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Post by cwemyss on May 21, 2021 12:21:16 GMT -6
Do we already have a thread here for this? I spend *FAR* too much time tweaking pixels and palettes. And for some psychotically masochistic reason, I enjoy the 1895-1905 cruisers ("well... we really don't trust the engines... ") (also... who's hosting photos these days without $$$? I can't get Imgur to do it anymore)
EDIT: Never mind the last; I figured it out. I don't recommend aging.....
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Post by thomasmacmoragh on May 22, 2021 3:53:04 GMT -6
Remember masts are a handy place to put things like Signal flags, And later, Radio or are Radar antina
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Post by cwemyss on May 23, 2021 7:45:09 GMT -6
Remember masts are a handy place to put things like Signal flags, And later, Radio or are Radar antina Masts are great. *WOODEN* masts carrying acres of canvas are less useful as time goes on. :-)
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Post by oldpop2000 on May 23, 2021 9:42:01 GMT -6
The problem with high masts is two-fold. They make the ship easier to see, due to the height and they increase the center of gravity and hence the instability of the ships. Now the game probably doesn't recognize these problems but they are a problem.
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Post by kotori87 on May 24, 2021 13:19:35 GMT -6
Don't forget the important part. They look good. It's the same reason they paint racecars red: something as simple as a neat rake to the masts can make your fleet look 10% faster
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Post by oldpop2000 on May 24, 2021 13:26:00 GMT -6
Don't forget the important part. They look good. It's the same reason they paint racecars red: something as simple as a neat rake to the masts can make your fleet look 10% faster You will have to pardon me, but I would prefer to be more stable and less viewable than pretty. It will keep me and my crew alive.
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Post by cwemyss on May 24, 2021 20:40:21 GMT -6
Don't forget the important part. They look good. It's the same reason they paint racecars red: something as simple as a neat rake to the masts can make your fleet look 10% faster Has any major navy tried decals from a custom exhaust manufacturer? It's worth a couple knots too.
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Post by wlbjork on May 25, 2021 1:12:24 GMT -6
Don't forget the important part. They look good. It's the same reason they paint racecars red: something as simple as a neat rake to the masts can make your fleet look 10% faster Has any major navy tried decals from a custom exhaust manufacturer? It's worth a couple knots too. Nah, just need more dakka. Sure, red wunz go fasta but if you ain't got the dakka you won't sink nuffink. By the by, masts had pretty much transitioned to iron or steel by this time period, far less flammable, also stronger and lighter. Canvas is still heavy and flammable though...
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euchrejack
Full Member
Don't feed the Trolls. They just get bigger and more numerous.
Posts: 139
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Post by euchrejack on May 25, 2021 12:10:32 GMT -6
The problem with high masts is two-fold. They make the ship easier to see, due to the height and they increase the center of gravity and hence the instability of the ships. Now the game probably doesn't recognize these problems but they are a problem. I'm pretty sure the game doesn't recognize the high masts themselves. They're basically "Artistic Expression" at this point.
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Post by buttons on May 26, 2021 8:41:44 GMT -6
I tend to go for a few "standard" designs or concepts.
Small Gun Battlecruisers: Designed primarily to engage enemy cruisers they forgo big guns in exchange for larger numbers of smaller caliber guns. An example of a design is 3x4 12" guns. Poorly suited to engaging battleships, but they can easily devastate small groups of cruisers or enemy carriers if they manage to catch them. Later in the game I sometimes increase the caliber to keep them proportionally the same size as battleship guns so going to 14, 16, and 18 inch as battleships go to 16, 18, and 20 inch guns, other times I simply increase the number of guns (4x4) and keep them relatively small, the latter of which has worked well for late game fleets and might be interesting in a 1950s game going for missile/gun battlecruisers.
Standard Battleship: My favourite aesthetic design is 4x3 main guns, especially for battleships and I maintain this across many of my playthroughs unless I specifically go for a different doctrine, generally the first ships of this "template" are 14 inch gunned, but if I was able to get B turrets before my dockyards got so big I might as well go with 14" guns I would be willing to go for 12 inchers.
Blue Water Monitor: Essentially the opposite of the small gun battlecruiser, I have never had success with this concept but still find them fun to make, make a tiny battlecruiser, mount 2-3 of the biggest guns you can get in a single mount turret. 2x20" guns, 3x16" guns, etc. I honestly think this could be an interesting concept on a missile cruiser, missiles to engage most targets and one or two 18-20" guns for shore bombardments and maybe a lucky shot if anything gets really close. Practically though I doubt the gun would be worth it even in that case and 8-12" guns would probably be more than adequate.
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Post by brygun on May 26, 2021 11:03:06 GMT -6
Don't forget the important part. They look good. It's the same reason they paint racecars red: something as simple as a neat rake to the masts can make your fleet look 10% faster WWWWWAAAAAUUUUUG!!!! Da Boyz makez em red! Wezze all knowz ta true speakz! Red onez goes fasta!
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Post by brygun on May 26, 2021 12:30:17 GMT -6
On my own favorites some are:
Starting B at 15,500 tons so there is the option to add torpedo bulges later and still become a converted CVL. 2 turrets of 2 guns of 12" or 13" possible built in a foreign yard.
Late 1910 or 1920s those B converted into 26 plane CVL... several of them... quickly letting me put 80+ planes into a naval battle
DDs at 900 - 1000 tons with a 5" for and aft, with 2 x secondaries (later with DP for HAA) and 4, 5 or 6 torpedoes
Now I also use DC for "destroyer coastal" which are 600 tons, single gun forward and 3-6 torpedoes with "short" fuel range... saw that on the forums here recently and they are frighteningly effective. I still use the regular DD above for 1/3 the destroyer force so I can use the "medium" range "DD" with fleet movements
CLR cruiser light raider at 2,100 tons 1 x 5" or 6" bow... sometimes a second aft. Cheap raiders for pre-submarine raiders. Once you have subs the raiders still have uses as they will never sink a passenger liner.
Corvette Foreign Service "KE FS" at 1,600 tons with colonial service, moderate 20ish speed, light guns, as a cost effective way for that foreign service score. In wars where I have sent proper warships out the KE FE can be switched onto trade protection for 5 points of ASW per ship. A 900 ton DD is might be more cost effective for TP but DD can't do FS. This also keeps my fleet easier to organize.
Mine sweepers 600 or 900 tons and I try to have at least one in every colony zone to represent an investment in supporting them. Home zone and anywhere I have a fighting fleet has more MS.
Ive written some popular strategy guides that go over the designs in more detail
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jatzi
Full Member
Posts: 123
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Post by jatzi on May 29, 2021 12:17:14 GMT -6
Obviously protected cruisers with twin turrets instead of just singles. I recently tried a protected cruiser with a single 11 in gun forward and a ton of 6in secondaries. It's not a bad design, the 6in guns get hits and it generally becomes a standard cruiser fight but the single 11 in gun just doesn't get enough hits to be worth it. like 2 or 3 max usually. I've moved on from protected cruisers onto CL's now but next game I play I'll try 8in protected cruisers.
I'm also really fond of sorta pocket battlecruisers. Large CA's at like 14 or 15k tons with 11 in guns and 8 in secondaries. Maybe 5 or 6 in tertiaries. Like 23 or 24 knots cuz I use them early. They do really well against contemporary CA's and I often turn them into decent CVL's.
Other than that fairly standard stuff I guess. I'm very fond of the 4x2 turret arrangement for battleships. I also like 3x2, 2x2 arrangement, like 3, 2, 2, 3. 17 in guns are the best battleship guns in the game FYI. Best range by far.
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