Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

Torpedoes make the AI dumb
Currently in a large battle involving 20+ ships, enemy is spamming torpedoes.
I have 1 BC and 3 CL miles away from the action because for some reason they want to keep sailing in circles (no damage to steering) (not in a division) (all avoidance options disabled) - rather than respond to my orders.

The battle is spread out over 40km

I then have divisions of ships derp into torpedoes (with torpedo avoidance on) because rather than do the logical thing and avoid the incoming salvo in a rational evasive manoeuvre, they always decide to do a 180 degree turn into its path because? - reasons?

All my battle lines have dissolved in complete disarray.
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Messaggio originale di Sentinel-Ghost:
Messaggio originale di NoG:

This too, the number of torpedoes in some matches is somewhat unrealistic,
Just encountered this AI monstrosity

https://steamcommunity.com/id/Sentinel-Ghost/screenshot/2504641605483024047/

THIS exact stupid idiocy is what is holding me off for hours, especially in high numbers. I wish I could say I was joking when I say I have seen worse. Honestly to me its funny and goofy seeing the AI build like that, maybe in the future they can have a meme AI option where it does that stuff but then have the option to change it to a more intelligent AI. If im trying to do a realistic battle, that kind of stuff just throws it out of the water.
Messaggio originale di MasterFool:

No, the real problem is that sometimes your ships won't fire torps even when set to aggressive and in perfect range and bearing. I'm not sure what's up with that mechanic.

I have had this happen every fight involving DDs, even when I was on 1.5 a little bit.



Messaggio originale di AP514:

I totally Agree. I Would like to see a Manual Gauge or the like extend out from your ship with the AI targeting showing and you could adjust it .then RIGHT-SHIFT THAT WOULD ACTUALLY fire....
I can not tell you how many times I have had a crippled ship in my sights at Close range and could not get my TP's to fire..even on aggressive

I have made suggestions on this, specifically proposed a solution for a different torpedo launching calculation but I don't know if I can find it, I actually had an entire thread on this topic.
Part of the overall problem is ships still targetting sunk or sinking ships (an auto targetting bug, again). Ships on screen or scout orders (no idea what scout actually does) react to the long disappeared ship, and sail in circles until you manually give them a heading.

That bloody auto targetting ruins a half decent game.
Hmmm, hadn't thought of that issue. Would a workaround be to somehow 'reset' the targeting system?

I had the "No, I will never fire!" torp bug again twice today. It's annoying as hell.
Messaggio originale di MasterFool:
Hmmm, hadn't thought of that issue. Would a workaround be to somehow 'reset' the targeting system?

I had the "No, I will never fire!" torp bug again twice today. It's annoying as hell.

For me the issue is stuck turrets.
I would consider these on-going bugs, torpedo and guns not firing.
There is one way I try to encourage the tubes and turrets to be able to fire and that is give them some more room. When building I make sure there is clearance for a proper rotation. It doesn't seem to be an issue I have seen recently with turrets but tubes yes.
With mounts, guns can figure out the rotation most of the time. Having to reverse because the mount does not have a full 360' swing (side mount or close to a tower perhaps) is something tubes are complete idiots at I have to say. My tubes are getting stuck all the time. I hate to even have a design with a side mount tube because it will get stuck unless it has full 360' traverse.

Not firing just because, is a real problem imho. I can have 3 clone ships in a division, well within range and full broadside and the following ships not fire unless I change the fire rate selection to aggressive. Another issue is the extremely low accuracy of any ship not in the lead which happens about 30% of the time? but that is another issue.
Torpedoes just not firing because, I know they work and how to make a run because I do successfully. It sucks when I make a 15k flank speed rush under fire to have the launchers on coffee break. Yup, sailing nice and slow, parallel, right along side the target ship, waving at the enemy, waiting... waiting... haha.
I keep the launchers off until I am within very danger close range to an enemy capital ship or important target, it isnt until then that I find out that the torpedo launchers are stuck by the invisible wall. Then either that ship gets sunk or another ship (which also may or may not have stuck launchers) does get sunk.

I have prevalent issues with DD 5 inch guns getting stuck on hull parts, specifically the barrel, although Im on 1.4 so I don't know if gun collision/ hit box has been changed. I think it would be far easier to code azimuth limitations calculated by the clearance the gun has in rotation before a design is finished. In stead of messing around with the collision physics.
I don't have stuck turrets very often but like NoG, all my torp launchers are off until I'm ready for them to come into use. This is because I've had my torp equipped ships just randomly torp my own fleet ships with no warning, even on save. I think they are trying to hit some enemy vessel that will be 'where' they are aiming but even way out of range, so I just set them all to off until I'm actually making the torpedo run. I'll set them to save to make sure they don't fire early, then to normal and usually they'll fire correctly, however, sometimes I have to go to Aggressive to get them to fire and even then sometimes they will not fire at all, even while tracking properly (you can see the launchers rotate) and well within range. I was less than 1km away from a target once, had it full broadside and plenty of lead space, the launchers were pointed properly... no launch, even on aggressive. I'll bet if I had a CA between them it would've fired... maybe that's what I need to do, put my own ships there to bait my DD's to fire.
It would be useful to be able to actually see accurately the range, course and speed of your ships and those of the enemy.
Then in terms of torpedoes, have a 'firing cone' like in World of war ships where you can tell the AI where to shoot.
Not sure if anyone else has seen this- but I've had my lead ship fire torpedoes at an enemy and my following ships turn out of line as if the enemy fired at us. (Enemy was a BB with no torpedoes, four friendly ships were all torpedo-armed CAs).

And no, they were not anywhere near in the line of fire, and no, I don't have any mods.
Messaggio originale di MasterFool:
I was less than 1km away from a target once, had it full broadside and plenty of lead space, the launchers were pointed properly... no launch, even on aggressive. I'll bet if I had a CA between them it would've fired... maybe that's what I need to do, put my own ships there to bait my DD's to fire.

Suggestion- pause the game, 'click' on the ship that you want to fire torpedoes, do a CTR + to have him target the enemy ship, and see if that wakes him up. I have seen this too, very frustrating when on an ambush mission and your destroyers are being chewed up by an enemy BB then they won't launch.

I've seen the AI DD's actually have the same issue. They'll be sailing along on a parallel course, I wait for the inevitable torpedo barrage, and they don't fire. Meanwhile, my own DDs and CLs (I invest heavily in screen units with lots of rapid firing guns) are blasting them to pieces.

It's weird and inconsistent, which makes it more frustrating.
Weapon mounts not firing (ruling out any obvious reason like it's jammed against a funnel or Control tower) is frustrating. Not being able to count on a torpedo launcher to fire is why I don't do ambush missions. One DD not firing torpedoes when you finally get into sure kill range is understandable, a weapons malfunction is possible irl even if it is a very low %.
Have had two out of four DDs do it in an ambush and since then I will hard pass on those missions.
Messaggio originale di Aries:
is why I don't do ambush missions.

I can't stand ambush missions. Having a fleet of DD's trying to hit a single BB that does 28kts and can turn on a dime the moment you launch any torpedoes is an exercise in frustration particularly when your DD's can get one shot or crippled very very easily just trying to a) catch up to the target and b) get into position to fire....

It is also frustrating when fighting AGAINST torpedoes that not only is there no audio warning but the orange triangle is inconsistent and won't tell you about EVERY torpedo, so trying to cover 12+ ships to make sure they don't get hit by a salvo is frustrating particularly when they decide to break their safe 'screen' formation and Yolo into enemy torpedo range...
Messaggio originale di Sentinel-Ghost:
Messaggio originale di Aries:
is why I don't do ambush missions.

I can't stand ambush missions. Having a fleet of DD's trying to hit a single BB that does 28kts and can turn on a dime the moment you launch any torpedoes is an exercise in frustration particularly when your DD's can get one shot or crippled very very easily just trying to a) catch up to the target and b) get into position to fire....

It is also frustrating when fighting AGAINST torpedoes that not only is there no audio warning but the orange triangle is inconsistent and won't tell you about EVERY torpedo, so trying to cover 12+ ships to make sure they don't get hit by a salvo is frustrating particularly when they decide to break their safe 'screen' formation and Yolo into enemy torpedo range...

Combined with the broken formation UI and the pain of reorganizing and fiddling around with ships, these kind of battles (plus torp storms) are the bane of my enjoyment of this game. Pair ridiculous ship design with stroke inducing UI and you have a 1-2 hour insanity test.
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Data di pubblicazione: 10 mag 2024, ore 11:35
Messaggi: 31