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Post by paradoxless on Nov 19, 2018 18:09:46 GMT -6
Yeah, but why? Is it DD or CL hunter? I doubt that, its way too slow for it. So it must be HE spammer, isnt it? Why? *Pressing for more secondaries like crazy* "ALL THE SECONDARIES!" That's why. But yes, it spams HE all over the place.
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Post by dorn on Jan 16, 2019 9:44:04 GMT -6
Launched in 5/1915 by British. It is not my design but AI built it.
I was quite suprised as it is probably one of best design to be built by AI emulating real ship. Good firepower, good speed (in varied tech game making engines less efficient), good armor.
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Post by kaiserrealm on Jan 17, 2019 8:00:39 GMT -6
My first Dreadnought ever made in this game and I think it was a good working ship. Fully combat tested (Stars) she and her two sisters have been a massive help to the German fleet even going as far to flash fire a Russian BC which might have been a major threat. The slow speed makes it poor at chasing other BBs but I thought it was so good that I redesigned it in 1915 (1909 build) and that it was worth a post here.
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Post by sillygoy on Jan 20, 2019 1:54:17 GMT -6
This thing, the Qing Long. The Zhu Que-class of batlecruisers, laid down in the middle of the 1910's, was the first that could (kind of) stand toe-to-toe against foreign ships of the same type, as all of China's capital ship designs before it were rather poorly armed. They served with distinction in my wars against Britain, France and Germany, and although they were technically quickly eclipsed by more modern superdreadnought battlecruiser designs, the class stood out because of this ship, the Qing Long.
It never seemed to be a part of my flag division. It was always part of the AI-controlled support force where it acted, for the lack of a better term, like a guardian angel. Whenever the going got tough for my own ships, the Qing Long would swoop in and buy them enough time to escape. Whenever they were surprised at night by British battlecruisers, the Qing Long would suddenly appear, having crossed the enemy T to pound them at 6k yards with devastatingly accurate 13-inch shellfire.
There was this one engagement where two of my battlecruisers were in a hectic stern chase against two of their counterparts in the Hertha class:
My battlecruiser taking up the rear got its machinery shot up by an easily penetrating hit and the squadron was forced to slow to 16knots. So commenced a gun duel with the leading two enemy BC's where both sides dished out as good as they got, but would seem to lead to the destruction of my outdated force thanks to their lower tonnage. I got the upper hand eventually as the German AI admiral chickened out and peeled away, fouling up his own fire control as my two limping BC's continued to fire as they sailed away - although the damage inflicted by this was not mortal. Then the Qing Long came, got in to within 6k yards and pounded both ships with AP fire, disabling them almost on its own and allowing its few destroyer escorts to finish them off with torpedoes.
Then, night falling, the Qing Long went SE to duel with the other two Hertha-class alone(!) and somehow, off-screen, manage to destroy them both, despite being outnumbered two to one against a ship class that was a third more of its displacement. The night grew dark as my flag division limped home to the constant notification of far-away shell and torpedo hits. I have no idea what happened, but the Qing Long was instrumental to the destruction of 4 very modern German battlecruisers that day.
I also had the DD Sun Wukong, lead ship of her class and named after the Monkey King, that fired a magical torpedo that hit the lead ship of the British battle-line and crumpled them to a near-halt. What was essentially a gigantic stern chase featuring the Chinese navy outnumbered 3-to-1 suddenly reversed as I ordered by battle and battle-cruiser squadrons to turn up to the enemy and cross their T. The British lost two battleships that fateful day in 1915, while the worst damages inflicted upon the Chinese fleet could be repaired at drydock - although the journey to port harrowing in and of itself.
Sun Wukong was unfortunately sunk by those bastards the French in a later war.
To give you a sense of just how outnumbered I was in that Fleet Battle, here were the forces involved: CHINA: 4 BC, 4 B, 3 CA, 3 CL, 18 DD BRITAIN: 5 BC, 3 BB, 10 B, 4 CA, 3 CL, 15 DD
And the points:
I must say that playing as China is a very interesting experience. Often you will be outnumbered and outgunned, and that will need to be offset by good positioning, valor, and miracles both big and small.
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Post by director on Jan 22, 2019 8:07:34 GMT -6
I like that Quing Long design quite a lot - it's something of a Scharnhorst-type, isn't it, with heavy armor and speed but a fairly light main caliber.
I'm glad you enjoyed playing my China custom nation (at least that's what the flag seems to show). It starts off terribly weak but becomes competitive as time goes on and the economy booms.
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Post by sillygoy on Jan 22, 2019 10:07:54 GMT -6
Yes, I played it to the end with Skwabie's 18+ armor mod, finishing it with 136 prestige. In my game, I wasn't really economically ahead till the the 1930's(!) and had to subsist on elite crews, miracle shots, and the enemy's poor logistics so far from home for most of my wars.
There is another monstrosity I made in that playthrough that I'm quite fond of but sadly didn't get to see much action, so I don't really know how effective it could have been against its contemporaries:
I really did badly want to see what 15 14inchers would do to another superdreadnought. Unfortunately, battlecruisers always take the stage later in the game.
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Post by yemo on Feb 27, 2019 17:46:25 GMT -6
I usually prefer the smaller nations, since they only have to worry about 2 sea zones and much fewer ships. For germany, I needed to control 4 non-home sea zones on a budget (both in terms of funds and time to organize).
MS-Aloe-Class First on the to-do list was the most efficient (funds and time) way to fulfil the foreign station requirements. The manual hinted to a big minesweeper with colonial service enabled (multiplying tonnage by 1.25 fo foreign stations check).
2200k price tag, 12k maintenance (in home waters) for 2250 tons foreign station equivalent (due to colonial service box ticked). Essentially a big empty hull with a small engine and a small gun to intimidate the locals. Named after the Flower class sloops of the Royal Navy.
CA-Jäger-Class
Next on the list was a vessel which could reliably kill enemy CLs on a budget.
27650k price tag 147k maintenance, at least 1inch armour everywhere (turret roof has 2 inches). Carries too much 9inch ammo (200 rounds) and two additional torpedo tubes, which can be traded in for more speed in a refit. Front to the enemy until the 2x9inch hits slow him down enough to torp him. Turns out it can also kill those 12k ton, all 6inch gun, 4 inch belt armour CAs the AI likes to build.
These are two of my revised legacy fleet designs. I originally made the minesweeper faster and gave it 2x4inch guns, but that is not worth the money, since they rarely end up in fights. The Jäger class originally had 10x6inch guns and only 3.5 inch armour on turret and conning tower. I thought about making it cheaper by reducing the secondary caliber and going with 3 torpedo tubes (forward,port,starboard), but felt that the resulting ~10% price difference was not worth it. Especially when that could be done in a refit for an additional knot of speed. Or it could start out with a reliable engine, if you frequently want to use it in sea zones without bases.
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jatzi
Full Member
Posts: 123
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Post by jatzi on Mar 3, 2019 0:38:12 GMT -6
Hi Im new here, just finished my first game ever and wanted to post a design from that game. How do I do that? How do I get the pictures all of you post?
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Post by generalvikus on Mar 3, 2019 2:40:24 GMT -6
Hi Im new here, just finished my first game ever and wanted to post a design from that game. How do I do that? How do I get the pictures all of you post? In the almanac, click on your nation's flag to bring up your list of ships. Then, double click on a ship to bring up the image, and use the snipping tool to save it. Then you can attach the file, but I think most people use an image hosting site like Imgur.
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Post by aeson on Mar 3, 2019 3:04:59 GMT -6
For your own ships, double-clicking on the ship's name in the ships list of the main game window (or in the list of ships under construction or being rebuilt) will also bring up the data. Right-clicking on a ship in any of the ship lists will also allow you to get the image; it's the View Profile option if you right-click on a ship in the In Service or Under Construction tabs of the main game window and the Data option if you right-click on a ship in the Almanac. The right-click menus are also the way to access the game's ship profile image generator; it's Change Ship Picture => Generate Picture (Change Ship Picture => Select Picture will allow you to assign an existing image as the ship's profile image) if done through the main game window, or simply Generate Picture if done through the Almanac. Note that the ship profile images are shared across the entire class and by default will be shared by derived classes if the image was assigned to the class before the derived class's design file was created.
If you're so inclined, you can also generate ship profile images for foreign ships by right-clicking on their entries in the Almanac and selecting the Generate Picture option.
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jatzi
Full Member
Posts: 123
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Post by jatzi on Mar 3, 2019 4:55:35 GMT -6
For your own ships, double-clicking on the ship's name in the ships list of the main game window (or in the list of ships under construction or being rebuilt) will also bring up the data. Right-clicking on a ship in any of the ship lists will also allow you to get the image; it's the View Profile option if you right-click on a ship in the In Service or Under Construction tabs of the main game window and the Data option if you right-click on a ship in the Almanac. The right-click menus are also the way to access the game's ship profile image generator; it's Change Ship Picture => Generate Picture (Change Ship Picture => Select Picture will allow you to assign an existing image as the ship's profile image) if done through the main game window, or simply Generate Picture if done through the Almanac. Note that the ship profile images are shared across the entire class and by default will be shared by derived classes if the image was assigned to the class before the derived class's design file was created.
If you're so inclined, you can also generate ship profile images for foreign ships by right-clicking on their entries in the Almanac and selecting the Generate Picture option.
My issue wasn't how to get to the design picture in-game but how to get that picture out of the game and onto here. I figured it out, had to download a snipping tool to do it, thanks generalvikus. OK this is the Brooklyn class armored legacy cruiser from my 1st game ever in RTW as the USA. I built either 3 or 4 of them for my legacy fleet and quickly built a few more to a total of 6. I kept the class around until the end of my game perhaps foolishly, in fact I kept most of my legacy fleet around until the end of them and just built on it with newer designs. Even end game the design proved successful in cruiser engagements. I lost 4, 3 to combat and 1(the Brooklyn above) to lack of fuel on a raider mission. The 3 that were lost were destroyed by battleships and mostly by my error. The first lost, the Pittsburgh was sunk while engaging two French pre-dreadnoughts. When they showed up in a coastal raid rather than retreat back to port or wait until night I engaged them, after all my cruiser was only roughly 1500 tons smaller than them and their guns weren't much bigger. It lost though not without dealing considerable, albeit not fatal, damage and it took over 50 hits, the majority being heavy, in order to sink it. The second loss, the San Diego, was destroyed by a Japanese pre-dreadnought off the Alaskan coast. The San Diego had destroyed the ship by gunfire alone and I brought her in close so as to launch torpedoes to finish the Mikasa off and literally as it was sinking it hit the San Diego with a torpedo that sank my ship incredibly fast. The third was lost to a British BC in 1925, it never stood a chance. Most of my wars were with France and most of my battles were small cruiser engagements, especially as I kicked the French out of the Caribbean in the first war shortly after losing the Pittsburgh. I ended up taking most of the French bases in Southeast Asia and the South Pacific and I actually virtually wiped out the French fleet in my last war. Sadly it ended despite me choosing the continue to fight option so I couldn't topple their government. In every cruiser battle they took part in they won having outgunned every CA the other nations built. I'm going to include my legacy light cruiser design in here as well since it also performed remarkably well against contemporary and even much newer light cruisers. As far as I can tell the Chicago was tied with two legacy DD's for most veteran ship with 7 battlestars and the above Brooklyn the second with 6. Like the Brooklyn the Chicago was sunk by Japanese light cruisers after being caught completely alone. Against superior numbers it sank two light cruisers and a destroyer but was sunk in much the same way the San Diego was, by a torpedo from a doomed ship as I brought the Chicago in close to finish the kill. I decided to take the ROF penalty for both ships actually in order to have more guns. Seemed to work out fine.
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Post by generalvikus on Mar 3, 2019 6:45:54 GMT -6
Interesting ships! One thing that you can do when you want more firepower or aft firepower on your early game cruisers with lighter guns is to place two single turrets in the 'port / starboard forward' and / or 'port / starboard aft' positions. This will be heavier, and you'll lose out on broadside firepower, but you'll gain firepower shooting at targets immediately in front of and behind you, and I find that the firing arcs are certainly generous enough to be practical if you're chasing or pursuing an enemy. As for those enemy torpedo hits - hard luck especially in the case of Mikasa, but it's a good lesson to learn early on. It's a good reason why you should never, in my opinion, neglect your DD force: a good supply of torpedo boats or torpedo boat destroyers is vital early on for safely and effectively finishing your kills, they'll show up in just about every kind of battle (except for raider intercepts, as far as I'm aware) and they'll cost you very little.
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Post by yemo on Mar 3, 2019 8:11:47 GMT -6
Interesting ships! One thing that you can do when you want more firepower or aft firepower on your early game cruisers with lighter guns is to place two single turrets in the 'port / starboard forward' and / or 'port / starboard aft' positions. This will be heavier, and you'll lose out on broadside firepower, but you'll gain firepower shooting at targets immediately in front of and behind you, and I find that the firing arcs are certainly generous enough to be practical if you're chasing or pursuing an enemy. As for those enemy torpedo hits - hard luck especially in the case of Mikasa, but it's a good lesson to learn early on. It's a good reason why you should never, in my opinion, neglect your DD force: a good supply of torpedo boats or torpedo boat destroyers is vital early on for safely and effectively finishing your kills, they'll show up in just about every kind of battle (except for raider intercepts, as far as I'm aware) and they'll cost you very little. The two frontal turrets instead of a double turret are interesting. I find that the <8inch double turrets are too unreliable to be worthwhile at the start of the game.
When playing in captain mode, where you can launch torpedos manually, a frontal torpedo tube is usable to finish off a stopped opponent from the rear.
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Post by rimbecano on Mar 3, 2019 8:46:59 GMT -6
Then, double click on a ship to bring up the image, and use the snipping tool to save it. Or, if you're old fashioned like me, hit alt-printscreen, then open up paint and paste it in.
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Post by dorn on Mar 3, 2019 9:00:22 GMT -6
I would just suggest not using double turrets for secondary guns, as you get quite a penalty to ROF. Have 5 single guns on broadside give you much more firepower early in the game than 14 in double turrets and are lighter. I find 13" CT quite strange as ship is not designed to withstand anything near that protection elsewhere.
When these ships were designed?
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