mine-laying ships later on is the point where you are able to build 'offensive mine fields' - which i assume is based on historical reasons
personally i don't bother with specialized minelayers, i just slap mines on all my DDs/CLs when i get the tech and they seem to do a good job spreading mines around without extra effort on my part
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Post by JagdFlanker on Oct 22, 2022 4:30:20 GMT -6
Example - you have an old B. You want to make a new one. Instead of having to open and close "View Data" or "Open Design" a dozen times to check details, or else write it all down on paper (its why I have little scraps of paper with scribbles all around ), it would be infinitely better to open the existing class in one window, and the proposed new one in another.
No more jumping around trying to make sure you got the armor #s right, or the correct # of secondary guns, and multiply that times multiple classes of ships and different design proposals...a lot less (literal for me) headache. I find this lack in RTW2 the most infuriating part of the UI and I cannot understand why it isn't possible. Why is it not possible to open two windows (or heaven forbid three!) simultaneously?
i just right click on the original ship, click 'open design', modify the ship the way i want (more tonnage, bigger guns, etc), then save it so i am starting from where my last design left off yes you are stuck with the same overhead layout picture of the ship, but it's still easier than redoing the design from scratch - i used to use the same design from 1900 until end game, i would just add the new toys with each re-design however in RtW3 you should be able to change the overhead layout picture separately as well so that each of your designs can be visually unique, even if in reality they are just a re-vamped old design
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Post by JagdFlanker on Oct 21, 2022 4:49:34 GMT -6
having recently watched the first couple episodes of The Operations Room Youtube series on Iwo Jima youtu.be/dpiYR1_CsiIas well as Why Didn't the Naval Barrage on Iwo Jima Work? on their sister channel
made me think land airstrikes could be used to support an ongoing invasion as well - advancing troops might request ground support for their advance, like taking out fortifications or other targets might be tricky to implement, but over the course of a battle supporting an invasion perhaps targets can spontaneously 'pop up' here and there over land (1-3 times per battle) that requires the player to launch an airstrike (or send ships to bombard) to neutralize. this might be in addition to fighting off an enemy fleet as well, so the player would need to decide whether they can divert resources to handle land air support and/or the enemy fleet - prioritize the enemy fleet while ignoring air support and your troops may take months longer to conquer the enemy territory, or have a greater chance of being defeated while on the subject, i'l mention that perhaps in invasion battles, in addition to safely escorting your transports to the invasion beach perhaps there should be (a) bombardment target(s) that need to be knocked out before the transports get there for the invasion to have a chance to proceed so the troops can safely land
there could even be a "pre-invasion battle" the month before the actual invasion where the navy has to knock out several land targets for the invasion battle to happen the next month
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Post by JagdFlanker on Oct 14, 2022 5:46:51 GMT -6
Got a simple question about the new game. Will we be able to rename our officers? Not important for gameplay, but I would really like to be able to from a roleplaying perspective. i'm willing to bet at worse you can go into the save game file with a text editor and edit names - not convenient but likely possible
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Post by JagdFlanker on Oct 4, 2022 4:02:40 GMT -6
There is a disengage order? Where? OOB tab, select the specific ship, left click on it, and you will see the option - it must be somewhat damaged for it to follow the order, but it will tell you if it isn't damaged enough
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Post by JagdFlanker on Oct 3, 2022 6:04:23 GMT -6
Is there any difference between the effect on the enemy of coastal and medium subs? Coastal subs where thought mainly a defensive weapon, against any enemy fleet attacking our bases. While medium range subs where the anti-shipping offensive weapon we all know. Of course all kinds of subs are used for everything in a war but I’d wish Coastal subs had a bigger impact on an enemy making a coastal bombardment/invasion, while Medium range subs should be more effective at attacking enemy commerce. In other words, coastal subs would be mainly a defensive weapon; medium subs an offensive weapon. In any case, it would be good if we get some solid, specific info on how differently the impact of coastal and medium subs is in RTW2 as their action is totally abstracted, so we do not really know.
I guess that the easiest way is that more expensive medium subs have better results in general. But my point is that coastal subs should actually perform better against an enemy fleet attacking our shores. Also, if this were the case, we could then choose to build the subs that better suit the more offensive or defensive navy we want. Actually, I just tried using some early coastal submarines in a Japanese game and found they were not terribly effective at all, very much unlike when I tried using them as Italy. So perhaps the game does indeed take sea zones into account as oldpop2000 was suggesting. This is one of those cases where the lack of documentation is really problematic - unlike with battles where you get a fairly detailed picture of what went on, with all this off-screen stuff you have no idea why what you are doing is or isn't working. Sometimes it makes sense - like coastal submarines perhaps working better in Europe/Mediterranean than the Pacific - and other times not at all - like corvettes losing gun duels to submarines no matter how you arm or armor them. (I guess medium subs are all M-class?) So the game is then not so much strategy as guess-and-check, and even then you may not figure it out. So now I am wondering if it takes into account what possessions you or the enemy has (like the distance from your ports to his, or just how many ports he has in a sea zone where you have a port.) Or just the area where you are operating or where he has is base. Or maybe just what country you are. There's virtually no way for me to test that as it would involve too much data gathering.
from my past experience coastal subs can only operate from seazones you control, and you want to have access to the enemy's home seazone for coastal subs to have a chance to do their work
this means USA and Japan shouldn't waste their time building coastal subs, and it wouldn't be completely useless for Italy and A-H to build them, but i wouldn't recommend it
also as far as sub duels go i never build KEs, i only build DDs (preferably with 5"/6" guns) for ASW/TP work and never see sub duel messages
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Post by JagdFlanker on Oct 3, 2022 5:49:14 GMT -6
this is completely the opposite of what the OP wants lol, but it's the same ballpark i guess and there's no suggestion thread (for obvious reasons)
might be fun to have an option where the Air Force handles all the land based air power so the cost doesn't come out of the Navy's pocket - or perhaps have that being the case if certain government types are in power
if the Air Force is in control the player has zero control over land based aircraft development, land based air search (airships should still be Navy controlled), as well as airgroup types and makeup on land bases
going even further and using Goering as an example (he wanted total control of anything and everything that flew in the German military), could have the option of having the airforce in charge of all aircraft development and you have to use whatever aircraft they decide you are using (again could depend on and change with government type). if they decide they don't like torpedo bombers then i guess you'r stuck with dive bombers, or you'r stuck still using your old 1921 bi-plane torpedo bomber into the 1940s because that's the only torpedo hauler you have
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