DieselPower Posted February 4, 2023 Posted February 4, 2023 Is a failed naval invasion supposed to give the enemy 14,000 VP? Just had one fail against Russia, and now they have 14000 VP to my 1000, and of course, my whiny little government wants to negotiate peace, meanwhile, having 62,000VP against Britain's 3000 and even after agreeing to negotiate, they fight on.
Suribachi Posted February 4, 2023 Posted February 4, 2023 9 minutes ago, DieselPower said: Is a failed naval invasion supposed to give the enemy 14,000 VP? Just had one fail against Russia, and now they have 14000 VP to my 1000, and of course, my whiny little government wants to negotiate peace, meanwhile, having 62,000VP against Britain's 3000 and even after agreeing to negotiate, they fight on. If it helps, another player explained to me how they think peace works through their obersvations. 1
Suribachi Posted February 4, 2023 Posted February 4, 2023 @Nick Thomadis I have been able to confirm that the bug that ends the battle prematurely when all AI escorts are sunk in a convoy mission is still present in 1.1.7 Live. This is using the same save as when I uninstalled and reinstalled the game from earlier when testing the no superstructure transports. 1
Hawkmoon98 Posted February 4, 2023 Posted February 4, 2023 what the hell happened to formation? everytime ships start wandering far away from the battle even in the same formation, battle are a total mess right now
Nick Thomadis Posted February 5, 2023 Author Posted February 5, 2023 v1.1.7 has received urgently the following, after your quick feedback.5/2/2022 - An urgent repair has been uploaded addressing the too large gun recoil in small ships. In general, the gun recoil should be now working correctly. - Additionally, the gun reload is affected more from the muzzle velocity capacity of the gun. 4
Fangoriously Posted February 5, 2023 Posted February 5, 2023 2 hours ago, Nick Thomadis said: v1.1.7 has received urgently the following, after your quick feedback.5/2/2022 - An urgent repair has been uploaded addressing the too large gun recoil in small ships. In general, the gun recoil should be now working correctly. - Additionally, the gun reload is affected more from the muzzle velocity capacity of the gun. yikes, after the 1.7 patch my reduced barrel length main guns that still had at least 22km range before are down to 18km range. Thats a bit hard to work with in the 1930s if I'm at any sort of speed disadvantage😬
Knobby Posted February 5, 2023 Posted February 5, 2023 click dragging on the map is suddenly much slower. if i drag the mouse from one side of teh screen to the other, the map moves maybe only about 1/3 of that distance. scrolling from one side to the other take an insane amount of mouse movements. It's enough to put me off playing TBH
Gangut Posted February 5, 2023 Posted February 5, 2023 Interesting comment regarding ship flaws. I've noticed through various playthroughs that in general the ship flaws just don't matter, and I've been playing it like back in September where all the ships were the same. What I mean by they don't matter, is in battle terms all of the ships more or less perform the same, and it's hard to figure out which one is more flawed due to the random nature of battle. Its somewhat similar outside, as in terms of cost to operate and keep it's a fairly small difference. Where ship flaws would matter is if there was a chance of a gun turret braking down, or an engine doesn't perform as well as it should, or something else to that effect.
Vinrellren Posted February 5, 2023 Posted February 5, 2023 (edited) Zombie AH in 2 of my new playthrough, they did not collapsed with 0 provinces. They became punching back and 5 major countries keep declaring against AH which makes them all allies... This is a weird bug as there is no way for any of the AI to gain VP, thus leading to eternal war with all of them which in turns gave them a heck load of money so they all can wield at least 500 ships and building more Edited February 5, 2023 by Vinrellren
madham82 Posted February 5, 2023 Posted February 5, 2023 15 hours ago, Hawkmoon98 said: what the hell happened to formation? everytime ships start wandering far away from the battle even in the same formation, battle are a total mess right now That's the AI torpedo avoidance bug. It seems as soon as a ship sees one to start avoiding, it gets stuck going a random direction. Basically it doesn't revert to formation keeping.
Suribachi Posted February 5, 2023 Posted February 5, 2023 7 hours ago, Knobby said: click dragging on the map is suddenly much slower. if i drag the mouse from one side of teh screen to the other, the map moves maybe only about 1/3 of that distance. scrolling from one side to the other take an insane amount of mouse movements. It's enough to put me off playing TBH I usually use WASD for movement around the map, but that is a preference thing I guess. Also, just in case it is not known, the further you are zoomed out, the faster the map moves.
o Barão Posted February 5, 2023 Posted February 5, 2023 Torpedo damage feedback DD Albatros was hit by a 20-inch torpedo for a total 526 damage doing almost nothing against her. Which is very strange since the torpedo damage is 2159. And I get this modifiers below... - 19% from resistance - 7.5% from triple hull. + 20% from beam slider + 20% from draught slider ... becomes very difficult to understand why it only made 526 damage.
Guest Posted February 5, 2023 Posted February 5, 2023 Visuals only, nothing gamebreaking. The good ol' LOD, in particular secondaries. They get even worse zoomed out a few paces. All zoomed in, maxed out graphics my specs are i9-13900kf - rtx 4080 - 64gb ddr5-5200 - (samsung 990 pro) nvme m.2 - running 3840x2160@120hz
chunhim_lai Posted February 5, 2023 Posted February 5, 2023 So, with the most recent 1.10 beta update, it's impossible to do custom battles. It freezes on the loading screen for 30+mins and I forgo
Suribachi Posted February 5, 2023 Posted February 5, 2023 4 minutes ago, chunhim_lai said: So, with the most recent 1.10 beta update, it's impossible to do custom battles. It freezes on the loading screen for 30+mins and I forgo Just so we know we are talking about the same thing. The game is no longer in beta and is on the 1.1.7 Live R patch. Is that the one you are talking about?
Suribachi Posted February 5, 2023 Posted February 5, 2023 Just thought of something as I witnessed China collapse from trying to come back from collapsing earlier. What if the collapsed nation, instead of only re-emerging in a single province where they then have to retake all of their provinces again, suddenly re-emerges in all of its home provinces that are ungoverned territory all at once on the same turn? As an example, if the USA collapsed after Japan conquered the Western USA. Japan now controls the Western USA province and thus the ports of Seattle, San Francisco and San Diego. Every thing else turns into ungoverned territory. Now when the USA re-emerges some turns later, assuming no other territory changes happened, the USA suddenly controls the provinces of Eastern USA, Southeastern Seaboard, Gulf Coast, Central USA, Northern Alaska, Southern Alaska, and Eastern Aleutians and all ports in those provinces. I purposefully left out the provinces of Puerto Rico and Panama since those are colonies and not "home" territories. The same logic would apply to all other nations. Alternatively, instead of the occupier's territory remaining unaffected by the re-emergence of the original nation, maybe that province sparks rebellion and the occupier needs to put it down to keep the province. Thoughts?
kineuhansen Posted February 5, 2023 Posted February 5, 2023 this need balance asap playing as the british is bad my ships dont have any amour enemy battleships with smaller guns does more damage to my ships and i am to tired of this massive issue and it does not matter what shells i have i cant pen german ships
admiralsnackbar Posted February 6, 2023 Posted February 6, 2023 11 hours ago, o Barão said: Torpedo damage feedback DD Albatros was hit by a 20-inch torpedo for a total 526 damage doing almost nothing against her. Which is very strange since the torpedo damage is 2159. And I get this modifiers below... - 19% from resistance - 7.5% from triple hull. + 20% from beam slider + 20% from draught slider ... becomes very difficult to understand why it only made 526 damage. ships take more damage amidships and less at the extremities.
havaduck Posted February 6, 2023 Posted February 6, 2023 (edited) I am having gigantic issues with penetration. Now, I am playing manly the early parts of the campaign, but not matter what gun I am using I am basically only getting shatters (not bounces! I can understand those) or overpenns. Grand highlight was a battleship AP shell with of over 40"pen shattering on a light cruisers main belt with 2,x" In the utmost rare case I do get a penetration on the main, it does no damage (comperatively). Like, my 4 " shells do often less damage in a CL on CL duell than their 1,x" shells on a main belt penetration. An heavens help if on of their main calibre shell hits, then its a main belt hit and it penetrates and 2k+ damage and not just 100. Only thing that saves me it is that I still got several times the AIs hitrate, and with that I can overpenn-flood the AI to death ...... Or how am I overpennetrating a torpedo boat with 2" nose fuse HE? And at the same time, how is the same nose fuse HE shattering! on exactly 0" of armor of the same torpedo boat the very next second? €: I forgott to add, its not every game, sometimes its back to normal which is really a stark contrast because the same guns that cant penetrate 2" of armor now can easily do 5 and over greater distances ........ Edited February 6, 2023 by havaduck
o Barão Posted February 6, 2023 Posted February 6, 2023 5 hours ago, admiralsnackbar said: ships take more damage amidships and less at the extremities. Thanks for the tip. The hit was amidships and still almost nothing. A 20-inch torpedo against a destroyer.
o Barão Posted February 6, 2023 Posted February 6, 2023 @Nick Thomadis I strongly recommend reverting or tune down the changes to accuracy. We are playing a laser game space game now. What we have now is complete nonsense. This is without any changes to gun barrel length or shell size. A regular 15" inch gun, mark 4. Almost impossible to see in the UI. 2056% range found bonus???? And this is probably not the limit. DDs are getting murdered at crazy distances. It is not uncommon to launch a full salvo and all shells hit the target at crazy distances. Please reconsider the recent changes to accuracy.
Zuikaku Posted February 6, 2023 Posted February 6, 2023 (edited) 2 hours ago, o Barão said: @Nick Thomadis I strongly recommend reverting or tune down the changes to accuracy. We are playing a laser game space game now. What we have now is complete nonsense. This is without any changes to gun barrel length or shell size. A regular 15" inch gun, mark 4. Almost impossible to see in the UI. 2056% range found bonus???? And this is probably not the limit. DDs are getting murdered at crazy distances. It is not uncommon to launch a full salvo and all shells hit the target at crazy distances. Please reconsider the recent changes to accuracy. And now you'll get enraged WoWS crew "Im playing game at 5X whilst commanding 30 ships and something not right, enemy hit one of my ships please fix that the game is ruined for me" crying that laser arena is a way to go for dreadnought era naval warfare simulation. And they (WoWS crew) screwed up this game too many times so far, making it more arcade and less simulation. As I have said so many tines before, the only way to resolve this is realism panel. So that WoWS crew can have laser guided targeting and the rest of us realistic hit rates. Hell, now destroyers in 1900 can not get 3km close to battleships without being blasted away by secondaries every single time!!! Edited February 6, 2023 by Zuikaku 2
ijp8834 Posted February 6, 2023 Posted February 6, 2023 Constant War is getting annoying. I have peaced out multiple times with multiple members of the alliance I am fighting against in my current campaign. When France fell and surrendered, France didn't go back to war officially for a long time.
Suribachi Posted February 6, 2023 Posted February 6, 2023 24 minutes ago, ijp8834 said: Constant War is getting annoying. I have peaced out multiple times with multiple members of the alliance I am fighting against in my current campaign. When France fell and surrendered, France didn't go back to war officially for a long time. This is why I think that after a nation collapses and re-emerges, there needs to be a period of forced neutrality where the nation just focuses on building its GDP for maybe 3 years, then it can build its navy for 2 years before being able to have foreign affairs again. As for the constant wars, I agree, I believe there has to be a point before the nation crosses the point of no return and starts to death spiral into collapse. Maybe a percentage of the GDP from when the nation began the war? For example, if the USA begins a war with $100 billion in GDP, but the war does not go well and now only has $40 billion in GDP. The USA should be doing everything it can to sue for peace and cut its costs to get out of the war and recover. If it has to scrap its navy, stop researching or training crew or hand over provinces outside of its "home" territory, so be it. At least they live to fight another day.
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