Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

Volpe Mar 10, 2022 @ 2:26am
campaign
So i recently bought the game, fought a few custom battles and some naval academy, so I think I have a bare grip of the basics.

What i do not understand the slightest, is the campaign.
Whenever I have to fight a battle, its basicly 1 of my BBs against against atleast 4 brit ships.

Has this something to do to with tonnage? RNG? an oversight?
Cause it really kills the fun, when all i do is watch my single ship get mercylesly slaughtered
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Showing 1-15 of 18 comments
Mobzonk Mar 10, 2022 @ 3:15am 
Sounds like the AI has concentrated more forces together. You need to keep your ships together in the ports near the north sea (or in beta in fleets).

Also do you build short ranged ships? The longer the range of your ships the more likely they get into battle.
CaoLex Mar 10, 2022 @ 3:45am 
Originally posted by Volpe:
So i recently bought the game, fought a few custom battles and some naval academy, so I think I have a bare grip of the basics.

What i do not understand the slightest, is the campaign.
Whenever I have to fight a battle, its basicly 1 of my BBs against against atleast 4 brit ships.

Has this something to do to with tonnage? RNG? an oversight?
Cause it really kills the fun, when all i do is watch my single ship get mercylesly slaughtered
It have something to do with the types of ships in your fleet. If you have only BB or BC in some region, then game will continue generate missions where they were "ambushed without escort".
Also, you can actually win such battles. Sometimes it's even easy.
Last edited by CaoLex; Mar 10, 2022 @ 3:46am
Toblm Mar 10, 2022 @ 6:23am 
Originally posted by Volpe:
What i do not understand the slightest, is the campaign.
Whenever I have to fight a battle, its basicly 1 of my BBs against against atleast 4 brit ships.

Has this something to do to with tonnage? RNG? an oversight?
Cause it really kills the fun, when all i do is watch my single ship get mercylesly slaughtered

Are you playing 1.04 or 1.05?
There is a massive difference between the two.
Volpe Mar 10, 2022 @ 6:34am 
1.04, but from what Ive seen its down to me having mostly BBs and justa couple cruisers.
So, basicly my own stupidity.

Still, I dont get how to "win" a campaign.,
I mean, I keep killing ships, but I wish i could kinda attack myself and not just react to what the brits do

But that Early acess i guess
CaoLex Mar 10, 2022 @ 6:43am 
Originally posted by Volpe:
1.04, but from what Ive seen its down to me having mostly BBs and justa couple cruisers.
So, basicly my own stupidity.

Still, I dont get how to "win" a campaign.,
I mean, I keep killing ships, but I wish i could kinda attack myself and not just react to what the brits do

But that Early acess i guess
VP difference until enemy give ups is the most reliable method. But in current version (both release branch and beta) you don't one to win more than one time (to unlock other starting dates), just keep playing. And victory against ANY nation throught forced peace will end the game.
Last edited by CaoLex; Mar 10, 2022 @ 6:43am
Toblm Mar 10, 2022 @ 6:44am 
Originally posted by Volpe:
1.04, but from what Ive seen its down to me having mostly BBs and justa couple cruisers.
So, basicly my own stupidity.

Still, I dont get how to "win" a campaign.,
I mean, I keep killing ships, but I wish i could kinda attack myself and not just react to what the brits do

But that Early acess i guess
Easy part. Winning. You need to make your opponent capitulate. This can be done by getting VP, sinking ships. Or Blockade, having more Power projection. Usually a combination of the two.

Power Projection is gained, in general, by have more active (not repairing), longer ranged, bigger gunned ships. Theres more to it, but its a good starting point. Some people try to cheese this by only building BB which I've never found to be the most effective or most rewarding gamestrat.

1.04 doesnt have Task Forces. So the best you can do to get ships to spawn together is have multiple ships in the same port of similar speeds and ranges.

For example if you BB class has +2000 range over anything else they may get into engagements well outside the range of your escorts and visa versa.

You can also affect which ships engage in what type of battles, somewhat, by changing their stance. In Being vs Sea Control. In Being is a more defensive stance, which will show up in things like Port Defense. Where Sea Control is more aggressive, and more likely to show up in mission like Convoy Raids and Port Strikes.

1.05 beta gives players more control over engagements, but being a beta does come with its own set of bugs.
Singthegrief Mar 10, 2022 @ 3:11pm 
What is up with AI fleets spamming torps. i mean every ship has at-least 8 tubs of 21in per ship if not more!!! Very unrealistic it makes the game not fun. i get DD and LC having a few torps but there is no way and HC had 20 torp tubs per ship. i dont want to spend 1 hour just dodging torps because gun accuracy is trash even with high tier ships. Can we fix this please.
Vuld_Edone Mar 11, 2022 @ 3:30am 
Originally posted by 4ACE_Singthegrief:
What is up with AI fleets spamming torps. (...) Can we fix this please.
Long story short, no we can't. My current answer to torp' walls is to abuse AI stupidity with immortal DDs.
Basically your DDs are near immortal, evading most shells (we're talking >13km) and tanking quite a few more; and since they are a high threat, the AI will tend to target them even if it makes no sense. So if you send a few DDs ahead and away from your fleet, the AI will waste their torps' on them or hold on said torps'. No more wall (though still an occasional spread), fleet can engage.

I've only played one campaign for 1930-40 each in 1.05, so take that with a grain of salt, but yeah in the late era BBs/BCs can't operate without a cheese-screen of destroyers.
Toblm Mar 11, 2022 @ 6:52am 
Originally posted by 4ACE_Singthegrief:
there is no way and HC had 20 torp tubs per ship.

You have never looked up the Japanese Cruisers have you?
They regularly carried 12 tube, occasionally 16 tubes.
In a game where custom designs are half the game, 20 tubes is not unreasonable.

You want to protect your capital ships? Screen them. This is what CLs and DDs are designed for. Make a cheap fleet CL with only BB speed+, good sonar, and high survivability, set them to screen.

Other options include designing such that you can ignore torp strikes. Sounds expensive to me, but hey its your game, play your way.
Lucky Mar 11, 2022 @ 7:18am 
Originally posted by Vuld_Edone:
Originally posted by 4ACE_Singthegrief:
What is up with AI fleets spamming torps. (...) Can we fix this please.
Long story short, no we can't. My current answer to torp' walls is to abuse AI stupidity with immortal DDs.
Basically your DDs are near immortal, evading most shells (we're talking >13km) and tanking quite a few more; and since they are a high threat, the AI will tend to target them even if it makes no sense. So if you send a few DDs ahead and away from your fleet, the AI will waste their torps' on them or hold on said torps'. No more wall (though still an occasional spread), fleet can engage.

I've only played one campaign for 1930-40 each in 1.05, so take that with a grain of salt, but yeah in the late era BBs/BCs can't operate without a cheese-screen of destroyers.

Just finished 1930 campaign with BB+BC only. The rationale was that starting from 1930 onwards it is very easy to build a ship capable of deliviring accurate gunfire to 15+ km. And both 16 or 18 inch HE shells one shot most DDs and LCs. This makes anything with light armor obsolete.

And you need at least CAs to actually implement non-suicidal torpedo attacks.
Cursed Mar 11, 2022 @ 7:43am 
some of the AI deals more of you by tonnage,

my task force consist of
130,000-150,000 of my single BB
60,000-80,000 tons four of my BC
10,000-25,000 tons some of my CA

totaled out 150,000 + (80,000 (4)) + w/ or w/out CA
around : half a million tons

versus my enemy's task force:
60k-80k tons of three BB
20k-30k tons of four to six BC or CA
10k-15k tons of four to six CL
5k-10k tons of six to eight DD

totaled out (80k (3)) + (30k (6)) + (15k (6)) + (10k (8))
around : half a million tons either

so yeah, its balanced
Vuld_Edone Mar 11, 2022 @ 9:20am 
Originally posted by Lucky:
The rationale was that starting from 1930 onwards it is very easy to build a ship capable of delivering accurate gunfire to 15+ km.
I'm not sure how you guys do it.

Just tested, new 1930 French campaign, built only BB/BCs focused on long-range fire. Zero offset, ~10-12 pitch, ~1-2 roll, Rng-S5 + Radar Gen2 and mark2 450mm for my BBs (2.3% accuracy at 10km stock), mark3 375mm for my BCs (3% accuracy at 10km stock).
Four notes:
1. Cadet crew (campaign start obliges), a -13% penalty.
2. For part of the test I was going flank speed, a -25% penalty.
3. Weather was "morning,cloudy,smouth waves" for a -17.5% penalty.
4. I had no secondaries (to avoid roll). I noticed 200mm tends to be more accurate than main guns, probably due to turret quality.
Results:
DD/CLS: 5% accuracy achieved at 5-7km. 5% accuracy at 9km for DD, 11km for CL when slow/crippled.
CA/BC: 5% accuracy achieved at ~11km by my BCs.
BB: 5% accuracy achieved at ~16km by my BBs.

I assume somewhere in there I should be baited into yet another torps/guns/accuracy banter, but all this to say I'm not sure how to achieve 5% accuracy at 15+ km against anything other than enemy battleships. I achieve only half that against enemy DDs (again, barring secondaries).
Lucky Mar 11, 2022 @ 9:39am 
1. Do not go at flank speed. That bonus is too important. Going at the optimal speed is about as effective as equiping your ships with all the fire control shenanigans.

2. It is all about number of guns. 12 is the baseline for the single ship but you will be firing by divisions. So we are talking 36 or more guns on a single target.

3. Although 5% is too low. Are you talking about chance to hit with a salvo or a single shot?
Belrick Mar 11, 2022 @ 1:06pm 
The reality is that the campaign doesn't exist until 1.05 is released.
CaoLex Mar 12, 2022 @ 3:40am 
Originally posted by Vuld_Edone:
Originally posted by Lucky:
The rationale was that starting from 1930 onwards it is very easy to build a ship capable of delivering accurate gunfire to 15+ km.
I'm not sure how you guys do it.

Just tested, new 1930 French campaign, built only BB/BCs focused on long-range fire. Zero offset, ~10-12 pitch, ~1-2 roll, Rng-S5 + Radar Gen2 and mark2 450mm for my BBs (2.3% accuracy at 10km stock), mark3 375mm for my BCs (3% accuracy at 10km stock).
Four notes:
1. Cadet crew (campaign start obliges), a -13% penalty.
2. For part of the test I was going flank speed, a -25% penalty.
3. Weather was "morning,cloudy,smouth waves" for a -17.5% penalty.
4. I had no secondaries (to avoid roll). I noticed 200mm tends to be more accurate than main guns, probably due to turret quality.
Results:
DD/CLS: 5% accuracy achieved at 5-7km. 5% accuracy at 9km for DD, 11km for CL when slow/crippled.
CA/BC: 5% accuracy achieved at ~11km by my BCs.
BB: 5% accuracy achieved at ~16km by my BBs.

I assume somewhere in there I should be baited into yet another torps/guns/accuracy banter, but all this to say I'm not sure how to achieve 5% accuracy at 15+ km against anything other than enemy battleships. I achieve only half that against enemy DDs (again, barring secondaries).
People keep saying that multiple barrels guns are unnacurate. But when they shot barage at long range, they actually have a considerable bigger chance to hit small target.
And situation only become better with bigger towers, rangefinders and smaller penalties for multiple-barrel guns. -13% to accuracy is not that important. And you suppose to go cruiser-speed most of the battle.

Also, it's not smart to not have secondaries, HE secondary guns can suddenly decide the result of the battle.
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Date Posted: Mar 10, 2022 @ 2:26am
Posts: 18