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And thank you again for all your hard work.
I only have 2 notes to make on your comment:
1. it's not that ships take too long to sink, it's that they don't sink even after waiting quite a long time. A cruiser that takes 6 torpedos wouldn't just sink in real life, it would cease to exist almost immediately.
2. i'd like to reiterate that no, i do not find the game too challenging and i don't think that's the point of any of the comments people have been posting about allied ship accuracy. what i find is that it is pointless to play the game using surface task groups to engage enemy surface units, because your ships just can't hit them. instead, just save your command points for convoys and use subs/airpower to BTFO the AI until its out of ships.
So the issue here is how the game models damage and hitpoints, again something out of my control. My changes to the slowing down of the ship sinking is merely a setting of how quickly a cell floods, nothing really more than that.
I still think that the game offers a whole lot more realistic experiences than other naval games and I understand your frustrations, but unfortunately, I don't have the ability to make further core mechanic changes so i just work with what I got :)
Meanwhile all I can afford is a couple destroyers and a single convoy, which was lost instantly to a flight of 15 kates and 10 torpedo bombers out of nowhere. Am I missing something? If the campaign is going to be in the mod it should be winnable, before it was challenging but fair, now i don't want to play it, i think we just need a CP buff, both income and starting, to make it close to fair again.
Also before you could drive the AI off if you attacked their fleets and caused damage so they would not bombard your ports, but now I can sink half the taskforce and they will still just beeline for the port.
Sorry but your not going to like the answer to this one
ABDACOM Defensive Campaign is the attempt within the WoTS game engine to closely represent historic events as best we can, for instance, Singapore falling and other key locations that the Japanese invaded, these are the real challenges in this campaign to see if you can change the tide of history with only a few units available facing an overwhelming force which the Allies faced in the Dutch East Indies during these dark times, which by the way took a little over a month to decimate a land force of 148,000 troops.
Its not meant to be balanced in so far as the vanilla campaign where equal forces and locations face each other, its meant to be difficult and one sided.
The real challenge is.....how long can you last?
This campaign is not going to be to everyone's liking, generally aimed at masochists, sadists or really anyone who wants frustrations and pain added to their life, however if this is not your schtick I would encourage you to play the IJN campaign which gives the player the alternate perspective.
Cheers
I actually do like the difficulty, and understand that the campaign is supposed to be really tough. I have been playing the campaign more since my last post, and have started to figure out some of what I was doing wrong. (convoys are more expensive then they are worth, when every ship can carry cargo, so I wasted half my budget on something I did not need
But I still think the AI has become... idk, more insanely brave? Like I said, in earlier builds if you hit a fleet two or three times they would abandon their mission to avoid losses and back off, now though, you can sink half a task force and they will still push through to land or bombard a port, maybe that's just me though?
Thanks for the reply, and for all the amazing work!
You can manually change it in the settings under sonar range. Have you tried that?