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Post by elouda on May 17, 2019 17:39:42 GMT -6
If you get lucky you can get DBs before that by having the design companies propose one to you. Alternatively if you are allied with someone with one you can buy it.
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Post by dougphresh on May 17, 2019 17:43:43 GMT -6
I’ve had design companies pitch me Dive and Medium bombers but I was still not able to solicit my own. Does having the aircraft in inventory not add the tech?
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Post by aeson on May 17, 2019 17:49:37 GMT -6
I’ve had design companies pitch me Dive and Medium bombers but I was still not able to solicit my own. Does having the aircraft in inventory not add the tech? No.
As to medium bombers, I think that they're a time-dependent unlock; I might've overlooked it, but I don't think there's a tech for them in ResearchAreas2.dat, and I've been able to solicit proposals for them starting around about 1924.
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Post by peregrine on May 17, 2019 17:52:56 GMT -6
They did mention that they artificially limited the techs available in the demo, our experience with the demo != actual game experience.
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Post by aeson on May 17, 2019 17:59:58 GMT -6
They did mention that they artificially limited the techs available in the demo, our experience with the demo != actual game experience. The manual specifically states that you cannot solicit proposals for a type of aircraft that you do not have the tech for but have in inventory because of an unsolicited proposal.
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Post by peregrine on May 17, 2019 18:08:45 GMT -6
No, I meant the years when the techs unlock
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Warspite
Full Member
Sky of blue/And sea of green
Posts: 230
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Post by Warspite on May 17, 2019 18:16:20 GMT -6
OK, looks like I might not have been proven wrong.
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Post by avimimus on May 17, 2019 19:18:07 GMT -6
Bomb load doesn't affect the quantity of torpedoes carried by a torpedo bomber, at least not in the time-frame shown in the demo. It's always a single torpedo. So IMHO, Range/Speed is better for Torpedo Bombers. OK. I was proven wrong in a few minutes... Well... historically there were attempts to equip bombers with two torpedoes as early as early as 1916 (Oeffag G). It is certainly an outlier but it is a theoretical possibility.
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Post by williammiller on May 17, 2019 19:38:10 GMT -6
I’ve had design companies pitch me Dive and Medium bombers but I was still not able to solicit my own. Does having the aircraft in inventory not add the tech? No.
As to medium bombers, I think that they're a time-dependent unlock; I might've overlooked it, but I don't think there's a tech for them in ResearchAreas2.dat, and I've been able to solicit proposals for them starting around about 1924.
IIRC true medium bombers come around in the very early 1930s in the full game...errr...on the average; it might be possible to get them slightly early if you are lucky.
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Post by ramjb on May 17, 2019 20:15:22 GMT -6
never managed to get a combat where planes were involved in the demo thus far. But for me the considerations are as following:
Float Plane: Range/Speed. Floatplanes are the eyes in the air of my ships when no CVs or air bases are around. Range is self explanatory as a priority for a scout. Speed is for the ability to cover larger spaces in less time - more space surveyed per unit of time.
Flying Boat: Range/toughness. Again, being my eyes in the sky, the farther they reach the farther they pry. Being big flying whales I also want them to be relatively tough so they don't go the second someone looks them bad.
Fighter: Complex matter. Haven't tried to have several of them active at the same time (is that even possible?). In fact I think the game should have three kind of fighters: "Naval fighters", "Land fighters", "Interceptors". Only Naval Fighters would be carrier capable.
For a Naval fighter: Range/Speed. A fighter that can't reach far can't give protection to long range strike packages and one of the main duty of an embarked fighter is to fill just that role. Speed proved to be the most vital attribute for a fighter in both world wars, with energy tactics, slashing attacks and what's commonly known as "boom and zoom" tactics being the true dominators in the game.
For a Land Fighter: Speed/maneouverability. Land fighters probably won't be expected to be escorting things to the ranges medium bombers can reach, besides land bases are much more defensive in nature. Range is a far lesser consideration as a result. See avobe for reasons about Speed being 1st priority. Maneouverability is self explanatory for a fighter as a 2nd priority.
For an interceptor: Speed/firepower. The most defensive fighters, ideally this are the ones who crush bombers, hence firepower is a consideration, but to give them tools to deal even against fighters their speed top priority should enable them to keep a superior hand against slower models.
Strike planes (DBs/TBs/Medium bombers): Both the same: Bombload/toughness. I want them to pack a punch because their role is...well, deliver that punch. Toughness as a 2nd priority because those things may face enemy fighters, and WILL face AAA. You can't drop a bomb if you're shot down before dropping it. Same with a torpedo. Range I don't really want if it extends far beyond my fighter cover and even with naval fighters with range priority strike planes in general have longer range to begin with. Speed would be desirable, but lags behind those two and I always will be able to cherrypick a slightly faster model in the final pick between the different models in the competition.
Of course all this is at a purely doctrinal level, not sure how the game will work out with those choices, but for me those are the most sensible ones for each role.
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Post by dougphresh on May 17, 2019 20:47:10 GMT -6
Agree with more fighter types being a good addition. There's a reason why P-51s, P-47s, P-38s, P-61s, F4Us and F6Fs were all active in the PTO at the same time.
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Post by pirateradar on May 17, 2019 21:11:53 GMT -6
Agree with more fighter types being a good addition. There's a reason why P-51s, P-47s, P-38s, P-61s, F4Us and F6Fs were all active in the PTO at the same time. I think this could be achieved by either designating "heavy fighters" as a different plane type or by allowing players to manually define which plane type a squadron is equipped with instead of automatically giving them the newest model. That second one is a big wishlist item for me, personally.
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Post by chainsawjoe911 on May 17, 2019 21:20:51 GMT -6
for bombers: range and toughness. Ramjb says it just like i believe it as well, bombers are for dropping bombs. therefore they need large bomb loads to drop and then the toughness to actually get to the drop point.
fighters: you can mix several depending how you decide to use them in your doctrine.
scouts: speed and range, cover ground faster, see things quicker, and outrun opponents hopefully, "No Grumman can catch us!"- IJN Saiun pilot
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Post by dougphresh on May 17, 2019 22:53:40 GMT -6
I just had a torpedo bomber drop a 2000lb bomb on a BB, I wish I thought to screenshot the log.
That put it out of the fight more than the 13in shelling that preceded it, for sure and IMO let the follow-up torpedo attack succeed.
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