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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.
I have had this happen every fight involving DDs, even when I was on 1.5 a little bit.
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.
That bloody auto targetting ruins a half decent game.
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.
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 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.
Then in terms of torpedoes, have a 'firing cone' like in World of war ships where you can tell the AI where to shoot.
And no, they were not anywhere near in the line of fire, and no, I don't have any mods.
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.
Have had two out of four DDs do it in an ambush and since then I will hard pass on those 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.