|
Post by marauder on Feb 7, 2019 11:25:11 GMT -6
I have to admit, parasite fighters on a zeppelin were not something I expected when opening the dev journal thread. Looks like a fun addition, though! A reason to be wary of them beyond the risk of getting spotted and/or bombed by an intrepid pilot.
Something else that has been on mind for a while now; will oil/fuel tankers be represented in RTW2 in any way? While making them into their own seperate class might be a bit too much at this point, maybe they could be a sub-variant of the already existing merchants. Perhaps they could be a rare "spawn", replacing a regular merchant ship during a coastal raid or such while being worth a lot more VP when sunk. Maybe there could even be a "Tanker Defense" battle type where a loss of too many tankers in a convoy might lead to increased risk of a fuel shortage for the defending nation?
|
|
|
Post by marauder on Jan 2, 2019 11:32:41 GMT -6
In the meantime I played around a bit with (mainly) the Solid Edge mechanical 3D modeling software and (for now, less so) the Paint Shop Pro. Mind you, these are just basic sketches "not intended for final use", though it isn't like I am capable of much more... I am absoultely not a graphic artist by trade by all means. Looks great so far!
I believe something like this would help some players who are new to or not familiar at all with warship armouring understand what they're doing in the ingame ship editor and why certain armour schemes behave like they do.
I know it would have helped me a bunch back when I started playing.
|
|
|
Post by marauder on Dec 28, 2018 2:36:27 GMT -6
While going through the latest dev journal I noticed that the aircraft-carrying heavy cruiser design is actually designated as such, a heavy cruiser! Which makes me wonder how the two types of CA we now have are going to be handled.
Will new armoured cruisers designed after a certain date or after a certain technology has been researched automatically be classified as heavy cruisers instead? Or is there a more sophisticated system in place for differentiation between armoured and heavy cruiser?
Well, I guess we'll know for sure in a few months.
As always, thank you for those great development journals you guys keep publishing. Really makes waiting for the game a bit more enjoyable.
|
|
|
Post by marauder on Dec 20, 2018 18:35:27 GMT -6
I believe the angle of the ship does play a role. There's a quote around here somewhere that states that every hit on a ship has a randomised hit angle in the formula that affects penetration, but I don't know if that angle refers to horizontal, vertical or both.
The angle of a ship relative to another does affect accuracy, yes. When an enemy ship you're firing on is heading straight for you (or away from you), your ship will get a pretty harsh penalty to hitting it. That will be listed as "Target Aspect" in the hit chance table IIRC.
Building forts does indeed increase minefields, but they only do that in a certain radius around the fort itself, not everywhere. The longer a war goes on, the denser those minefields will be. I have some fond memories of using light cruisers to lure enemy armoured cruisers into fort minefields. A bit cheesy, maybe, I should stop doing that.
Every point you don't spend on possessions should go towards your base resources, but I'm not sure.
Can't really say much about lategame CAs. I sometimes build a few fast, long-ranged CAs with 8" to 10" guns for anti-raider patrols and raiding in colonial zones. So far they've always pulled their weight, but they see action so rarely that I think this is more of a case of me being very lucky. Some CLs would probably better be suited for this job, but I'm a sucker for CAs and BCs.
|
|
|
Post by marauder on Dec 11, 2018 9:30:26 GMT -6
Skimming the net a bit, I found that the most commonly used words for dual-purpose guns in German are "Mehrzweckgeschütz" or "Mehrzweckkanone", which roughly translate to multi-purpose gun or cannon. The book "Die deutschen Zerstörer 1935-1945", written in 1995, also refers to them as Mehrzweckgeschütz if that helps. Edit: Upon research, the best word used was Schnellladekanone (quick load cannon) and this referred to the main type of Kriegsmarine DP gun. They were also adapted to be the main mount of U-boats. I'm not sure if Schnellladekanone (SK) would be the best word to use here, since it was pretty much the equivalent of the English Quick-Firing Gun (QF) and had been used as far back as the 1890s with the Kaiserliche Marine.
|
|
|
Post by marauder on Dec 9, 2018 10:35:07 GMT -6
Lovely entries into the devblog lately, thanks for that! I'm really liking the aircraft system so far from what I've seen, especially how damaged aircraft can eventually be declared unsalvageable and removed from play over the course of a battle. Regarding that, will aircraft be limited to just being damaged/crashing in landing or will there also be other, more fatal, accidents? For example, a damaged plane carrying undropped ordnance might lose a bomb and it blows up on the deck, doing some damage to the flight deck/superstructure and possibly some nearby planes. Or a damaged plane lands and catches on fire on the deck. (Although I think this could or should be abstracted as an immediate loss of the plane as I don't think a burning plane on the deck would result in a catastrophic fire breaking out on an aircraft carrier.) I recall seeing some footage from carriers where planes lost rockets upon landing and the crew hurried to throw them off the deck, or that one clip of a landing plane (I think it was an F6F?) losing a bomb and it bounces around on the deck for a few seconds before exploding and taking the unlucky cameraman with it. I have no idea how common this was, however. Planes losing ordnance upon landing seems to have been at least been not that rare, as there appear to be quite a few documented cases, but I don't recall many mentions of carriers suffering setious damage by bombs or rockets from their own planes. Then again, I haven't really done any research on this so I'm just clueless on the subject. It would also be interesting to see how the game would handle a 1600lb bomb exploding on the deck of a 5k ton microcarrier that some players are inevitably going to build.
|
|
|
Post by marauder on Oct 27, 2018 7:38:37 GMT -6
Alrighty, this is my top-tier battleship from this game, the Bismarck class laid down in 1939. The armor will require some explaining, as on first glance your reaction would be "wahaaaa...-!?" I'm more confused about the 2" tertiary battery, to be honest. Small-caliber DP guns to have as many AA guns as possible, or did the French start breaking out the 200t torpedo boats again in accordance with the Jeune Ecole?
|
|
|
Post by marauder on Oct 21, 2018 23:27:52 GMT -6
Thank you very much for this! I've been somewhat starved for new info on the game. So many questions I want to ask but only 3 of them are (semi-)related to radar. "Adding duration" means increasing the duration of the blips of radar-spotted ships staying on the screen in this case? Or are the radar sets somehow time-limited and need to be shut down after a certain amount of time has passed?
I can't think of any reason why the latter would have to be done except maybe game balance, but then again I know absolutely nothing about radar and related electronics. Is this a new feature I spy? If I recall correctly, ships in RTW1 would not fire at enemy ships that were within gun range but outside of spotting range due to weather and other effects, even on a clear night on a calm ocean. Having ships be able to spot and fire at gunflashes in the dark will really add some spice to night engagements, especially in the pre-radar years.
As little as I know about radars, I do recall that some aircraft in WW2 had them mounted to assist in ship detection and ASW duties. Did these flying boats have such radars equipped?
|
|
|
Post by marauder on Sept 30, 2018 11:03:19 GMT -6
Dual turrets with guns smaller than 8" are certainly not illegal, I tend to build a bunch of cruisers with 8" doubles at game start and they've never given me an illegal design warning. They should only suffer a RoF penalty until a certain technology is researched later in the game. Does the design review button actually give you an "Illegal design" pop-up? If so there might be an issue regarding armour thickness or displacement. A screenshot of the CA in question might be helpful.
|
|
|
Post by marauder on Jul 11, 2018 9:04:59 GMT -6
Amazing! Every time there's a new update, I look forward to the game a little bit more.
Just one little question, will planes eventually be represented with little sprites (like subs maybe) or is that not feasible due to how strikes are calculated?
|
|
|
Post by marauder on Jun 6, 2018 12:34:06 GMT -6
Varied tech will be in RTW2 as well. And it may include things like for example lighter than air aviation being more effective compared to heavier than air than OTL. Or naval aviation in general being less effective (the dream of the battleship aficionado). That's great news (at least for me), thank you!
|
|
|
Post by marauder on Jun 6, 2018 11:39:34 GMT -6
Since reduced research rates have been indirectly confirmed in the developer journal, can we also expect varied technology and its fun little modifiers like heavier engines or ineffective torpedoes to make a return?
Ever since that feature was first introduced in RtW1, I don't think I've run a single playthrough without varied tech enabled.
|
|
|
Post by marauder on Jun 6, 2018 11:28:01 GMT -6
Suggestion2: Hits that knock out main turrets can also knock out an adjacent main turret. Might be some trouble defining adjacent? Did port and starboard wing turrets usually share magazines? RtWs predecessor, Steam And Iron, had that feature. Turret positions A + B as well as X + Y are considered to share magazines/to be connected in that game. I've only had it happen two or three times to me in SAI and never in RtW, so I believe it was removed sometime during developement.
|
|
|
Post by marauder on Mar 27, 2018 15:35:24 GMT -6
Personally, I'd like to see something like the Operational History box from S&I Campaign (see pic) in RtW2. I love looking through those and check which ships participated in sinking which enemy. Another neat addition would be a field in which we could enter a motto for a ship. Many British ships had something like that from what I recall. Being able to create a personal badge/coat of arms for ships that's displayed beside the top-down view or side view would also be amazing, but I think I'm already asking for too much with the Operational History thing.
|
|
|
Post by marauder on Feb 6, 2018 11:13:10 GMT -6
Not mine, and I don't remember who made it or where I picked it up, but here you go. Italy and Russia have been replaced with the CSA and Spain. Spain retains all their colonies in SEA and the USA doesn't own the Panama Canal. USAvCSA Mod.zip (6.77 KB)
|
|