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Post by palpatine on May 6, 2021 23:49:13 GMT -6
Hello there,
Another batch :
- Do turret technologies like "Hydraulic recoil" or similar require a rebuild/refit to be taken into account for older units or does it apply regardless? I know that armor tech apply to new units but I was wondering for turrets.
- Minor one : what are the stars above some chips information? Rewards for kills/battle?
- Do you replace your Bs by BBs 1 for 1? The cost seems horrendous... I guess it depends on budget & what the AI are doing but what's your ideal plan?
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Post by hawkeye on May 7, 2021 7:53:32 GMT -6
Anything (except for armor upgrades) that read something along the lines of "gradual increase/improvement) works immediately on everything The stars are battle stars, basically, the ship is showing off Personally I don't replace them one-for-one. As you said, that would be pretty expensive. Then again, I'm not too far off of it. (checks latest save) Hm, maybe I _am_ replacing them one-for-one. In my recent Germany, 40% tech, larger fleet game, I started with 9 B and 9 CA (3 B and 4 CA under construction at the game's start), and build another two semi-dreadnoughts around 1903/04 and am currently (1935) fielding 12 BB and 5 BC (fast BB are a thing now). Note: I didn't scrap one B once a BB entered service, I kept them around to the point where I had about half a dozen BB, then scrapped all but the semi-dreads, which got scrapped a little later.
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Post by palpatine on May 7, 2021 8:07:49 GMT -6
Anything (except for armor upgrades) that read something along the lines of "gradual increase/improvement) works immediately on everything The stars are battle stars, basically, the ship is showing off Personally I don't replace them one-for-one. As you said, that would be pretty expensive. Then again, I'm not too far off of it. (checks latest save) Hm, maybe I _am_ replacing them one-for-one. In my recent Germany, 40% tech, larger fleet game, I started with 9 B and 9 CA (3 B and 4 CA under construction at the game's start), and build another two semi-dreadnoughts around 1903/04 and am currently (1935) fielding 12 BB and 5 BC (fast BB are a thing now). Note: I didn't scrap one B once a BB entered service, I kept them around to the point where I had about half a dozen BB, then scrapped all but the semi-dreads, which got scrapped a little later. Thanks!
These battle-stars are just for the number of engagements I guess, then? Not kills?
And for B/BB , I guess it depends on circumstances and budget indeed. But glad to see that my idea of "scrapping Bs when enough BB are online and keep semi-BB for quite longer" was the good instinct.
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Post by aeson on May 7, 2021 9:00:08 GMT -6
These battle-stars are just for the number of engagements I guess, then? Not kills? One battle star is awarded for each engagement in which the ship actively took part, which if I recall correctly means that it fired on or was fired upon by something.
'Kills' are not tracked, though if you want to go through ships' logs at the end of a scenario you can work out which ship was responsible for each bomb, shell, or torpedo hit which occurred in an engagement and then make arbitrary judgements as to which ships get credit for which 'kills.' That information becomes inconveniently accessible once you exit a scenario (logs up to the last autosave to occur within the scenario can be found in the Autosave.sac file, but are a bit of a pain to extract) and will be lost permanently when Autosave.sac is overwritten.
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Post by palpatine on May 8, 2021 2:31:05 GMT -6
Thanks!
Indeed, I guess there isn't actual "kills" as most of the time multiple ships are responsible for one sunk target. It shows indeed in the logs.
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Post by williammiller on May 8, 2021 10:02:25 GMT -6
Note: The Expansion will add detailed persistent ship histories for review at any time, which sounds like something you might like :-)
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Post by laplace420 on May 8, 2021 15:59:42 GMT -6
to question 2: the Rof and crowded doesn't affect the fight against planes to my knowledge, only against ships.
Mixing different calibres of DP guns apparently does have a hidden efficiency drop though.
This is to some degree true, but I have built several late game CVs, BBs, and BCs with both 5in and 3in DP guns and usually as long as you have at least 6 guns of each type you will see a boost in your HAA value but there is a diminishing returns effect.
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Post by laplace420 on May 8, 2021 16:01:58 GMT -6
Corvettes(KE), what's their point? I mean compared to DD? Should I build them? Especially in the first decade when ASW is poor? KEs have many other uses, such as minesweepers and colonial gunboats, both of which you will need at all stages of the game.
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Post by palpatine on May 11, 2021 11:09:25 GMT -6
Is it worthwile to build BB's when everything is ready (wing turret, centerline turrets) but not steam turbine?
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Post by aeson on May 11, 2021 11:47:14 GMT -6
Is it worthwile to build BB's when everything is ready (wing turret, centerline turrets) but not steam turbine? Probably, yes. Dreadnought battleships are usually a pretty big step up from predreadnought battleships whether they have turbines or not, and a typical early dreadnought's ~21-knot designed top speed isn't an unreasonable speed to try to attain with a later triple expansion engine. It's also worth bearing in mind that predreadnought battleships will probably remain a nontrivial component of your battle line into the 1910s, so while an early dreadnought battleship designed for the same speed as your most modern predreadnought battleships may not be ideal it's also probably not going to significantly retard the speed of your battle line for the first third or half of its service life.
If there's a capital ship construction project to postpone until you have steam turbines, it's the battlecruiser.
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jatzi
Full Member
Posts: 123
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Post by jatzi on May 11, 2021 15:16:32 GMT -6
Hmm I've seen CAP go to battleships after setting it but I can't recall if I used CVL's or CV's. Thinking about it though I would believe using CVL's since they carry less fighters and I want the big fighter stacks in my fleet carriers available for escort duty
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Post by rodentnavy on May 13, 2021 10:33:28 GMT -6
Is it worthwile to build BB's when everything is ready (wing turret, centerline turrets) but not steam turbine? Probably, yes. Dreadnought battleships are usually a pretty big step up from predreadnought battleships whether they have turbines or not, and a typical early dreadnought's ~21-knot designed top speed isn't an unreasonable speed to try to attain with a later triple expansion engine. It's also worth bearing in mind that predreadnought battleships will probably remain a nontrivial component of your battle line into the 1910s, so while an early dreadnought battleship designed for the same speed as your most modern predreadnought battleships may not be ideal it's also probably not going to significantly retard the speed of your battle line for the first third or half of its service life.
If there's a capital ship construction project to postpone until you have steam turbines, it's the battlecruiser.
Further to what was said above but their ability to shoot more effectively at somewhat longer range (though RTW2 does not really seem to recreate the 14,000 yard plus engagements common place OTL very effectively,RTW1 seemed to do this a bit better) means I have had three turret early dreadnoughts handle up to three pre-dreadnoughts on their own, at least long enough for the rest of the fleet to come to their rescue, hell in one memorable instance I am not even sure it really needed the help.
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jatzi
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Post by jatzi on May 22, 2021 12:09:06 GMT -6
Skipping a lot here but I have a question in regards to secondary turrets. In basically every game I've played I have a RoF penalty on secondary turrets even though I do research for secondary turrets. For instance I got secondary turrets unlocked on BB's but I still get the RoF penalty. Is it dependent on the Turrets and gun mountings research line? What tech do I need to get rid of those penalties?
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Post by wlbjork on May 22, 2021 16:46:27 GMT -6
It's probably the calibre limitation. Twin turrets for anything below 9" suffer a RoF penalty (10% for 8" and 20% for smaller). Additionally, some small calibre guns suffer penalties in single mounts if you go for a full turret.
Two ways around this: Often, the penalty only applies to full turrets - meaning casemates and splinter shields (2" or less turret armour)don't usually suffer. The penalty for multi-turrets is reduced with Turrets and Mountings research - numbers 8 and 10 respecitvly.
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Post by captaintrek on May 23, 2021 8:15:01 GMT -6
Skipping a lot here but I have a question in regards to secondary turrets. In basically every game I've played I have a RoF penalty on secondary turrets even though I do research for secondary turrets. For instance I got secondary turrets unlocked on BB's but I still get the RoF penalty. Is it dependent on the Turrets and gun mountings research line? What tech do I need to get rid of those penalties? Secondary turrets for BB are expected in 1909, but the technology to reduce these RoF penalties isn't expected until 1914, and the technology to eliminate it entirely not until 1920.
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