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Likewise, the confusing distribution of "screening" ships is completely unrealistic as it would prevent proper command control, especially prior to the common use of radio communications. Squadrons need to kept together!
On that note, the 'avoid torpedo' button is a great way to have your ships set a course for Argentine and never return to formation as it seems they react to every single ' known' torpedo from that point onwards even if it isn't a threat to them.
Mostly. As DoctorDanny says, once torpedoes are in the water all bets are off. Also in roughly the dreadnought era there's a bit of a problem where if your capitals are roughly 10 km off and turning in a battleline to keep the enemy centered and in range, your screens are close to the pivot point of your turning circle and they seem to interpret their orders to stay in formation as being "keep near where I'm assigned," which means they come to nearly a dead stop. Which, for light ships that depend on speed and manueverability to survive close to the enemy, is suicidal. It gets better in the superdreadnought era when your firing ranges are so wide the screens are still free to manuever, but it's pretty bad in the dreadnought era.
That grinding 'collision noise' sound effect is seared into my head. I wish the ship pathfinding were not so terrible.
And a lot of trouble could be saved by giving players a deployment zone at start of battle. AI formation generation is also terrible and the first 15 seconds of battle are me just accelerating time x30 and watching the cluster**** of ships ramming into eachother as they get into the formations I want them to be in... Sigh.
https://steamcommunity.com/app/1069660/discussions/0/3774616115125693950/
I have also noticed the AI does a generally good job of screening its heavier ships... DDs and CLs holding the flank line with their torpedo ranges. It means you can't get too close and will have to snipe the DDs and CLs first while the CAs and (maybe) the BBs will fire from a safer distance. They also use torpedo swarm tactics with piranha mentality, once they detect a big juicy ship is too flooded to keep its speed and maneuverability.
I'm liking the battle AI for the most part. Except when running away.
Although this also means that they act as ablative armor - there have been plenty of times I've sunk ?? in the opening volly simply because I was targeting a capital ship and a CL or DD was hugging it.
You're not wrong, but the AI needs to spread out a bit. Flank screens are usually well done, I often run into difficulty trying to sneak my DDs in for a kill only to run into an AI line of CL.
That's exactly what they're supposed to do... put themselves on the line while protecting the bigger and expensive capital ships. DDs are easy to replace, BBs will take forever to build afresh.
This isn't screening behavior, it's bad pathfinding - the screens are TRYING to form a circle around the formations, but for various reasons the AI ends up running into each other and once two ships are up alongside each other the AI seems incapable of disentangling them until and unless one of them changes speed enough to "shake off" the other.