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Post by fredsanford on May 18, 2018 5:29:07 GMT -6
Putting *everything* on high negates the effect, since the priorities are relative, not absolute. Having a lot of areas on high will dilute the effect, but there will still be an effect.
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Post by fredsanford on May 15, 2018 11:23:18 GMT -6
Load up on HE and go for setting fires.
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Post by fredsanford on May 5, 2018 21:11:13 GMT -6
45min battle? mother of god, none of mine ever last even 10min - i stick with 1 controllable deathblob TF and just let it run real normal time (or faster) continuously like a caveman lol fun to watch though I usually run at 'slow' speed semi-continuously. I can switch around from Scouting Force to Battle Force easily enough, and watch the log to see how the general trend is going on gunnery. I'll pause occasionally to take stock, but generally play it as an RTS. I'll even use the "rally" and "change lead division" orders from time to time. Even "battle turn away" once in a blue moon.
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Post by fredsanford on Apr 19, 2018 15:28:23 GMT -6
Interesting. What is you ammo loadout and doctrine? Early game, it can be more fruitful to load up with HE and go for setting fires. Use AP only at short range, due to poor penetration. What mode are you playing (Capt, Rear admiral or Admiral)?
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Post by fredsanford on Apr 11, 2018 20:52:29 GMT -6
The first battle the hit percentages were pretty similar, but with the heavier guns you should have hurt him more. How's your ammo tech? Do you have decent AP shells? Were you smoke blinded?
All things even, it's my experience that my ships will generally shoot a bit better than the AI, mainly because (1) I'm more aware of avoiding smoke/glare interference (a HUGE penalty in some cases), and (2) the AI tends to maneuver a bit too much and thus gets 'ship turning' penalties.
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Post by fredsanford on Apr 11, 2018 18:48:54 GMT -6
Without watching a replay, I don't know why you did so poorly. I'd have no qualms about taking on the British CLs with those American CLs with improved directors.
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Post by fredsanford on Apr 5, 2018 14:35:25 GMT -6
Here is an idea I believe was not mentioned in this post but I'm not sure if it's already in game. I am wondering if there is any simulation of crew loss/fatigue's effect on a ship. I have a battle last from the late afternoon of one day to next noon. Due to bad visibility contact was broken many times but the men almost never got breaks longer than an hour. It would seem this will be detrimenta to their performance. I am not sure if there exist a system where crew quality degrades with damage/extended battle so correct me if that's already in place. If this is incorporated I can see things like persistent air harassment/attack as being detrimental to enemy performance even if they don't cause serious damage to the ship by firing crew and maybe killing some as well. Fatigue is already included. If you go to the OB tab, right click on Status, you will see Force Fatigue shown at the top, along with buttons to "rally" and "disengage". There's some other controls that pop up as well that are good to know about.
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Post by fredsanford on Apr 1, 2018 14:20:15 GMT -6
One item of detail regarding the basing strength: In peacetime, you get 10 "free" points worth of basing in all areas that represent the ability to stop at foreign ports for servicing and resupply. These 10 free points go away when war is declared however. So for our German SE Asia example, the Germans have 29 base points of their own (4 North Marianas, 5 Marshal Islands and 20 Bismarck Arch.) and 10 "free" points for 39 total at start. But once the shooting starts, only the 29 they actually own counts.
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Post by fredsanford on Apr 1, 2018 14:11:47 GMT -6
I made this graphic to illustrate the information that fredsanford provided. One figure that I am not sure about is shown in blue. Does this number in fact show the blockade strength in the area? Yes, the figure in blue is the blockade strength. Nice graphic. They should steal it to put in the manual.
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Post by fredsanford on Apr 1, 2018 11:47:15 GMT -6
Go to map view, and look at the entry for Southeast Asia (for example). You'll see: Southeast Asia xx,xxx (y/z)
Where: xx,xxx = this number is the NET tonnage on station, equal to the total tonnage MINUS the required station tonnage. For the Germans, SE Asia starts the game with a minimum tonnage requirement of 9,000. Say you have two 9,600 ton CAs stationed there (total tonnage = 9,600 x 2 = 19,200). Then xx,xxx would be 10,200 (19,200 - 9,000). xx,xxx can be positive or negative or zero for that matter (if you have exactly the tonnage required). Ships equipped for "colonial service" count 25% more towards the requirement. i.e. a 10,000 ton ship will contribute 12,500 tons toward the tonnage requirement.
y = Strength points of ships in area. Sort of numerical rating of the sizes of the ships in the area. A DD = 2, a CL is 5-7 depending on size, a CA is 8-12 or so, and so forth. z = Basing capacity in area. You may have several ports, each will contribute some basing points, and can be individually expanded.
If you don't have enough basing capacity for the ships present, there will be several negative effects: (1) crew quality will deteriorate over time, (2) Ships won't repair damage or breakdowns, or repair them more slowly, and (3) Ships will have a higher likelihood of suffering at breakdown by being overdue for maintenance. Ships overdue for maintenance have a * shown on their status.
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Post by fredsanford on Mar 31, 2018 21:40:26 GMT -6
Sometimes, you've got to take things to the extreme. That 13" gun isn't a weapon, it's a propulsion system for going rapidly astern LOL. You, guys, make me think in unusual direction... So next picture is YOUR fault! Why should we slow down ship by firing Big Main Gun forward, when we can speed her up, firing astern! It is especially important for chased raiders. And don't forget, she may even hit something sometimes! (Well, she is not as spectacular as Livorno, but I hope, not less useful ) One of the three (Matsushima itself) really was designed with the main gun facing aft. Presumably it would be stationed at the rear of the line.
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Post by fredsanford on Mar 29, 2018 14:42:51 GMT -6
Yeah, I would really appreciate if the alliances would have some deeper meaning (for example much more ships sunk in automatic battles between friendly and hostile AI than now, or some ally reinforcements in battles), now having an ally is worth like having 2 bad raider cruisers. For example when playing as Russia, having a British friends should cause the Germany to lose the war quickly, but instead your fleet is smashed and British friends are having an all-year-long tea time and do nothing. I don't know about "quickly", it took 4 years IRL, and Russia folded first.
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Post by fredsanford on Mar 28, 2018 9:39:11 GMT -6
Fire will gradually consume structure points. Once the structure points are gone, the fire will rage out of control and the ship will be abandoned. The more structure damage, the harder it becomes to combat the fire (simulates loss of fire mains, etc.)
Getting the ship away from the action will help fight the fire. The gun crews will help fight the fire so long as the ship is not threatened. Not sure exactly how far "away" is, but I'd try to get it out of range or sight of the enemy.
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Post by fredsanford on Mar 27, 2018 8:32:50 GMT -6
Just to throw another wrinkle in the equation, under "preferences" there's a check box for "reduced flash fire risk". Different people may or may not have that checked. Personally, I start with it unchecked (i.e. default risk). Once a capital ship is lost to a magazine explosion from gunfire, about 6 months after I check the box and reduce the risk. This is meant in my mind to simulate and investigation and corrective measures being taken to prevent or reduce a recurrence.
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Post by fredsanford on Mar 24, 2018 22:41:50 GMT -6
On the other end of the spectrum, we have this. Yes, that is a message saying the ship had a magazine detonation. But the ship is still afloat. I noticed it says "torpedo magazine hit". Does that mean a torpedo hit the magazine, or was hit registered in the torpedo magazine (I've never seen that message, but I see the ship has no torpedoes so would explain the lack of explosion). Is the message missing some punctuation in other words? Remember how similar yet different these two statements are: (1) Let's eat, Grandpa! (2) Let's eat Grandpa! Punctuation saves lives.
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