Deathbringer221 Posted February 18, 2023 Posted February 18, 2023 (edited) I can also confirm that turrets are getting stuck and refuse to fire. 3 out of my 4 mainline turrets (all except the frontal turret) refuse to fire and just lock into position. Not sure if related but my ship was also stuck "Ladder aiming" while this was happening. I tried to do the same battle between two 1940 battleships 3 times and the issue happened all 3 battles. Penetration values are also kinda crazy now, guns penetration value are WAY too high, enough so that almost every gun fielded passed 14-15 inch will over pen almost anything. Even a 22 inch main belt gets over pens 95% of the time by 15 inch guns at 15-20 km. I feel like the game was heading in a decent spot in 1.2.0, but 1.2.1 and now 1.2.2 are really out of wack. Edited February 18, 2023 by Deathbringer221 Spelling 3
spinaker Posted February 18, 2023 Posted February 18, 2023 The breakout errors continue. CL can withstand 356 mm, and 120 mm armor penetrates. And this is from a distance of 2 km, and this happens very often. 2
Lima Posted February 18, 2023 Posted February 18, 2023 @Nick Thomadis Transports sunk in battle do not affect TransportCapacity (TC). This problem has been there for a long time. Italy TC before battle Battle with strong enemy Italy TC after battle I noticed this in one of my old campaigns, when I destroyed hundreds of French transports in battles, but it did not affect them in any way. 1
Lima Posted February 18, 2023 Posted February 18, 2023 And my favorite problem - RNG&VP damage bug. Not a single shot was fired in this battle. According to my observations, recently, when receiving minor damage, the bug does not occur. But if the ship has serious damage, a bug will appear.
Nick Thomadis Posted February 18, 2023 Author Posted February 18, 2023 1 hour ago, Lima said: And my favorite problem - RNG&VP damage bug. Not a single shot was fired in this battle. According to my observations, recently, when receiving minor damage, the bug does not occur. But if the ship has serious damage, a bug will appear. Did Italians have damaged ships initially? If yes, then what is the problem exactly?
Nick Thomadis Posted February 18, 2023 Author Posted February 18, 2023 2 hours ago, Lima said: @Nick Thomadis Transports sunk in battle do not affect TransportCapacity (TC). This problem has been there for a long time. Italy TC before battle Battle with strong enemy Italy TC after battle I noticed this in one of my old campaigns, when I destroyed hundreds of French transports in battles, but it did not affect them in any way. You show a log of Transport Capacity before and after the battle? This value spans from 0 to 2. If it is a correct log we need to check it. Transport Capacity becomes reduced according to the GDP of the nation. If the nation has a very large GDP and therefore a big TR fleet, then transport losses may cause very little, unnoticeable effect.
Lima Posted February 18, 2023 Posted February 18, 2023 3 minutes ago, Nick Thomadis said: Did Italians have damaged ships initially? If yes, then what is the problem exactly? Already damaged ships receive additional damage at the beginning of the battle. This is a problem. I don't remember what happened to the second ship, but their destroyer had 27% of the structure before this battle, during the battle, she appeared with 1% structure. I got VP for it. But I didn't do any damage in this fight. 4 minutes ago, Nick Thomadis said: You show a log of Transport Capacity before or after the battle? This value spans from 0 to 2. Transport Capacity becomes reduced according to the GDP of the nation. If the nation has a very large GDP and therefore a big TR fleet, then transport losses may cause very little, unnoticeable effect. I showed the log before and after (I even closed the game for this) the fight, they are the same. This is not something like a minor effect, it simply does not exist. I can record a video one day, I just don't want to show my work screen. At the same time, if 8 transports are lost between turns, it will be noticeable. And once again, I destroyed hundreds of transports in battles, it had no effect.
Lima Posted February 18, 2023 Posted February 18, 2023 (edited) _Yet_another_ example of RNG damage&VP bug. This ship was damaged before the battle. Her structure before this fight was 62%. I retreated. No damage was taken in this battle. Ah yes, "defeat" I didn't take any damage, but the structure is 12% now. As you can see, damaged ships take damage at the beginning of the battle and at the end. Old, but still relevant! (I wish it wasn't like that) Edited February 18, 2023 by Lima 2
applegrcoug Posted February 19, 2023 Posted February 19, 2023 27 minutes ago, ijp8834 said: That's a lot of power projection I too saw that yesterday.
applegrcoug Posted February 19, 2023 Posted February 19, 2023 So here is a new one I haven't seen on the tech tree... funnels that float... Encountered on a newly designed AI ship.
Lima Posted February 19, 2023 Posted February 19, 2023 51 minutes ago, applegrcoug said: So here is a new one I haven't seen on the tech tree... funnels that float... Encountered on a newly designed AI ship. All my homies hate main tower 1
Lima Posted February 19, 2023 Posted February 19, 2023 Transport sunk in battles mean nothing Well, another example. Italy is at war with the whole world, they have very serious problems with transports. This screenshot was taken before, I repeat, before the fight. 15 transports were sunk in this battle. Considering how few transports they have in general, it should have had a big impact on them, right? Actually, no effect at all. And yes, I closed the games for this screenshot. @Nick Thomadis
Nick Thomadis Posted February 19, 2023 Author Posted February 19, 2023 3 minutes ago, Lima said: Transport sunk in battles mean nothing Well, another example. Italy is at war with the whole world, they have very serious problems with transports. This screenshot was taken before, I repeat, before the fight. 15 transports were sunk in this battle. Considering how few transports they have in general, it should have had a big impact on them, right? Actually, no effect at all. And yes, I closed the games for this screenshot. @Nick Thomadis Did you pass next turn? All changes should apply on the next turn.
Lima Posted February 19, 2023 Posted February 19, 2023 6 minutes ago, Nick Thomadis said: Did you pass next turn? All changes should apply on the next turn. The situation on the next move is even more funny. They lost 25 transports in battles and 6 between turns. However: I understand that a quick recovery setting has been added for large losses of transports, but I still think that losses in battles do not mean anything. I see that the loss of dozens of transports between turns causes much more damage than hundreds sunk in battles.
Nick Thomadis Posted February 19, 2023 Author Posted February 19, 2023 8 minutes ago, Lima said: The situation on the next move is even more funny. They lost 25 transports in battles and 6 between turns. However: I understand that a quick recovery setting has been added for large losses of transports, but I still think that losses in battles do not mean anything. I see that the loss of dozens of transports between turns causes much more damage than hundreds sunk in battles. If you do not add money for transport capacity then you should see the impact of loss, I guess.
Lima Posted February 19, 2023 Posted February 19, 2023 17 minutes ago, Nick Thomadis said: If you do not add money for transport capacity then you should see the impact of loss, I guess. I didn't understand what you mean.
Nick Thomadis Posted February 19, 2023 Author Posted February 19, 2023 Just now, Lima said: I didn't understand what you mean. I mean you set zero funds for Transport Capacity growth, then in the next turn the loss would be more noticeable.
Lima Posted February 19, 2023 Posted February 19, 2023 1 minute ago, Nick Thomadis said: I mean you set zero funds for Transport Capacity growth, then in the next turn the loss would be more noticeable. Do I need to artificially set values for AI? I would prefer not to do this to avoid bugs. I think the situation can be seen without this. The thing is that the loss of, say, 20 transports between turns will be noticeable, and if the same number of transports are sunk in battles, it will have no effect. SPain volunteered to illustrate, so... SPain TC before fights These are 45 transports lost in battles. This is SPain TC at the next turn - no effect. 45 lost transports is just nothing. 1
Nick Thomadis Posted February 19, 2023 Author Posted February 19, 2023 9 minutes ago, Lima said: Do I need to artificially set values for AI? I would prefer not to do this to avoid bugs. I think the situation can be seen without this. The thing is that the loss of, say, 20 transports between turns will be noticeable, and if the same number of transports are sunk in battles, it will have no effect. SPain volunteered to illustrate, so... SPain TC before fights These are 45 transports lost in battles. This is SPain TC at the next turn - no effect. 45 lost transports is just nothing. Hmm, we will double check. Ok thanks. 4
Zuikaku Posted February 19, 2023 Posted February 19, 2023 Submarines are not gaining any experience after battles
Deathbringer221 Posted February 20, 2023 Posted February 20, 2023 I really hope they will release a new patch soon to fix the really crazy gun penetration values, as it stands I wanted to play this game last weekend but the game in it's current state really isn't playable, there is no difference between a 1 inch armored ship and a 16 inch armored ship. Guns are still locking up all the time too, if there isn't going to be a patch for a couple weeks (according to the steam post) can we at least revert to 1.2.0. This is just unplayable. 1
popcap200 Posted February 21, 2023 Posted February 21, 2023 5 hours ago, Deathbringer221 said: I really hope they will release a new patch soon to fix the really crazy gun penetration values, as it stands I wanted to play this game last weekend but the game in it's current state really isn't playable, there is no difference between a 1 inch armored ship and a 16 inch armored ship. Guns are still locking up all the time too, if there isn't going to be a patch for a couple weeks (according to the steam post) can we at least revert to 1.2.0. This is just unplayable. Yeah, I'm waiting to play again. I pop on here every few days to see if anyone's posted "My turrets aren't sticking and pen finally works!" and no one has yet. Guess I'll keep waiting.
Dave P. Posted February 21, 2023 Posted February 21, 2023 (edited) My main issue right now is more a balance question. I know that you sink ships by letting water in the bottom, not air in the top. However, it seems like the "Modern CL" hull is a bit imbalanced: a torpedo or two will light them up like a firecracker or sink them in moments, but it boggles the mind that they can somehow endure 20k+ in damage from dozens of 12"+ gun hits, and still somehow be hanging in there at 1% structure and 99% floatability. I know Savo Island happened the way it did, I know how the Indianapolis sank, and I know cruisers in general don't get all the anti-torpedo goodies that capital ships do. But is there any historical precedent for cruisers taking that much punishment from artillery? Especially when the Modern CAs seem to be so resilient to torpedoes, relatively speaking, while not seemingly tanking BC/BB caliber guns any better than the CLs. Edited February 21, 2023 by Dave P.
Recommended Posts