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Lum_ posted:I find it also makes for a really nonsensical/chaotic WW2 where everyone just divides up into seemingly random blocs and declares war on everyone else because every major has a focus goal to declare war on every other major. Which is kinda fun, IMHO.
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# ? Jan 17, 2017 19:43 |
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# ? May 2, 2024 09:46 |
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xthetenth posted:Okay then, I think what I did was take enough time that the purge didn't finish before the Trotsky event fired. Interesting. Trotsky shows up at the 4th International, if you never even think about purging
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# ? Jan 18, 2017 02:54 |
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Lum_ posted:I find it also makes for a really nonsensical/chaotic WW2 where everyone just divides up into seemingly random blocs and declares war on everyone else because every major has a focus goal to declare war on every other major. Yeah I think this is probably the biggest issue at the moment. Having some of them tied to events, or putting a date restriction on some of them might help it a bit.
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# ? Jan 18, 2017 03:02 |
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I was pleased to finally successfully invade the USA in one of my games today. I realized I kept having enormous problems in the past because I ran out of convoys - keeping twenty four divisions of main battle tanks fueled takes a lot of logistics, even if you have great ports and infrastructure. What I just want is some way to make sure I'm doing the peace talks right - amd also Latvia bugged out and became independent. But whatever, it's just Latvia.
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# ? Jan 18, 2017 03:11 |
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Hi I'm Admiral Donitz and I'm here to say: submarines in this game are exceedingly bad at their job: sinking boats
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# ? Jan 19, 2017 00:00 |
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Has anyone made a "Heil Donitz" mod yet?
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# ? Jan 19, 2017 02:16 |
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Cling-Wrap Condom posted:Hi I'm Admiral Donitz and I'm here to say: submarines in this game are exceedingly bad at their job: sinking boats What are you talking about? They are great at sinking themselves! Lost 40+ subs in three months as Russia versus Japan in my last game.
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# ? Jan 19, 2017 02:28 |
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dylguy90 posted:Has anyone made a "Heil Donitz" mod yet? Heil Donitz! Shocking news has come out of Berlin - two hours ago, our beloved Fuhrer Adolf Hitler took his own life. Oberkommando der Marine Karl Dönitz has been named Hitler's successor. He has been provided with General Eisenhower's telephone number, the English for "We give up," and an analysis of our military situation in one rude word. >This is a great opportunity! >You've taken the wind out my sails a bit there... The Narrator fucked around with this message at 02:33 on Jan 19, 2017 |
# ? Jan 19, 2017 02:28 |
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The Narrator posted:Heil Donitz! I need this more than anything I ever needed in my life before
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# ? Jan 19, 2017 03:07 |
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Checking in here, is the AI still garbage and builds 4 billion infantry instead of tanks in a supposedly WW2 game?
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# ? Jan 19, 2017 03:24 |
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Kilravock posted:What are you talking about? They are great at sinking themselves! Lost 40+ subs in three months as Russia versus Japan in my last game. its loving infuriating how bad they are against anything that isn't a convoy. I even used the console to give myself the max level ones in '39, and 40 of them can't do poo poo against a pair of destroyers? gently caress off
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# ? Jan 19, 2017 03:35 |
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As a veteran of Silent Hunter let me tell you about uboots.
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# ? Jan 19, 2017 04:04 |
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Cling-Wrap Condom posted:its loving infuriating how bad they are against anything that isn't a convoy. I even used the console to give myself the max level ones in '39, and 40 of them can't do poo poo against a pair of destroyers? gently caress off Destroyers are a far better investment than subs.
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# ? Jan 19, 2017 04:24 |
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really just build destroyer swarms
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# ? Jan 19, 2017 04:25 |
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I really hope the next two dlc's are air and naval focused. e: and by hope I mean paradox employees that are reading this do it!! do it now!!!!!!
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# ? Jan 19, 2017 04:35 |
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subs are for convoy hunting and for pinning down enemy fleets before driving your entire warfleet onto that square so they all arrive at once and pulp everything as ships slowly trickle in
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# ? Jan 19, 2017 04:57 |
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The more i play this game the more i'm convinced it's actually extremely bad
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# ? Jan 19, 2017 05:30 |
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Everything that isn't ground combat and manufacturing giant armies in this game is pretty bad, yes.
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# ? Jan 19, 2017 05:35 |
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Cling-Wrap Condom posted:The more i play this game the more i'm convinced it's actually extremely bad Yes
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# ? Jan 19, 2017 05:43 |
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Cling-Wrap Condom posted:The more i play this game the more i'm convinced it's actually extremely bad Video games are the worst. Away all Goats posted:Everything that isn't ground combat and manufacturing giant armies in this game is pretty bad, yes. Research is solid, and there's some good ideas in other places.
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# ? Jan 19, 2017 05:45 |
AceRimmer posted:Checking in here, is the AI still garbage and builds 4 billion infantry instead of tanks in a supposedly WW2 game? Sorry if you haven't heard but Modern Videogams are too complex to have AI that can play them.
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# ? Jan 19, 2017 05:55 |
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In today's dev diary Podcat announced that the game is switching focus to become a free to play online MOBA so they don't need to worry about the AI any more. Sorry.
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# ? Jan 19, 2017 05:58 |
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xthetenth posted:Video games are the worst. Yeah, the way research works is better. Factories are better. Political focuses are more engaging than the old event style (though I wish there was a bit more variety in timing). I like the new way divisions work but I know some people prefer how it used to be. I love the new puppets system. I'd say in general it's a step up and naval doesn't feel unsalvageable but I can't see how air's ever going to be good if air zones keep working as they do now. You can make air combat more transparent and rebalance the usefulness of planes but that won't stop the weird distorted logic where you need heavy fighters to support a landing in Japan because they suffer crippling penalties for not being able to cross the entire place.
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# ? Jan 19, 2017 14:27 |
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Speaking of, why are only a fourth of my planes engaging the British in Northern France? I should be crushing them here
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# ? Jan 19, 2017 15:46 |
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Isn't there a hardcap on how many planes you can actually have in an air zone?
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# ? Jan 19, 2017 16:59 |
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spectralent posted:Yeah, the way research works is better. Factories are better. Political focuses are more engaging than the old event style (though I wish there was a bit more variety in timing). I like the new way divisions work but I know some people prefer how it used to be. I love the new puppets system. I'd say in general it's a step up and naval doesn't feel unsalvageable but I can't see how air's ever going to be good if air zones keep working as they do now. You can make air combat more transparent and rebalance the usefulness of planes but that won't stop the weird distorted logic where you need heavy fighters to support a landing in Japan because they suffer crippling penalties for not being able to cross the entire place. The air-zone system feels like the only thing in this game that just needs to be completely scrapped and reworked to me. Like, probably just let the player attach close air support to armies and have it go based on raw distance from airport to combat province. Then have Bombing Missions operate based on States (if the range reaches any province in the state at all, it's within range). And fighters could just be attached to either of those wing types, or in their own they could be setup to cover a range of states (or automatically cover all states within range), either defensively or aggressively. Reduce the amount of microing defense among other things. I dunno, probably a million problems with something like that too. Something better than the current system would be nice at least, but the zones seem both an extra layer of unneeded complexity and extra micro and extremely annoying at the same time.
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# ? Jan 19, 2017 19:55 |
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Gwyrgyn Blood posted:The air-zone system feels like the only thing in this game that just needs to be completely scrapped and reworked to me. Like, probably just let the player attach close air support to armies and have it go based on raw distance from airport to combat province. Then have Bombing Missions operate based on States (if the range reaches any province in the state at all, it's within range). And fighters could just be attached to either of those wing types, or in their own they could be setup to cover a range of states (or automatically cover all states within range), either defensively or aggressively. Reduce the amount of microing defense among other things. I'd just do air bases like radio towers and have them span adjacent provinces based on the range of the plane. Where bubbles overlap you can get detection and contacts. Seems simple enough and it piggybacks on something that looks like it's in the game already, at least.
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# ? Jan 19, 2017 20:54 |
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I don't think the air and naval systems are completely unsalvageable, but I think somewhere along the way they forgot their objective of reducing micromanagement. It's still better than HoI3, though.
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# ? Jan 19, 2017 21:07 |
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Raskolnikov38 posted:I need this more than anything I ever needed in my life before https://www.youtube.com/watch?v=pje5ROe5Y_w rear end struggle posted:really I haven't played this game in a few patches but is this still the best (or at least, a surprisingly useful) naval strategy, or did they make it so that you have to actually build other ships now?
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# ? Jan 19, 2017 21:24 |
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spectralent posted:I'd just do air bases like radio towers and have them span adjacent provinces based on the range of the plane. Where bubbles overlap you can get detection and contacts. Seems simple enough and it piggybacks on something that looks like it's in the game already, at least. Yeah I imagine the challenge of doing a setup like that is how you figure out engagements, how many planes participate, and how you let the player control coverage and such. Because right now there's no concept of wings covering multiple areas, so that's a whole new set of questions you'd have to answer. Do you add stuff like coverage or detection or reinforce time more like how Naval fleets work? Or do you just make it like any overlap between your wing's coverage and the enemy's means a full on battle immediately? What happens when you get wings that are getting overlap from multiple different sources, does it work like ground combat does in that situation? And so on.
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# ? Jan 19, 2017 21:39 |
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Main Paineframe posted:I don't think the air and naval systems are completely unsalvageable, but I think somewhere along the way they forgot their objective of reducing micromanagement. It's still better than HoI3, though. I mean, the ships system hardly has much micromanagement. The way it works so far as I've seen it is you just keep everything in one doomstack and then click on a battle to have 100+ ships all show up in a line and nuke them off the face of the earth.
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# ? Jan 19, 2017 21:50 |
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Ainsley McTree posted:I haven't played this game in a few patches but is this still the best (or at least, a surprisingly useful) naval strategy, or did they make it so that you have to actually build other ships now? Nah, it's still not perfect but DD swarms will get eaten alive by other boats. The only problem I think is that you end up building swarms of DDs anyway because they all get destroyed so quickly in fleet battles. They are still good though since they draw fire and are so cheap to replace. While your DDs are getting shot to pieces your other ships can fight at full org and deal more overall damage. (If I'm understanding the mechanics correctly)
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# ? Jan 19, 2017 21:57 |
Ainsley McTree posted:https://www.youtube.com/watch?v=pje5ROe5Y_w Carriers will obliterate destroyers before they can get in range. Honestly this is true of any ship v. carrier.
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# ? Jan 19, 2017 21:59 |
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On a shoestring production budget I've had the best results with a token destroyer force and as many light cruisers and eventually battlecruisers as I can build. If you have enough production trading up for battleships is even better. Something like a 6-1 ratio of destroyers to capital ships works out nicely. In any naval engagement the armor and guns on a capital ship let it blast the enemy fleet to pieces or run away before they get sunk. If you're operating in a sea zone close enough to an airfield you can supplement your fleet with naval bombers in the skies above and easily be able to detect and ambush enemy fleets overwhelmingly. Any capital ship (even light cruisers) can do a coastal bombard attack giving really nice bonuses with attempting naval invasions or just fighting up a coastline. Carriers are only the kings of the open ocean far away from any airbases. If you bring a carrier into the Med or anywhere near a large airfield it is liable to get its airwing torn to shreds by thousands of enemy fighters
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# ? Jan 19, 2017 22:09 |
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Are there any good mods for going democratic or communist as germany?
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# ? Jan 19, 2017 22:28 |
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If you're interested in the naval mechanics then this thread on the official forum is a must-read. Basically: Destroyers are your hitpoints. They're cheap for how much fire they can take (not directly, but due to their evasion stat). Their torpedoes allow them to eat undefended capital ships. Don't just bring them, because... Light cruisers eat destroyers alive thanks to having armour the destroyer can't pierce, and a gun that will wreck a destroyer. However, you shouldn't just bring them and forget destroyers because... Heavy cruisers eat both light cruisers and destroyers. You want them protected by your other screens though, since torpedoes will wreck them. Battlecruisers, battleships and super-heavy battleships are pretty much an arms race since a ship whose armour cannot be pierced by its opponent's guns will wreck that opponent. If your enemy only has heavy cruisers, you can get by fine with battlecruisers. If he only has battlecruisers, you'll kill those well with battleships. Super-heavy battleships will defeat battleships. Any serious fleet wants four carriers, though - their ability to bypass the screening ships and go straight for the capital ships is invaluable. If you think the enemy won't bring many carrier planes to the fight, you can go heavy on the carrier naval bombers. If you think he will, go heavy on the carrier fighters. Submarines are kinda bad at the moment. Some players report good success by putting them in groups of five in remote sea zones, since five subs are plenty to kill any number of convoys, five subs won't do something dumb like engage a proper enemy fleet, and you won't cry if you lose five subs anyway. Fleet composition should be: Four carriers A third of your dockyards building either super-heavy battleships, battleships and/or battlecruisers A third of your dockyards building heavy cruisers A third of your dockyards building light cruisers and destroyers There's a ton more words to be said about the naval mechanics, and you can break the hard-and-fast rules I've laid down above with variants (like if you put 3 points in battleship armour they become unpiercable by other battleships, allowing you to counter battleships with battleships instead of with super-heavy battleships) but that should get you started.
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# ? Jan 19, 2017 23:37 |
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What should a navally-challenged country like South Africa focus on, considering the limited resources and time?
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# ? Jan 19, 2017 23:42 |
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Funky Valentine posted:What should a navally-challenged country like South Africa focus on, considering the limited resources and time? Seems kinda pointless for them to have a navy given 1. That they can just march straight north and fight Italy (assuming a historical game) 2. They have no dockyards at all at game start but a late-war carrier task force is possible. In an ahistorical game you can just build some subs and raid allied shipping around the Cape.
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# ? Jan 19, 2017 23:57 |
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Funky Valentine posted:What should a navally-challenged country like South Africa focus on, considering the limited resources and time? 3 posts above yours
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# ? Jan 20, 2017 00:06 |
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# ? May 2, 2024 09:46 |
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https://www.youtube.com/watch?v=aPOvZ3tqbTU Dan and Daniel play an hour of Black ICE, and hilariously
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# ? Jan 20, 2017 05:50 |