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Post by williammiller on Feb 23, 2021 9:44:41 GMT -6
Since helicopters will be added and AV's can be built as helicopter carriers, will there be other uses for helicopter carriers other than as an ASW platform? Well helicopters can carry ASM's, anti-ship missiles, but I imagine irl they're fairly easy to shoot down and wouldnt be crazy effective in ship to ship combat. I'm not sure though. Would be useful for convoy raiding though Right now helos are only for ASW work - I will note that historically they had very limited anti-ship roles, but as we are early in their inclusion in the game time will tell what else can be done with them.
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jatzi
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Post by jatzi on Feb 23, 2021 11:05:17 GMT -6
Well helicopters can carry ASM's, anti-ship missiles, but I imagine irl they're fairly easy to shoot down and wouldnt be crazy effective in ship to ship combat. I'm not sure though. Would be useful for convoy raiding though Right now helos are only for ASW work - I will note that historically they had very limited anti-ship roles, but as we are early in their inclusion in the game time will tell what else can be done with them. As someone else said if they're just for ASW than that seems not very useful. At least in the current framework of the game. There's very little control over aircraft except go here and shoot anything you might see or scout along this single line. It's a simplification and not realistic but it works especially during the WWII era where communicating to airstrikes mid flight wasn't really possible(aircraft could talk to each other and nearby ground units but that was it). IRL submarines became better and with the advancement of sub weapons and anti sub weapons helicopters became integral to ASW work. But the game simplifies this and it simplifies aircraft. There are some search pattterns I think now but control is very limited. And subs don't interact with battle fleets except to say at the end of battle some random ship might get torpedoed. The way the game is designed you can basically just spam corvettes with all the late game ASW tech and forget about it. Which is exactly what I do. I know you guys are changing up subs but I really think you'd have to get kinda deep, as well as changing up aircraft controls late game, to get any solid use out of helicopters. I don't know subs super well but I do know that at some point during the 50s or 60s or 70s they started becoming serious threats to warships and each other and not just for convoy raiding. Nowadays subs are crucial to a navy's ability to project power. Maybe you guys will move towards that but idk ppl have asked a ton of you guys in this thread. We all want a lot. Honestly maybe a rtw 3 would be more appropriate for the timeline shift. Focus on this game with getting missiles and the missile age and aircraft all done and then in a 3rd game maybe moving back towards ironclads if you still want to. But since the name is already picked I doubt that will happen
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Post by stevethecat on Feb 23, 2021 11:58:31 GMT -6
Right now helos are only for ASW work - I will note that historically they had very limited anti-ship roles,
But still a role, and even now new helicopter mounted missiles are being developed.
The RN used Helo launched Sea Skuas from the Falklands to the present day, and with quite some success during the first Iraqi war. They should be quite capable against TRs, AMCs, KEs, MTBs etc.
To be clear I'm not suggestion selectable wings of them like a CV strike, but just for the option to be considered for the future.
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Post by williammiller on Feb 23, 2021 12:08:12 GMT -6
Some news: Yes, helos can be carried by ships and can be assigned a light ASM role, thanks to Fredrik W !
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geroj
Junior Member
Posts: 76
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Post by geroj on Feb 23, 2021 12:23:13 GMT -6
I cant wait for autogenerated fleets from 1889 haha. Are we going to get unprotected cruisers/gunboats and french looking predreds?
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Post by oldpop2000 on Feb 23, 2021 12:25:08 GMT -6
Some news: Yes, helos can be carried by ships and can be assigned a light ASM role, thanks to Fredrik W ! Ok, so that means missile guidance systems, flight envelopes, different engines I.E. turbojet, turbojet and solid fuel boosters and liquid propellent types. Hmm! This would mean more research items correct?
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Post by centurionsofrome on Feb 23, 2021 13:25:38 GMT -6
One thing I would desperately like to see is the division of the pen variation into pen and partial pen. Currently the pen variable is 20% and late game that reduces your immunity zone by 5-6 thousand yards, if it doesn't remove it altogether. Given that we already have dud pens, a lot of the code is already there in regards to damage calculations.
Here's a visual of my suggestion:
Current: [Auto Pen][----------20%----------][Immune] Possible Pen
Suggested: [Auto Pen][-------15%-------][--5%--][Immune] Possible Dud Pen | Possible Pen
I'd also like to see changes to superstructure damage saturation.
Currently it's possible to sink a ship without once scoring a penetrating hit, as any damage to the superstructure after damage saturation results in flooding damage. The change I'd like to see here is that instead of receiving flooding the ship loses the ability to repair anything (including jammed turrets) and all modules outside the armor (FC, bridge, radar, funnels, etc.) are auto destroyed if they have not already been destroyed, fire reduction chance is reduced by half, and ship receives a severe speed penalty. In addition, if there are no friendly bases within (ship remaining range/3), provided the ship did not make it back to port, the ship is declared scuttled at the battle's end.
I feel that this will make the game both more enjoyable and more realistic.
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Post by rtwairversionwhen on Feb 23, 2021 14:27:00 GMT -6
I'd like to ask, will we be able to design nuclear carriers, battleships and whatnot? If yes, then what ingame effects will a ship being nuclear have?
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Post by stevethecat on Feb 23, 2021 14:39:47 GMT -6
I'd like to ask, will we be able to design nuclear carriers, battleships and whatnot? If yes, then what ingame effects will a ship being nuclear have?
It's definitely the right era now, as for in game advantages? Range currently means very little, and I would expect Nuclear to come at huge cost, so that's a tricky one.
The game is now also into the era of gas turbines, so there is basis for a propulsion overhaul to differentiate their pros and cons more, and oil sprayed coal as a cheaper modification for pure coal boilers.
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Post by seawolf on Feb 23, 2021 15:27:04 GMT -6
I'd like to ask, will we be able to design nuclear carriers, battleships and whatnot? If yes, then what ingame effects will a ship being nuclear have? They've previously said they're not doing nuclear propulsion, because of the implications of nuclear weaponry and such. I doubt they've changed their mind about that, but I could be wrong
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jatzi
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Post by jatzi on Feb 23, 2021 17:55:32 GMT -6
I cant wait for autogenerated fleets from 1889 haha. Are we going to get unprotected cruisers/gunboats and french looking predreds? That's what I want to know! How far are they going to go with Ironclads and the transition between ironclads and predreadnoughts
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Post by mobeer on Feb 24, 2021 8:59:42 GMT -6
Will there be improvements to the battle generator to handle the later period? If not I fear we will end up with a destroyer action between AA destroyers with SAMs and old gun destroyers, and then a helicopter cruiser vs a missile cruiser.
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jatzi
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Post by jatzi on Feb 24, 2021 9:05:55 GMT -6
Was talking to some people about AI ship design. Others mentioned how bad they are sometimes and I'm just wondering about community designs being possibly added to the AI ship template list? Lots the forum already and you guys could hold like a competition maybe? See what people come up with? I think it'd be fun and it could help. Could also be an optional thing people tick when starting a game-"include community designs".
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Post by dia on Feb 24, 2021 12:31:34 GMT -6
I'm not asking for a list of every bug fix and minor change, but if there are bug fixes that fix bugs from the base game or adjustments to combat that change things from the base game it would be nice to see what those are.
Also will there be any kind of update to the core game that will go along with the paid expansion that includes various bug fixes and stuff like the mothballed damage ships feature minus the paid content for the expanded timeline (similar to how Paradox does DLCs for EUIV) or is it all in the expansion only?
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Deleted
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Post by Deleted on Feb 24, 2021 13:09:58 GMT -6
Excuse me, but as a non-native english speaker, I have really no idea what "persistent ship histories" should mean. Does it mean that the player would be able to track the accomplishments of certain ships (like what battle they took part in and which enemy ships they sunk)? Or can we save the design and use it in other campaign? Or is it something totaly different? Note that I do not demand any detailed informations, Im just completely lost when it comes to the meaning of that single point. It would also be nice if we could see some leftovers from the past (like turret ships, and ships with crazy big {but crappy} cannons) in the 1890. PS: that green font in combination with dark background is almost invisible Persistent ship histories stores/records a detailed history of the life of each ship; i.e.when it was launched, where it traveled/transferred to & when, when it was refitted, what battles it fought in and its performance, when it was lost, etc...etc...
We believe this will prove especially useful to those who like to write-up AARs of their campaigns.
Thanks. Such feature really will be useful.
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