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Post by dizzy on Jun 26, 2019 3:57:49 GMT -6
1st off, I think having torp ammo is way cool. I'd like to see the same done with AP bombs. And MAYBE add in a ship design that allows us to add extra stores, with all the weight, penalties and risk, etc... Regardless, TB ammo is a welcomed addition.
But the implementation is a little screwy. I Readied 2 squadrons of 11 TB's and come to find out my ENTIRE Launch Strike of DB and TB's order was not carried out because I had only 21 torps and it held up every plane. I couldnt launch anything until I unticked a number of TB that were over the ammo limit. That's not even the bad part.
Here's what the game does: It will ready a TB squadron with torps even if you dont have enough torps. Then it wont launch any squadrons that are over the ammo limit until you unready them and change their numbers to comply with the ammo count and ready them again. It shouldnt do that. Also when you unready your plane, the torp ammo count doesnt go back up.
Here's what the game should do, IMO, When you 'Ready' your planes, it should deduct the amount of torps AT THAT TIME and not when you try to launch. Supposedly, they are armed at that point, but the game doesnt give them the torps till 'Launch Strike' happens. And we all know once a squadron is readied, you cant change jack unless you unready them and start all over. When you ready your planes, if you dont have enough ammo, then the planes should not be readied. Period. What jackass hangar crew would let a plane get readied for a mission when they dont have a bomb for it? Doesnt make sense. Also, when readied planes with torps are unreadied, the torps need to go back into the ammo count.
Also, I'm not convinced the game is handling Torp ammo for planes that can carry two torps correctly. I think the numbers are wrong, but its just a hunch at this point, but the numbers looked low. I'll be back to report on that...
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Post by wknehring on Jun 26, 2019 6:26:03 GMT -6
Same here- I patched yesterday and not a single 2nd wave could be started because of this issue. I readied 23 TB (2 squads- I tend to split my squads for better deckhandling) and only had 21 torpedos left- attack denied. I had 2 battles with a lot of crippled retreating enemies, I could not reach with my battlelline, so the airstrikes were my only chance to finish them. In the end i had to say good bye to a ton load of VP!
Divebombers instead could be rearmed for even a 3rd wave (but the early ones tend to hit nothing, or don´t inflict serious ddamage to BB/BC/CV).
If there is a cap for spare torpedos (or maybe 2 torpedos each TB), than there should be enough spare torpedos for a complete 2nd wave and maybe a 3rd wave, if there are some losses. And in that case, only the TB should be readied, for which are enough torpedos left, to secure the strike.
Or shall we send our TBs on level bombing missions in the 2nd wave to gain some effort by them?
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Post by williammiller on Jun 26, 2019 8:30:56 GMT -6
I have reported this on the internal bug thread for priority evaluation, thanks.
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Post by Fredrik W on Jun 26, 2019 8:45:01 GMT -6
We know we did and we are working to fix it as we speak.
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Post by brygun on Jun 26, 2019 10:42:58 GMT -6
Thanks for working to fix it. The need to track current stores and integrate with launching squadrons seems like it is underway now.
I support the other suggestion of allowing some extended stores.
One thing we don't do in RTW is do the logistic support ships in much detail. Big US fleet carrier might only have 2 torpedoes per TPB on the ship but they surely had supply ships sailing in the task force or at least could. However I will concede that underway supply within the time frame of an ongoing battle is unlikely or going to be interrupted by course changes.
Giving options for increased stores onboard the ship is something that seems to fit conceptually with us designing our ships.
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Post by seawolf on Jun 26, 2019 11:25:37 GMT -6
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Post by ramjb on Jun 26, 2019 11:27:18 GMT -6
Underway refuelling was a thing, and the US got very good at it.
Underway rearming was a completely different matter, specially when it came to huge items as torpedos were. Not saying it wasn't possible to get it done, but certainly it would not be done in a battle situation. There are few things you want less to happen than to be caught by an attack while pants down tied with lines to a transport ship, while hauling one ton weapons with explosive warheads from one to another and quite possibly having a good lot of those (the ones you just got aboard your ship) being out of their protected storage areas. In general rearming you would do when moored somewhere calm alongside your support ship, and if at a friendly base, all the better.
Besides, we already have the luxury (thanks to game mechanics) to not having to worry about those stores in the operational sense (ships will have full ammo when battle starts even if they have spent a couple months in an area without friendly ports), so in fact the game is quite generous enough with the newly added torpedo limits.
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Post by williammiller on Jun 26, 2019 13:28:45 GMT -6
I have added this to the Beta team bug reports section, thanks. We are currently doing internal testing on a fix for the torpedo limit issue, and a hotfix for that should be posted sometime soonish.
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Post by dizzy on Jun 26, 2019 16:43:24 GMT -6
"a fix for the torpedo limit issue,"
<Snip> I hope you're also changing the torp ammo to be removed when planes are Readied and NOT when they are Launched. The way it works now is not intuitive. I won't go into detail, but the way it works currently causes a lot of issues and they would all be solved if the game removed torp ammo when planes were Readied instead of Launched. Thank you!
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