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For instance, if your NAV 1's only have torp's on their design, but your NAV 2's have Torps + MG's / Cannons or whatever, then your NAV 2's are capable of performing different mission types than your NAV 1's, so they're not really directly compatible.
I have noticed this issue when trying to design historical CAS. Like my Typhoon with cannons & CAS weapons would not replace my Hectors with only only CAS weapons, because the cannons enabled my Typhoons to do air missions that the hectors could not.
just have outdated fighters able to be replaced by fighter bombers, etc, and use the averaged stats, like how it already does with partly upgraded wings (hey wow), the planes without bombs won't help with CAS, or technically partake with 0 damage hits, but still fill out the wing for air attack/defense until more upgraded frames come in
like why is that not possible, PDX, you went with the most annoying possible option save for not being able to upgrade wings at all
and if you want to keep the fighter bombers away from the fighters specifically, you can already selectively allow air models if you so wish for each and every air wing(needs an en masse option)
Then one of the other veterans said it was kinda pointless.
Ever since I just make a carrier plane with torpedo in first slot and HMG in the second slot and used the default diving bird equipment tag.
That eliminated all the mission conflicts the conversion issues and other stuff.
Mostly because the carriers come off the drydock with the default tag.
So that means you have to delete all the empty wings and add new wings or change the tags on them all.
I tried doing:
1 fighter air superiority
1 fighter interception
1 air recon
3 naval bombers
There was no real way to see if any of that even made a difference, which you would think it would. You can see such a difference in land combat though.
It was a complete pain to set up for each carrier, then the AI kept resetting their missions each time the fleet docked for repairs. Then I got to thinking there is no way to even tell if those roles are being done when the AI uses auto-CAG duty.
TLDR: The game mechanics simply do not support multiple carrier wing types well enough. Just stack naval bombers and it is one less micromanagement headache.
Then as I said, not even sure mixed wing types even make a difference.
you can select how many nav bombers, fighters, cas for your carriers before they launch
it doesn't matter the tag, as long as the carrier planes you are making are the type you choose for the wing comp
adding guns to a nav bomber wont make it not a nav bomber, you get me? the carrier interface will still let you put "nav bombers" on your carrier in advance so you don't have to mess with the air ui
It is more for designing one multipurpose plane for a carrier. Having a HMG allows it the air superiority and interception role, while using a turret does not add the mission options.
yeah if you change the tag it just makes empty wings, how wonderful
PDX please give us the ability to specify tag for carrier wings in advance of construction
perfect fodder for the next micro patch
Allowing you to change that default tag would make things easier.
I mean I like the whole concept of having a carrier with fighter, CAS, and naval bombers to assist in naval invasions on harder targets, but lets face it, the 40-60 planes aint doing @#$% all if the AI has hundreds of planes in the air region. Then of course you got the other double edged sword that is your naval guns and planes do most the work the Marines do not earn @#$% for xp invading and you may get a few % of naval invader earned.
I think that is what I like about HOI IV, if your units are too good you penalize yourself.