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If getting close is too much trouble for you, try using aircraft.
you mean devs be like : oH hEY hmmm lets make those naval battles reall time.
Its not like both enemy and friendly fire makes time comp impossible.
So basically you need to wait ♥♥♥♥ tone of time to get to close .
the only occasion in combat where you cannot use time compression is when there is some kind of combat actually going on (naval gun fire, aa fire, etc. Not sure about torpedoes but rear turret from aircraft doesn't count). If neither fleet is firing, you can use time compression with no problem.
So in your case, where you are trying to get close (I assume that means neither side was firing), you should be able to use time compression.
Tell me how exactly you want to get close when enemy is firing at you.
Don't know if you can't understand or simply never played this game but being forced to wait an hour just because some ship is shooting is a ♥♥♥♥♥♥♥ joke.
Time compression should be available always.
Now you need to wait 10 minutes for your ships to get any solution , than wait next 20 minutes for them to hit the enemy. And even when your ships are close , it still takes a lot of time to inflict any damage on the enemy. Normalny you should have time compression available so you don't need to wait 30 minutes just to have any progress in the game.
I can understand lack of compression during this tiny air atacks (24 planes limit is a joke) but during normal shooting ? How this supposed to be enjoyable when it takes ages for ships to hit and inflict damage on each other ?
The only thing I can think of in its defense is that it does entice the player to let the enemy retreat?
As someone wrote it's connected to shooting , so I think it's because of ballistic calculations ? Dunno 100%. But it's stupid anyway.
No one can tell that today's CPUs can't possibly calculate few ships firing 5x or potentially more. It's all developers fault and should be fixed ASAP. Now it's just forcing players to sit and watch real time engagement.
On one hand there's plenty of situations where I think simply closing the gap or pouring on fire when resolution is terrible really needs compression. That doesn't mean a player must use it either. I generally wouldn't, but there's times where a battle takes a ton longer than I thought it would and I need to get it over so I can save and close the game.
On the other hand, retreat mechanics are important and there is already a problem. My most recent campaign I played the USN. I sunk 120 ships and only had 6 of mine sink. However, I did end up with 20 under repair. AND AND AND this was a game I intentionally didn't buy a CV until way later to force more surface fighting (thus the only reason I had so many damaged ships).
120:26 is still a ridiculous ratio, but it's 400% better. There's a lot that goes into why kill ratios are so big. Player can retreat better than the AI, AI is just bad at retreating, the tactical maps are so big that it gives you tons of time to chase thr enemy down whereas when you're retreating you eventually get impatient and use the timer. Targeting priority is another biggie. The AI targets closest ship whereas thr player targets based on threat and whatnot. That means the AI starts out shooting at my DD which always are in the lead of my TF, but I start out focused on their bigger ships. The player is also really motivated to get complete kills and not settle for damaging and driving away, because that's the only way the player gets more CP. I have absolutely had situations where I face multiple enemy TFs and I'll repeat hit the one and even send my air after them till I finish off any damaged CL+ before engaging the second TF. Why? Because the CP are worth it and I know I can pull it off. I do generally let the DD get away because they are too hard to hit when there's CA in the area. In that campaign I think there were only 4 enemy ships damaged, all of them DD.
Eventually a better and more fair situation is needed. It's gotta involve multiple solutions to several related issues. I've got some ideas.
Don't care if Devs can't balance mechanics. But forcing someone to waste their time to watch ships fire at each other in reall time is a joke.
Time compression should be available all the time during the battle.
Your arguments are invalid coz there are other mechanics that allows player to rekt ai.
Time compression is not an issue
1 you can basically force spawn near enemy using strategic map
2 when you build tier 3 port at Guadalcanal you pretty much won the game coz you can spam infinite numbers of planes from CV.
3 ai can't use subs as effective as player.
Time compression as I said is no big deal on the other hand. It just saves you previous time you can spend doing other stuff or playing other games whatsoever.
It's really unacceptable that Devs are forcing players to sit and watch how my ships sailing at speed of 26 km/h are closing the distance of 20 km.
I mean really ? Shooting , getting solution etc takes a lot of time. Making it a bit faster wouldn't be a problem. Also 5x speed is a bit too slow for some situations. For example you are chasing lone merchant ships with destroyer or sub to send few torps. Of course you must stop shooting because game will slow down and your chase can take a reall houer. But you are going 30 km while he is going 18. It will take a lot of reall time to chatch up.
There is really no point why game couldn't run on 5x or 10 X during normal battles.
Things like retreat every single time is a joke and should be fixed.
But look it could be fixed by making 5x 10x or 15x available all the time. Retreat would only be an option if you can leave engagement area. Therefore you loose enemy for 30 minutes like it's already in the game. It would make game a lot more interesting.
You see ai is spamming ♥♥♥♥♥♥♥♥ of ships because it's a mechanic and it's understandable. But now it's big no no for me if I am forced to play fight with only normal ships. As I said it takes ages to do something and after everything you can't just chase enemy and shot because it's just faster to get close distance and fire torps on damaged ships or merchants.
But you need to kill those ships one way or another so basically spamming air from CVS is only option that doesn't take infinite time.
And player uses and protects it's CV far better than ai. I really have no problem renting ai CVS because of how ai uses fighters.
There are a lot of problems that needs to be fixed or changed: retreat, time compression,better ai menagement etc.
By the time they fire at me I'm <5000 yards.
No one cares what you does.
Especially that no one was talking here about aircrafts.
Nope nothing wrong they genuinly have no time compression as soon as the battle starts _-_
We're holding out for this feature. Towards the endgame the usn sends out the fletcher swarm/ijn DD swarm. I spent over an hour chasing down three fletchers.
You insist on making surface engagements, and then complain about wasting time. Who's problem is that?
Air engagement lasts between 1 and 5 minutes (from player perspective, time compression included), while submarine engagements lasts 3-10.
Surface ship engagements are destined to last longer, and you will only have yourself to blame if you insist on using them.
By the way the game allows in-battle saving. If you got something else to do in an hour-long engagement you can just save and quit.