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Post by archelaos on Aug 28, 2020 14:08:13 GMT -6
Had anyone analysed effects of different varied techs?
What is possible, and which tech quirk number in file corresponds to which variation?
Are all variations identified and announced in game or are "hidden"?
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Post by asdfzxc922 on Aug 28, 2020 22:26:24 GMT -6
Assuming not much has changed from RTW1, the various values correspond to: - I can't say for sure, but this seems to make aircraft stats worse across the board.
- Torpedoes have a high dud rate and sometimes fail mid-run.
- Double/triple turrets have an increased jam rate.
- AP shells develop much slower.
- Engines start out heavier and develop slower.
2 and 3 randomly give you a random warning message at some point, 5 is obvious from the start of the game, and 4 should be noticeable by around 1910. I'm still not sure if TechQuirk=1 actually does anything.
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Post by captaintrek on Aug 29, 2020 2:30:22 GMT -6
That increased jam rate also applies to quad turrets, I'm pretty sure.
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Post by JagdFlanker on Aug 29, 2020 6:40:32 GMT -6
That increased jam rate also applies to quad turrets, I'm pretty sure. i'v always been curious about this - i always figured that quads didn't pick up that negative quirk, but was never sure
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Post by captaintrek on Aug 29, 2020 6:58:29 GMT -6
I didn't exactly scientifically test it, but quad turrets seemed to jam a lot when I tried them in a varied tech playthrough where the increased jams value was in play.
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