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For me, AF is primarily a wargame-style simulation of WW2 surface battles (like the classic, Fighting Steel) but with the addition of quite basic ASW and aero-naval elements (unlike Fighting Steel).
Agree entirely that this affects primarily the realism of the dynamic, Battle of the Atlantic campaign, which as you say was mainly an ASW campaign.
But as we already have Silent Hunter, AF delivers what I want most and what the market most needed.
A game that did better, SH-like ASW and better air ops would have been better still of course but compared to the compromises FS made, AF, though Atlantic only, does pretty well IMHO.
2- Decide what the game is, or split it into two. ASW and surface combat don't go together well. Fighting Steel made the right choice on that one back in the day. It would be great to see it just split in two. One game focusing on surface combat in the Atlantic and Med, and a more detailed ASW game, with the occasional surface action on Barrent Sea missions. Bonus if your allied heavy elements remain under AI control during those battles, leaving you to focus on the convoy.
3- Let the player save during the campaign. Seriously.
3.5 Or provide a way to aquire more tonnage points. Can't replace your light cruiser? Good, because you won't be continue on when you lose your hopelessly outgunned destroyers next mission. Enjoy sinking those merchant ships back on mission one and two again.
I don't think it has to be split. I don't think it would be very difficult to improve the ASW, really, it would just take Killerfish modifying the PC version beyond what is possible in the Mobile version.
As I said above, allow players much higher ship counts, which is a simple integer change that I would do myself if I knew how.
Give us some specific technologies: one gives you airstrikes at night (leigh light), another is a torpedo that has AI ship code so that it always ends it's turn pointing at the nearest enemy (mark 24 mine), another is just an event that makes German ships show up the map sometimes (radar) and the last, which would take the most work, is a few new ships whose code can be simply copied from the Corvettes (frigates).
Changing the default convoy patterns and starting seperation wouldn't be very hard, but it would be nice to pick our own.
Changing Sub AI might be tricky, but I doubt it's impossible.
Changing the damage model of Merchants can't be too hard.
All of these things most PC's could definetly handle, and would vastly improve ASW.
Overall, I really don't think ASW and surface combat can't both exist in AF. Surface combat is already pretty good, and they don't really detract form one another.
Same with airstrikes there needs to be some turn to prepare landbased aircraft as well not like that you can lose a capital ship without even able to move or arrange your aa ships.
I was playing the boa campaign with axis and i had 2bbs 2cas 2lcs and 3dds in a group and I lost one ca instantly at their first turn to an airstrike. Next battle after that I was against 1 british sub and it had the first turn and spawned 2km away from the other ca and i couldnt do anything.
But they didn't use gunsights to fire main or secondary batteries - except in very small ships or when fired under local control due to fire control system damage - they fired under director control, even in ships as small as destroyers:
http://maritime.org/doc/br224/part3.htm#par256
While what we have now certainly looks like the view through a set of military binos, but with some added read-outs and that 'floating red line-of-fire indicator', in functional terms I treat it as more of a representation - of sorts! - of the fire control system in the above link. I say 'of sorts' because for example, the player is forced to do manually things that would be done by the Fire Control Table/Clock.
As has been said, Fighting Steel is the benchmark for representing WW2 surface action - you play the role of ship or division commander and essentially operate by giving navigation and fire control orders, based on what you can see, or is relayed or presented to you. The AI takes it from there - goes where you tell it to go, shoots what you tell it to shoot, with the weapon(s) ordered. THAT'S the way to do it. Not looking down gunsights.
Subs are crazy over powered because of the point blank start positions and the fact that gunnery hits seems rare even when you land shells right on them and have relatively little effect when they do. The AI often doesn't bother to fire at them anyway, once revealed by a destroyer you'd expect the cruisers to fire on them also if at periscope depth, and shouldn't miss so badly point blank (<3000).
The only reason you can beat them as allies is that they dive if you land shots close, but when you play subs there's no reason to do this. If you get within 3000 a sub can instagib a destroy with a torpedo anyway. Also in my experience ramming them has no effect, where in reality it was common and deadly. Sub hunting is still satisfying though if only because the AI is dumb enough to dive and let you kill them.
I'd second the unit limits being very problematic, a tonnage limit would seem much more reasonable to encourage sensible escorts.
Also whats the point of secondary guns on large warships, if you can't fire them the same turn, the only reason to fire the smaller guns is the big ones ran out of ammo.
The ships look fabulous though, excellent work on that.
Solutions are imo many.. For example a proper screening formation as suggested - also during surface action why are destroyers and cruisers on the enemy side? They should go behind the battleships. Or a game time acceleration function, you set a heading, press a key and there, 10nm traveled, unless a detection by you/enemy happens, upon which the game would pause and drop out of time accel.
But I think all these would require good amount of work and given KF is already committed to the next project... which includes modding support so I imagine each user would be able to mod these engine parameters to his own liking, which is great.
I havent seen RN assemble a single sub/task force hunting group against me. I just have my bbs sit between ireland and new york and they do nothing.
Has anyone even played the campaign to 1942?. Historically things were easy for subs but started to get really hard towards the end but does the game reflect it in the campaign at all or is it gona be the same grinding with uneven battles to the end.
!! 1943 KM side atm and is pretty hard!! RN air power got a huge bump. last night met the Lion class BB Temeraire with Bismarck and CL Koln. I'm all fired up for this adrenaline pumping surface action, while under-gunned by his 16inchers, I'm confident that my supreme gunnery will come up on top!! ---> First turn, BB Temeraire do not fire but calls a B-24 bomber, 1 hit. Second turn calls another B-24, 3 hits. Third turn he calls YET another B-24... needless to say Bismarck went up in flames!
Awesome:X:X
Koln layed smoke for 3 turns and disengaged with shock... Mind that I'm at a zone without shore coverage so if it's pre-1942 or so there'd be no airplanes there at all.
For subs the hedgehogs and squids mean you are under threat from head on by DD/DCs. But I'm less concerned with sub losses for they're cheap and there're lots of them to buy more, NOT a battleship of which there're only 6.
I'm still grinding my teeth!
I've played beyond 1942 for bit as Brits.
I had wiped out most of the uboats, but because I had done so with corvettes and old destroyers, and the Battleship I started with got sunk by a lucky airstrike (and sinking subs gives pittance in terms of Reknown and ASW involves a lot of losses to attrition and BS, so I couldn't buy another), as soon as the German surface fleet showed up they steamrolled my navy and the KM won. Turns out Britian's WWI heavy ships are pretty crap against the ultra-modern KM battleships.
Though I don't thik that it's entirely the fault of the game being unbalanced, I think I just made a poor choice in buying units.
Overall, you can avoid the "Happy Times" if you know when and why they happened.
That's not exactly unrealistic. You did lose the Battle of Britian and piss off America.
Believe me though, those airstrikes are sooo necessary to the RN. Most RN ships are hopelessly outmatched by KM Battleships.
Another brick.. in the face. Merchants for unknown reason, sometimes more maneuverable than DD !!!
On convoy attack - even with unspotted sub, merchants stars evasive maneuvers!
I always prefer the underdog:)
The battleship "quality" is probably up for debate by others I'm no expert... RN certainly has the numbers.