Rule the waves 3

The best boat autism game out there

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  1. 1 year ago
    Anonymous
    • 1 year ago
      Anonymous

      >6in hit
      Impressive, very nice

    • 1 year ago
      Anonymous

      more like the HMS Indefatigable

  2. 1 year ago
    Anonymous

    any guides how to design good ships ?

    • 1 year ago
      Anonymous

      You don't need end/extended protection more than about 2-3 inches, it isn't stopping large caliber guns anyways and is enough to stop splinters
      Drop secondary protection
      Guns below about 5in are worthless for anti surface work, better to have a uniform 6in secondary battery until you need 3in heavy AA guns

      • 1 year ago
        Anonymous

        >Guns below about 5in are worthless for anti surface work,
        Not always, depending on target size they get accuracy penalties and even 5in can get them against small DDs.

        so build
        KE for Subs
        cheap CL for TP and FS
        CA /B for main fleet?

        I mainly use cheap KE for minesweeping and most of the TP requirement, older DDs sometimes serve in that duty too.
        CLs are mostly scouts, screens and some FS. They can be quite nice to keep enemy DDs at CAs are mainly my anchor for CL formations and in large colonial regions they serve in that role too

        armor is for pussies, if you have more range and speed than the opponent you will literally never get hit

        >t. united 'hidden flaw' kingdom

        KEs are pretty cheap for their displacement so you can also use them for foreign station
        Light cruisers can also join your main cruiser line if you build them to be able to bully enemy CLs
        Bs are your main line, CAs are your fast wing, but CAs will be completely replaced by BCs once you get them

        >As will be completely replaced by BCs once you get them
        And BCs later by 27 knot BBs.

        • 1 year ago
          Anonymous

          27 knot bbs don't get dragged into cruiser actions

          • 1 year ago
            Anonymous

            I'm pretty sure a speed of at least 27 knots is required for BBs to get the fast battleship trait, at least that was the case in RtW2. The battle generator treats all fast battleships like battlecruisers.

    • 1 year ago
      Anonymous

      Oh also, try to keep a uniform speed battleline if possible

    • 1 year ago
      Anonymous

      armor is for pussies, if you have more range and speed than the opponent you will literally never get hit

      • 1 year ago
        Anonymous

        >*Hires you to design all his ships*

        • 1 year ago
          Anonymous

          >proceeds to fit as many 18 inch main guns on a lightly armored 70k ton hull as possible
          >mounts as many 17 inch secondaries on it as possible
          >ignores AA-defences
          >use the spare rooms for range finders
          >forgoe torpedo defences, because frick that shit eating tonnage
          >make it 30 knots fast

      • 1 year ago
        Anonymous

        Yeah dude oh shit wait a minute the British have access to oil and my triple expansion steam engines won't let me be a speed demon

  3. 1 year ago
    Anonymous

    so build
    KE for Subs
    cheap CL for TP and FS
    CA /B for main fleet?

    • 1 year ago
      Anonymous

      KEs are pretty cheap for their displacement so you can also use them for foreign station
      Light cruisers can also join your main cruiser line if you build them to be able to bully enemy CLs
      Bs are your main line, CAs are your fast wing, but CAs will be completely replaced by BCs once you get them

    • 1 year ago
      Anonymous

      I really, really like making 6000 ton (pre 1920, 8000 ton post-1920) big boy fleet CLs. I'll build some colonial CLs if I absolutely need to but I prefer using obsolete fleet CLs for that. I very rarely use surface raiders.

      • 1 year ago
        Anonymous

        This, 5500-6500 Ton CLs can be used for 20+Years early on. These are 12 years old, and some of the proceeding class were launched in 1891, 17 years old and still serving as the fleet screen, with a re-build. After this war, they'll be colonial ships till they literally fall apart at the dock. The division editor really helps here, you can make sure the brand new 28kn CLs are on scout with the BCs, while the older 23 and 25kn CLs can poke along with the BBs and Bs. I will say, the extra tones for 6in guns is typically worth it, but I got 5in 0 early on, and have decided to stick with it for the moment.

        • 1 year ago
          Anonymous

          RIP the Olympia designs from RtW 2, I loved those little frickers like you wouldn't believe
          >1900
          >22 knots
          >2x2 8"
          >8x casemare 4"

          • 1 year ago
            Anonymous

            You can get pretty close, but if you want it to be a CL you need 7in guns. I thought that was the same in RTW2?

            • 1 year ago
              Anonymous

              Nope, in RtW2 2x2 8" guns was valid as a protected cruiser

            • 1 year ago
              Anonymous

              Nope, in RtW2 2x2 8" guns was valid as a protected cruiser

              • 1 year ago
                Anonymous

                In game terms. Does it really matter much what a thing is classified as?
                I understood the difference of light vs armoured/heavy cruiser being largely gun size and armor thickness.
                >though the most common size was 6 inch, the maximum size allowed by the London Naval Treaty for a ship to be considered a light cruiser.

              • 1 year ago
                Anonymous

                Mostly relevant for the battle generator and AI.
                There are some aspects with tech usage, blockade points etc. which also are affected by ship class but those are less relevant.

            • 1 year ago
              Anonymous

              [...]

              I like to let the AI autodesign my ships and then unfrick them so it generates superstructure for me

              • 1 year ago
                Anonymous

                I can and do design my own superstructures and I've gotten pretty decent at it, I just didn't bother for a quick gun layout example

                Designing a battleship from nothing is a little intimidating but very satisfying

            • 1 year ago
              Anonymous

              whats the point of 22kn in 1893? nothing catches up to you, do you get shell dodge bonus with that speed?

              • 1 year ago
                Anonymous

                You catch up to everything else? You can't clear the seas of French CLs and CAs if they can just run away

                [...]

                Sad, they added so much sucks to see things go away

            • 1 year ago
              Anonymous

              Nope, in RtW2 2x2 8" guns was valid as a protected cruiser

              [...]

              just saw these posts, you can still make protected cruisers with 9'' guns but you can't make them 2x2 - two cannons on front and up to 6'' for secondary guns
              9'' guns are sufficient to spook anything the AI is willing to make as speed CLs, and you can still keep your 21 month build time so long as you hold onto 9k displacement or less... the main downside to me seems to be that you could just make CAs for a bit more dosh and get access to even bigger guns, more guns, and ~9'' armor, which at least has a chance of stopping something lobbed at it, unlike the CLs 4'' cap
              a sneaky advantage of protected cruisers is that they get access to some of the small boat tech benefits, i.e. lower machinery weight, so they have a slightly easier time hitting massive (DD chasing) speeds as time goes on, and CA and CL diverge in their roles

              have there been any improvements to airships? IRL they served a lot of roles other than surface vessel spotting, but I think they were supposed to suck a bit in RtW2
              for aesthetic reasons I want to be able to spam them and spit on the HTAgays like the cowards they are, but it's not fun if they don't even help spot subs or incoming missiles, and I just can't tell if they're doing the trick

              • 1 year ago
                Anonymous

                I haven't done a 1890 start but I often used 6000 ton Olympias as the CL compliment to large battleship sized CAs. The way I'm reading this though, you can still do two 8" guns forward? Might be funny to make a torpedo ram CL called Thunder Child

              • 1 year ago
                Anonymous

                >The way I'm reading this though, you can still do two 8" guns forward?
                You can do two 8'' or 9'' guns anywhere, it just has to be two primary gun barrels total across the boat if they are that size. 1x1 or wings should work too once you have appropriate tech for the wing mounts, but I've never tried. Strafing with broadside 9''s would really spook the AI on convoy missions.

  4. 1 year ago
    Anonymous

    >taiho sunk from one torpedo
    >akagi was rendered completely dead from one bomb
    >princeton couldn't contain a fire from a single bomb and exploded
    >meanwhile in-game carriers can take 2 torpedo hits and multiple bombs and limp into port with "medium damage"

    • 1 year ago
      Anonymous

      Damage depends on a ton of factors like ship and plane design. That's ignoring the poor Japanese DC measures.
      As a counter example, the USS Enterrise took 3 penetrating bomb hits during the battle of the eastern solomons. One bomb exploded below the waterline leading to flooding, the second ignited the propellant of a 5 inch gun, the third hit an elevator and started a fire. A fourth bomb was a close enough miss to deform the hull and flight deck.
      After an hour the ship resumed air operations, even if primarily landing its returning craft.
      And then there's the USS Franklin which constantly took a beating.

  5. 1 year ago
    Anonymous

    >19 year treaty with tonnage limits, max of 9 inch guns
    fugg

    • 1 year ago
      Anonymous

      Frick having a 100k tonnage total limit as US. Pretty much crippled my shit for a good while there.

      • 1 year ago
        Anonymous

        Yeah the tonnage limit can frick you over really quickly, were it not for that I would always push for treaties.

        Does war breaking out still cancel ongoing treaties? If so, you might want to provoke a smaller power just to get it off your back.

        Wars always kill treaties. They can be unanimously cancelled without war but I don't know the trigger for it.

    • 1 year ago
      Anonymous

      Does war breaking out still cancel ongoing treaties? If so, you might want to provoke a smaller power just to get it off your back.

      • 1 year ago
        Anonymous

        Yes it does.
        >TFW just finished cucking my navy and the tensions rise almost instantly to war level

  6. 1 year ago
    Anonymous

    >winning a war as japan
    >throw the british and french out of asia
    >russia has no navy
    >revolution
    >forced to accept humiliating terms

    Dolschtosslegende

  7. 1 year ago
    Anonymous

    Have any of you tried out some properly stupid ships yet with 3?

    Like one of the classics was going all in on casemate heavy secondaries forming the bulk of the armament rather than centreline turrets. the downsides are fairly obvious in the complete crap use of tonnage and good luck if you have to fight anywhere with bad weather. But maybe on the upside that's gonna be a lot of deck space to fit anti-air armament.

    Or trying to make the MegaTorpedo Boat work.

  8. 1 year ago
    Anonymous

    what should be the ratio of main guns to secondary guns? Is it worth sacrificing secondary weapons to squeeze 1 or 2 extra main weapons, what about calibers, if my main is 12" should i aim for 6" or 8" as my secondary guns?

    • 1 year ago
      Anonymous

      for dreadnoughts? wouldn't bother going over 5-6 inches since they get dual purpose for AA and higher calibers get a penalty to hitting destroyers.

      • 1 year ago
        Anonymous

        pre-dreadnought for now, started at 1890

        • 1 year ago
          Anonymous

          Pre dreds as a general rule only have 4 main guns (this is why all big guns is one of the defining traits of dreadnought)
          Personally I'd recommend 4-6 main guns and as many 6 inches as you can cram on it

          • 1 year ago
            Anonymous

            12 or even 13 inch main guns, 10-14 6 inch guns, some 3 inch guns, 4 torp tubes, 18 knots. You should be able to build this right at the start in UK.

  9. 1 year ago
    Anonymous

    Should I build airbases in every province? What's the best type of plane for them?

    • 1 year ago
      Anonymous

      Airbase maintenance is cheap, it's totally viable to build airbases everywhere and only move planes into them when it's relevant (ie, keep bases in the Mediterranean, but don't actually put planes there until you're almost at war with Italy). If you try to build airbases everywhere and keep them stocked with squadrons at all times you're gonna be spending a fortune on naval aviation.

      >what's the best type of plane for them
      For a basic 20 size airbase I put down 8 fighters and 12 maritime patrol bombers, bigger airbases get more fighters and either medium bombers or torpedo bombers for strike
      >fighters provide CAP both to the airfield itself and nearby naval squadrons you request land based CAP over
      >maritime patrol aircraft provide ASW and long range search
      >torpedo bombers dominate early (pre-1940s) strike roles, medium bombers are the first platform that can carry two torpedoes or guided bombs / missiles

  10. 1 year ago
    Anonymous

    >go to war with Japan intending to take Formosa
    >Bully them in a war for a while
    >I get Hokkaido in the pace as well
    Lol owned

  11. 1 year ago
    Anonymous

    You can't tell the ships where to go on the strategic map. How is this best boat game if you can't even tell where your ships go. It's just a random battle generator.

    • 1 year ago
      Anonymous

      You can though? Arguably declining battles costs too much but it's a button that exists if you don't want to get caught out in the Eastern Med while only having bases in Tunisia or w/e

    • 1 year ago
      Anonymous

      You can though? Arguably declining battles costs too much but it's a button that exists if you don't want to get caught out in the Eastern Med while only having bases in Tunisia or w/e

      I think hes saying that you cant order division x to sail to coordinates x,y on the strategic map which is "true"

      It would be good if you could set a role for your fleets to hunt enemy fleets or draw them into battle, akin to what the High Seas Fleet wanted to do in WW1, draw the british into a decisive engagement and defeat them. I hate having these little battles in detail where i am outnumbered and outgunned each occasion, where if i could have drawn the enemy battle fleet out to face mine, i might have stood a chance

  12. 1 year ago
    Anonymous

    Is there any way to change screen resolution? It won't fricking fit in mine, and i use a literal fricking TV as a display.

    • 1 year ago
      Anonymous

      Please?

      It keeps cutting off the botton of the goddamn screen. I can't even see the save button.

      • 1 year ago
        Anonymous

        you didn't configure for overscan moron

        • 1 year ago
          Anonymous

          I have no idea how you do that

  13. 1 year ago
    Anonymous

    >launch a desperate airstrike that ended up having the pilots land at dusk/night
    >it actually worked and ended up finding one of the italian's crippled carriers while searching at night
    It's a shame we can't capture ships.

    • 1 year ago
      Anonymous

      Night strikes are arguably still too effective with non-night equipped squadrons, I've had some hits after dark as early as the 1920s

      • 1 year ago
        Anonymous

        maybe its because the ships are burning or firing?

  14. 1 year ago
    Anonymous

    >kaiser signs some gay ass treaty
    >tanks my prestige
    >sacks me

    moron willy

  15. 1 year ago
    Anonymous

    Ok

  16. 1 year ago
    Anonymous

    >get foreigners to build your fleet for you
    >use it to take their colonies

    • 1 year ago
      Anonymous

      >He doesn't know about the secret radio controlled self destruct switches the Brits install in ships they build for foreigners
      Ngmi

  17. 1 year ago
    Anonymous

    Does the game have a good "career" mode or something with RPGish with progression?
    It's pretty expensive for a 3rd worldpoorgay and I want to know if it really fits my vibe.

    • 1 year ago
      Anonymous

      It's basically just tabs for boats. you make a few boats for a scenario then play a series of skirmishes from there, sucks ass

      • 1 year ago
        Anonymous

        Not even remotely correct

        • 1 year ago
          Anonymous

          no trust me I'm an expert

    • 1 year ago
      Anonymous

      It's not RPG progression
      Basically you are constantly getting new tech and designing and building new ships, balancing that against the other great powers and fighting wars to get new colonies and territories

    • 1 year ago
      Anonymous

      It's like Paradox grand strategies or the Total War series except it's focused just on boats and the strategic layer is pretty shallow and only exists for you to have an excuse to get into boat fights

    • 1 year ago
      Anonymous

      pirate and test it, main focus of the game is naval combat simulation and designing ships, rest is afterthought to create situations to use your fleet.

    • 1 year ago
      Anonymous

      Really simplistic strategy layer. It's not like highfleet where you can actually tell where your ships actually go directly.

      • 1 year ago
        Anonymous

        >Night battle against DDs
        >Night battle against DDs
        >Night battle against DDs
        >Night fleet battle, but the enemy also has tons of DDs
        Frick me man. I wish it would at least tell me which time of day the engagement is happening. I don't want to lose more big ships to torpedoes

        • 1 year ago
          Anonymous

          build more screens
          build light cruiers that can blap destroyers and be aggressive with your flotillas

          • 1 year ago
            Anonymous

            Honestly the problem only really arose when I declared "not ww2" against Britain. Neither France, Hungary or Russia had anywhere near as many destroyers. And I fricking swear we didn't get half night battles in an war in the 1890-1935 period either.
            It's been absurd because Britain has a frickload of destroyers. Me being allied with German (as Italy) doesn't seem to help all that much.

            My fleet in general is very skewed towards cruisers. In night battles it's just fricked either way

  18. 1 year ago
    Anonymous

    yep, that's me

    • 1 year ago
      Anonymous

      british warships.jpg

    • 1 year ago
      Anonymous

      >Convoy PQ 17
      https://en.wikipedia.org/wiki/Convoy_PQ_17

  19. 1 year ago
    Anonymous

    When changing a squadron's role in air groups one of the possible roles is "Special"
    Does anyone know what this is? I can't find anything about it in the manual.

    • 1 year ago
      Anonymous

      Combination of ASW patrol planes, AWACS, electronic warfare, search and rescue, etc

      specialized carrier aviation roles

  20. 1 year ago
    Anonymous

    I wish I could specify my fighters be turret fighters

  21. 1 year ago
    Anonymous

    >make massive BB after being broke most of the game
    >bless the Kaiser von Fungary
    >tear shit up for a few battles, my guns are quality 0, 4in bigger than anything else on the waves in current year, and I'm still going 5+ knots over enemy BBs
    >wait... I haven't lost any ships to flash fire yet and it's 1910s, better move back
    >turret explosion, BB detonates instantly and vanishes
    the moral of the story is don't play with minors, it's a bad time
    I have a few questions for people who have fricked around in RtW2 and games like this for a while:

    >China
    Is there any solution to the "poor education" debuff, and is there any way to unlock a domestic plane industry? I've been able to soften corruption by spamming social programs & cashiering at every opportunity, but not solve the other debuffs. Meanwhile, "Chi" tagged planes pop up randomly in the lists starting 1914 or so, but I can't actually charter my own.
    Even with the mandatory "you must do this or you're fricked" goal of getting an early win on Japan, stealing SK/nK+Hokkaido and enough victory points for economy, China seems to fall hopelessly behind in industry.

    >Austria-Hungary
    Even when I get a critical mass of submarines, they don't seem to be particularly useful. The Mediterranean being a big toilet bowl is great for concentrating resources, but I'm seemingly unable to harvest the rewards of dragging everyone into my submarine+mine-infested waters due to ASW & uncharitable rolls, losing 3+ subs a turn for zero reward. Do I have to use unrestricted, or is there a trick to it? Are subs just shit until the 1940s or something?

    >Rule the Waves in general
    Are there any other games like this? Distant Worlds/Aurora are fun but they are too simple and too expansive respectively, I like how easily you can change history in HoIV, but it's really way too easy to do, and the designers suck. I've played Shadow Empire, I'm really thinking less autism empire builder and more military focus/deep unit design & customization.

    • 1 year ago
      Anonymous

      >The Mediterranean being a big toilet bowl is great for concentrating resources, but I'm seemingly unable to harvest the rewards of dragging everyone into my submarine+mine-infested waters due to ASW & uncharitable rolls, losing 3+ subs a turn for zero reward.
      you are missing one important advantage of medmaxxing: you can build ships with short range and low freeboard and it won't frick you in the ass

      • 1 year ago
        Anonymous

        I wouldn't have been able to make my frickhuge BB if I wasn't on low/short, but even with these measures it's still hard to manage a war if I piss off France/Germany and their big ass economies 3x mine. Though I have 1v1'd France in earlier years, it's mostly as time marches on and their economy diverges from mine. Same deal with China really.

        >China
        China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. It's a pretty easy fix to just add them, I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
        In the previous game you couldn't loose poor education but now it might be possible poor education can be lost too, worst case you have to edit your game.

        >Austria-Hungary
        Unrestricted submarine warfare should help but it's worth noting that your subs aren't as effective if they aren't in the enemies home area, so not too much use in the Mediterranean against britain. Aside from that, coastal subs tended to be more efficient against trade and medium subs against ships in the previous game that might still be the case.

        >noting that your subs aren't as effective if they aren't in the enemies home area
        Mostly I want to be able to melt Italy with very few real ship battles, so I can farm war wins to boost my economy without risking losing parts of my fleets and therefore stand-off ability with larger powers.
        >coastal subs tended to be more efficient against trade and medium subs against ships
        I was spamming coastal since everything's staying in the Med, with only a few medium subs, so I think that helps explains why it wasn't translating well to free ship kills. Would there be any benefit to going SSL/SSM instead?

        • 1 year ago
          Anonymous

          read the different cases laid out here
          http://www.navweaps.com/index_tech/tech-076.php

        • 1 year ago
          Anonymous

          >Would there be any benefit to going SSL/SSM instead?
          I doubt it, SSL should be better in areas where you have no bases bu are more vulnerable and SSM were anemic.
          Do note that I'm going by how subs worked in RtW2, I haven't focused on them yet in 3. In the second game they were generally more powerful if not OP which isnko longer the case. I suspect if you can get over 140 subs or mine layers, on very large, you might have enough to do serious damage although I suspect you need more especially to cover losses.
          In one war I fought uk, france and russia which together had over 180 subs and a ton of mines which felt painful to deal with.

    • 1 year ago
      Anonymous

      >China
      China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. It's a pretty easy fix to just add them, I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
      In the previous game you couldn't loose poor education but now it might be possible poor education can be lost too, worst case you have to edit your game.

      >Austria-Hungary
      Unrestricted submarine warfare should help but it's worth noting that your subs aren't as effective if they aren't in the enemies home area, so not too much use in the Mediterranean against britain. Aside from that, coastal subs tended to be more efficient against trade and medium subs against ships in the previous game that might still be the case.

      • 1 year ago
        Anonymous

        The justification for not including files for chinese planes is because chinese according to devs were incapable fo developing thier own planes in the era. Yet somehow they were perfectly capable fo developing their own battleships.

  22. 1 year ago
    Anonymous

    lol for some reason ivans ran their ships into this choke point between their siberian ports and basically gave me the war for free. 10/10 navigation

    • 1 year ago
      Anonymous

      the AI is kinda useless at anything that isn't either clean battleship lines in open oceans or a carrier fight in the open ocean (and even then you can panic it with DDs pretty easily)

    • 1 year ago
      Anonymous

      very realistic russian naval tactics

  23. 1 year ago
    Anonymous

    >fight war with britain
    >this is after a treaty so our fleets were on rough parity
    >lose some battleships, but it's okay we still are doing pretty well
    >check fleets after I win the war
    >I have destroyed their entire capital fleet
    huh, no wonder the game kept on giving me point blank night cruiser actions

  24. 1 year ago
    Anonymous

    >Italy builds lead ship of their new class of shiny new battlecruiser
    >I steal it
    >They build another, bigger one with the same name
    >I steal that too
    Not even going to rename it this time, just to rub it in.

    • 1 year ago
      Anonymous

      You can steal ships?

      • 1 year ago
        Anonymous

        I don't think stealing ships is a thing
        did you get it as reparations or something? is that a thing?

        he probably means reparations, but if you are teched enough for AIs to use your docks + fighting a third party, you can steal ships currently under construction at a cost of reputation
        this may or may not require spying on the target country, I've had it fire a few times while playing catchup on tech

        • 1 year ago
          Anonymous

          >you can steal ships currently under construction at a cost of reputation
          >this may or may not require spying o
          I can't be sure if it is connected but thatbkught lead to alliances.
          I fought a war against france once and repeatedly got events to claim spanish ships that were being build into yards. I repeatedly declined and at one point I suddenly had an alliance with spain and them joining me in the war.

      • 1 year ago
        Anonymous

        I don't think stealing ships is a thing
        did you get it as reparations or something? is that a thing?

        I got them as reps. If you win hard enough you get to choose one enemy ship to add to your fleet.

        • 1 year ago
          Anonymous

          really? I've had multiple people i've fought collapse into revolution and never got to steal a ship from them

    • 1 year ago
      Anonymous

      I don't think stealing ships is a thing
      did you get it as reparations or something? is that a thing?

  25. 1 year ago
    Anonymous

    Can you get rid of poor education? I know you can get rid of ineffective shipbuilding industry.

  26. 1 year ago
    Anonymous

    to the autist who keeps using Ganker lingo and quotes in official RTW discord you are fricking cringe.

    • 1 year ago
      Anonymous

      why is it always discord?
      hahahahaahah

  27. 1 year ago
    Anonymous

    >It's yet another restructuring all divisions following a war
    I don't have many gripes with the UI. Not letting me expand subordinates without "go to" first is one of the biggest offenders so far.

  28. 1 year ago
    Anonymous

    >no new art assets
    >still no background music
    >still Dad's First VisualBasic App-tier ui

    • 1 year ago
      Anonymous

      >Not new art assets
      But there are. The ships look better

    • 1 year ago
      Anonymous

      It's still the best naval simulation game so it can be forgiven

    • 1 year ago
      Anonymous

      >>no new art assets
      are you serious?

    • 1 year ago
      Anonymous

      no background music
      autism prog and the Victoria II OST are all you need

  29. 1 year ago
    Anonymous

    this is so sad
    the captain was an aviator too

    • 1 year ago
      Anonymous

      >lose 2 ships to mines in battle
      Why don't the enemy ever run into these things, even when I deliberately lead them into a minefield?

      f

      • 1 year ago
        Anonymous

        I am convinced that my destroyer forces secretly work for my enemies, which is why I use them as suicidality as I can when they actually decide to do stuff

  30. 1 year ago
    Anonymous

    How do I delete airships

  31. 1 year ago
    Anonymous

    I don't know if this is a bug, but, while you can't upgrade -2 quality guns, I think this is due to a lot of the rule breaking designs being tied to -2 guns, you can upgrade them ton higher quality of a different caliber. IE, I upgraded a semi-dreadnaught with -2 12in guns to quality 0 11in guns with no issue.

    • 1 year ago
      Anonymous

      >IE, I upgraded a semi-dreadnaught with -2 12in guns to quality 0 11in guns with no issue.
      That sort of makes sense from a weight standpoint I guess? But wouldn't that allow a 3x2x11" ship way earlier than it should be allowed?

      • 1 year ago
        Anonymous

        It's very expensive, so I'd only see it useful in a treaty situation, but it seems so

        • 1 year ago
          Anonymous

          Now I want to keep a hull in service from 1890 to 1990 regardless of utility or common sense

          Might be a good choice for a US playthrough, I always use the US for fricking around meme campaigns (like that time I went semidread battlecruisers only)

          • 1 year ago
            Anonymous

            >USS Constitution
            >~2000 ton Coal/VTE @ 13 knots with 30 casemate tertiary broadside 6''s, two 7''s chasers on the bow
            >refitted with bulge+deck armor, a few dozen AA guns, top-mounted torpedoes, missiles, and mines

            • 1 year ago
              Anonymous

              There's a limit to top speed based on hull form, you can't get a 13 knot ship up to 28 knots with engine upgrades. So starting with a large, fast cruiser to get a more useful maximum speed might make sense.

  32. 1 year ago
    Anonymous

    This is how you're supposed to manage a navy right?

    • 1 year ago
      Anonymous

      blame the government

      • 1 year ago
        Anonymous

        >War ends
        >Lost 50% of your funding
        >-15k per month
        I fricking will blame the government. Cheapskates who think war is a one and done thing

  33. 1 year ago
    Anonymous

    How do you build up a domestic aircraft industry as China with a 1920 start or are you just stuck with foreign imports?

    • 1 year ago
      Anonymous

      >China
      China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. It's a pretty easy fix to just add them, I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
      In the previous game you couldn't loose poor education but now it might be possible poor education can be lost too, worst case you have to edit your game.

      >Austria-Hungary
      Unrestricted submarine warfare should help but it's worth noting that your subs aren't as effective if they aren't in the enemies home area, so not too much use in the Mediterranean against britain. Aside from that, coastal subs tended to be more efficient against trade and medium subs against ships in the previous game that might still be the case.

      >China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing.
      >I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
      Update on meditoilet bowl submarine abuse, spamming SS instead of SSC definitely improved the cruiser kill rate.

      • 1 year ago
        Anonymous

        If it's just names in one of the dat files stopping them, and you wanted the names of ships to be Chinese still, just open up one of the other Dats, I'd recommend the US or Russia, and copy the names out of that and into the China file. If you want to go all out, you could use both or a selection of everything and have a domestic industry of forgien companies, top roleplay

        • 1 year ago
          Anonymous

          Could also combine modern Chinese aviation company names and random city names plus "Aeronautical Company"

  34. 1 year ago
    Anonymous

    lol i got both events for free training right before a major war with the bongs, its even better for japan since they have discounts on training costs. the poor lads stationed at hong kong never saw what hit them.

  35. 1 year ago
    Anonymous

    playing as japan, 1896, a treaty just came in and cucked my fleet and the budget I was using to keep it afloat, and the constant government cut doesn't help either, so how do I get tech and abuse treaties?

    • 1 year ago
      Anonymous

      Scrap everything short ranged now.

  36. 1 year ago
    Anonymous

    if I get a blind ass night battle ONE MORE TIME

  37. 1 year ago
    Anonymous

    >play Italy
    >Spies in GB & Germany
    >Research on 12%
    >every turn get a popup telling me how my researchers are stumped and made no progress whatsoever

    • 1 year ago
      Anonymous

      Just build in the US if it matters that much, why would you ever go to war with them anyway

  38. 1 year ago
    Anonymous

    This is my favorite new event

    • 1 year ago
      Anonymous

      Not new, the event was in RTW2.
      It's also very fricky. The ship is effectively sent to a shadow dimension where it exists as part of your fleet but there's no way to actually interact with it. You can't view its history or even reuse its name, and honestly I wouldn't be surprised if it can still show up in battles.

      • 1 year ago
        Anonymous

        Interesting, I've never seen it in RTW2, but I'm not surprised with the odd way events seem to be chosen. It does suck you can't read it's history but makes sense you can't reuse the name.

        found you

        gg

        • 1 year ago
          Anonymous

          this fight turned into a clusterfrick
          I wiped out this force but then their second force jumped me in the night
          I got out of it but I lost a BC doing it

  39. 1 year ago
    Anonymous

    battles this far north in feburary are fricky
    are my planes going to make it home before night hits? just barely
    are my radar equipped fast battleships and battlecruisers going to rape the enemy fleet? I will try

    • 1 year ago
      Anonymous

      found you

  40. 1 year ago
    Anonymous

    uhh
    fancy meeting you here
    (I was going to bomb their air fields since I couldn't find their ships)

  41. 1 year ago
    Anonymous

    >japan
    >1893
    >a fleet of scrappy CA, CL
    >only capital ship is a shitter 3300t ironclad-tier ship
    >negotiated a 12k max disp/90k fleet/10 in/ 20y treaty
    >kneecapped 16 different battleship being built by other powers
    >happy with my 11.9k 10in B
    >play catch up with CA and CL building
    >negotiate another 5 years just for shit and giggles

  42. 1 year ago
    Anonymous

    Are there any disadvantages of having ships built in foreign shipyards? (Except for start war = money stolen)

    • 1 year ago
      Anonymous

      More expensive, chance to get stolen, of relations sour they will frick you
      Upsides: you can absolutely steal tech from it

      >japan 1890 start
      >tiny ass fleet
      >everyone else have double-digit ships, of every category, even china
      what the frick?

      Historical

  43. 1 year ago
    Anonymous

    >japan 1890 start
    >tiny ass fleet
    >everyone else have double-digit ships, of every category, even china
    what the frick?

  44. 1 year ago
    Anonymous
    • 1 year ago
      Anonymous

      bit funny seeing 1960s Austro-Hungarian jet aircraft carriers

      • 1 year ago
        Anonymous

        It's sadder that they never existed however

        • 1 year ago
          Anonymous

          I blame slavs!

  45. 1 year ago
    Anonymous

    Got into a little scrap with Austria (1931) but my BXs got nailed with torps. Still managed to get rid of all of their BX's. At that point Japan and Russia wanted to join the fun. Now my fleet is slowly being melted away. Any way of recovering this or should I just start over?

    Still positive on VP, 62K vs 39K but Il Dulce doesn't like peace.

    • 1 year ago
      Anonymous

      You could experiment with going all-in on submarines, light forces and coastal airbases. You're ideally set up for it as Italy and it would be a good test of the submarine nerfs.

      • 1 year ago
        Anonymous

        Upping SS and DD helped. It countered their subs, and my subs dinged their economy a little. I stil had a 10x16inch BB coming up on the pipeline and that helped defend against the russian B's and BB's that where quite old. They got absolutely blasted from afar. My airbases did the rest for the CA/CL engagements where my ships where a lot shittier than theirs. Came to a peace without any changes.

  46. 1 year ago
    Anonymous

    >1 modern BB, 1 DD for 2 semi-modern BBs, 1 modern BC, 1 modern CV, 1 really old CA, 2 CL, 4 DD

    Good exchange on paper but it was my favourite. I almost cried when she sunk.

  47. 1 year ago
    Anonymous

    I need to always be building destroyers and cruisers, because night engagements are clusterfricks and even though I win I still take losses
    Of course there's no reason to not give my DDs oxytorps, since they die instantly anyways

  48. 1 year ago
    Anonymous

    >The latest army offensive has turned into a unmitigated disaster with massive casualties!
    >Enemy gains 1000 VP

    • 1 year ago
      Anonymous

      I feel like the game would be better if it actually implemented the other branches of the armed forces, you won't have control over them but I have a couple of ideas on how they could make the game more interesting.

      What if there's a balance of power dynamics between the army, navy, and (eventually) the air force where you compete against them to get more funding from the minister, and if you try to underhand them too much it'd cause animosity/tension that could turn into a IJA/IJN situation while a good relationship between the armed forces could have the army sending you some cash or some other bonus
      I'd imagine continental European countries would have a larger priority for the army because of the neighboring countries, therefore you could have a stat like army importance vs navy importance which would affect VP gain/lose from army offensives.
      Eventually, the minister would ask the army and the navy if they should form an air force branch and you could support or vote against it, this could have some effects like losing control over all airfields except for naval air stations and having to compete with the air force for airplane contracts but the air force will be the one that needs to maintain those airfields and airplanes or you could get air tech faster, free elite pilot training, and such.

  49. 1 year ago
    Anonymous

    >Light cruiser action
    >But the enemy gets three carriers
    Frick, I was not prepared for the 1950's. Britain alone has like ten times as many carriers as me. Not only that, they have jets too.
    Side note, do rockets count as "missile hits"? Because I am genuinely unsure if I have missiles myself, and I scored some last battle on a BB.

  50. 1 year ago
    Anonymous

    >putting a fixed stern firing torpedo tube on your 60s FFG

  51. 1 year ago
    Anonymous

    >Can rebuild destroyers into corvettes
    Neat, now I have a reason to keep older smaller destroyers around.

  52. 1 year ago
    Anonymous

    I have effectively made the pacific into my pond

    • 1 year ago
      Anonymous

      based and pax americana flavored, can you take BC for 54'40 memes?

      • 1 year ago
        Anonymous

        unfortunately not, it's too high VP even with harsh peace deals
        I think the only way i'm taking it is to force britain to collapse into a revolution and then take literally only that.
        If I go to war with britain again i'm going to try to clear out eastern canada and the caribbean

  53. 1 year ago
    Anonymous

    >decide to try ordering a battle line turn away to match my course with a passing enemy
    >ELAN! ELAN! ELAN! Vive la République!
    I dunno what I was expecting

  54. 1 year ago
    Anonymous

    There's zero reason to ever use 6" DP guns, right? Right now I'm primarily using 4" DP as a secondary battery on CLs and 5" DP on everything else

    • 1 year ago
      Anonymous

      6 in autoloaded DP guns are hilarious
      6 in guns will kill a DD in a couple of shots, which is good

    • 1 year ago
      Anonymous

      6 in autoloaded DP guns are hilarious
      6 in guns will kill a DD in a couple of shots, which is good

      is it worth making a squad of dedicated DD hunters?
      max torpedo protection, max speed, a big fat belt, and 1x 7'' and 20+ 6''/5'', no deck and nothing else of value to offer (other than maybe some backup tubes)

      • 1 year ago
        Anonymous

        Not really because well balanced mid-late game light cruisers already shred DDs. My current CLs are 8kt, 12x6" and 12x4" DP and do fine against DDs. They could be a bit fatter to have torpedo protection, I suppose

        In terms of belt thickness for fighting DDs I'd go with 3" belt and 2" deck for splinter protection and good protection from 5" AP shells, but no more.

  55. 1 year ago
    Anonymous

    How should you do research?

    • 1 year ago
      Anonymous

      Max out percentage (12%), and personally I try to use a balanced number of low/high priorities but it's not a big deal. It just changes how it's distributed, if everything is on high it's the same as nothing being on high.

      Also, steal tech as often as you can. Spy at max on anyone ahead of you in tech. If you're really fricked over for tech (say, Italy or Russia) you can build ships in foreign yards and occasionally steal tech that way.

      • 1 year ago
        Anonymous

        Thanks, which categories are the most important?

        • 1 year ago
          Anonymous

          Subs are the least important, the rest is typically how you want to build your fleet putting priority on torpedos and light forces is normally a good idea

          • 1 year ago
            Anonymous

            >Subs are the least important
            Correction: Naval aviation, lighter than air is the least important. :V

            • 1 year ago
              Anonymous

              >he fell for the heavier-than-air flying machine charlatanry
              ngmi

              • 1 year ago
                Anonymous

                Blimpsisters... The planechuds are laughing at us again...

                I actually get one or two blimp bombs hitting my ships per campaign, usually in the 20s, and parasite fighters are fricking funny.
                >THIS IS WHAT THEY TOOK FROM YOU

            • 1 year ago
              Anonymous

              Blimpsisters... The planechuds are laughing at us again...

            • 1 year ago
              Anonymous

              >he fell for the heavier-than-air flying machine charlatanry
              ngmi

              Blimpsisters... The planechuds are laughing at us again...

              >I forgot to decomm my airship stations and now the game periodically laughs at me

        • 1 year ago
          Anonymous

          I like damage control and fire control
          >hit your enemy
          >don't die
          but it depends on your own doctrine choices, if you're going heavy on light forces you'll want torpedo warfare tech.

  56. 1 year ago
    Anonymous

    >playing as Japan
    >In a alliance with Spain
    >War breaks out with Germany
    >Spain doesn't want to join
    >don't really care, the war is a few small skirmishes around Hainan
    >few turns pass
    >Spain joins
    >Following turns get popups every turn about how Germany is having unrest from the Spanish blockade
    the frick?

    • 1 year ago
      Anonymous

      1890 start? Germany is weaker there an may have moved enough stuff far east to get hit by the Spanish blockade

    • 1 year ago
      Anonymous

      >Be allied with Spain for around 2 decades
      >They didn't join a single war
      >Always got pissy when I tried to force the issue and still didn't join
      Frick the spanish

  57. 1 year ago
    Anonymous

    I hate these Airplane c**ts, I didn't ask for more speed, and you can't trust them to improve models.

    • 1 year ago
      Anonymous

      Speed is the only stat that matters

  58. 1 year ago
    Anonymous

    game why
    >sorry cap'n I just woke up 50 miles off the Italian coast!

    • 1 year ago
      Anonymous

      and somehow the italian positioning is even worse kek

      • 1 year ago
        Anonymous

        surface action isn't dead, at least in 1939

        the fact the AI switches in the 20s and 30s to building increasingly large heavy cruisers (the Austrian one sunk was 12x10" on 18,500 tons) seems kinda odd, since BCs still shrek them

        • 1 year ago
          Anonymous

          I mean, yeah
          just because "battleship manages to slip through and engage the carriers in a surface action" didn't happen IRL doesn't mean it wasn't a possibility
          There are entire classes of ship that were design explicitly to stop enemy vessels from raping the carriers in a gun fight
          hell, if Lee was more aggressive, the american battleships could have gone for a night surface engagement against the japanese carrier fleet at the philippine sea, which would have seen 2 Iowas 2 North Carolines 3 South Dakotas face off against both Yamatos and the 2 suviving kongos plus various light forces engage in a night battle and depending on if the americans win that they would have a straight shot with their fast battleships to engage the japanese carriers

          • 1 year ago
            Anonymous

            >2 Iowas 2 North Carolines 3 South Dakotas

            Weren’t the Yamatos build designed to counter that?

            • 1 year ago
              Anonymous

              From my understanding Yamato was designed to fight large numbers of Standard type battleships, which had (up to, with the Colorados) similar armor and armament to Iowa but were 10+ knots slower

            • 1 year ago
              Anonymous

              No, the Yamatos and the North Carolinas were laid down in the same year, so their developments were made off of the previous generation of warships. Yamato was designed to counter the US's Standard-types, which all went 21 knots and had mainly 14-inch guns (with some 16s from the Colorados).

  59. 1 year ago
    Anonymous

    this is a valid 4 month civilian trawler conversion, lmao, a minesweeper with a seaplane

  60. 1 year ago
    Anonymous

    God damn, this pisses me off. First it is too narrow for speed greater than 23knt. now it is too narrow for speeds greater than 18 knots!! WTF?!

    • 1 year ago
      Anonymous

      3 over 2 is your friend
      You're trying to do too.much for what tech you have
      Look at nagato for what the Japanese were actually doing around that time

  61. 1 year ago
    Anonymous

    >planning my next and possibly final BB class, mostly iterating on my existing Richelieu style fast BBs
    >as I'm freeing budget the shipyards repeatedly offer discounted carriers
    >end up building 6 96 plane CVs at a time instead for a total fleet of 12 CVs

    • 1 year ago
      Anonymous

      Finally actually building it and the game has decided they must be BCs because they're fleet speed in 1944, I guess Iowa is a BC

      also slightly mad I'm stuck with a choice of 16" Q0 or 15" Q1 in 1944, but whatever, I haven't prioritized gun development.

      • 1 year ago
        Anonymous

        Will probably only count as BB if you increase the belt, 16Q0 would be better if you keep them for a long time but I usually don't care that much about big gun quality by that time.
        You might want to consider using a bit more light AA, 40-50.

        • 1 year ago
          Anonymous

          I dunno, I just had my first battle using early AShMs in 1946 and it went alright, my main complaint is my carriers not packing enough reloads for them. But two of them nearly killed a 15,000 ton super-CA, going straight through 5" belt.

          • 1 year ago
            Anonymous

            meant for

            When do missiles mature? Had war in 1954 and missiles seemed really underhwhelming.

            40-50 is my IQ apparently

      • 1 year ago
        Anonymous

        >all or nothing armour
        Momento Brittannico

        • 1 year ago
          Anonymous

          It's the final research. Of course it's the best one

          • 1 year ago
            Anonymous

            I've considered making a flat deck on top battleship with extremely thick belt extended and upper belt (for late game AShM protection) but the weight is prohibitive. 5" of armor isn't enough to stop medium air launched missiles.

            >not using sloped deck for maximum armour on everything except CLs
            Ngmi

        • 1 year ago
          Anonymous

          I've considered making a flat deck on top battleship with extremely thick belt extended and upper belt (for late game AShM protection) but the weight is prohibitive. 5" of armor isn't enough to stop medium air launched missiles.

  62. 1 year ago
    Anonymous

    When do missiles mature? Had war in 1954 and missiles seemed really underhwhelming.

  63. 1 year ago
    Anonymous

    hey, MTBs did something

    • 1 year ago
      Anonymous

      A first time for everything I suppose

  64. 1 year ago
    Anonymous

    So how do you play the US in 1890? You have jack shit for both docks and fleet. Just reduce tensions until you catch up even slightly?
    My fleet is barely seaworthy and it's already 1898. I've lost two wars so far and can't really figure out how to handle this.

    • 1 year ago
      Anonymous

      Bully the Spanish or something until you have a big enough fleet with enough development to trick the British into signing a favorable naval treaty that levels the playing field
      That or wait for your development to ramp up over time

      • 1 year ago
        Anonymous

        I'll restart and try bullying Spain instead of ending up into a war with Russia as my first endeavour.
        Honestly, coming from Italy it was very different. My fleet of 4-5 cruisers were chasing theirs. After a whole 3 years at war. We only had one actual battle. In which I scored a hit, but got 0 damage in the victory screen. The russians fled and were faster than me.
        I guess 8 cruisers looking for each other in the pacific isn't great odds for combat to happen. Compared to the mediterranean. Italy - Austro Hungarian wars had constant naval battles. Despite low numbers of ships.

  65. 1 year ago
    Anonymous

    Is your game fun bros

    • 1 year ago
      Anonymous

      Very, you should play it

  66. 1 year ago
    Anonymous

    So, i was wondering about gun quality mentioned in manual. It says that it can range from -3 to +2, but i've never seen it go higher than 1. Is it mistake in manual or can you get 2 by events?

    • 1 year ago
      Anonymous

      I've seen +2, at least in RTW2, as Germany I had +2 11in guns in one game with the variable Tech. I've never seen -3 guns though

      • 1 year ago
        Anonymous

        -3 are the really terrible short barreled, slow firing 1890s era guns

        they can't be upgraded to higher quality guns but they allow a couple meme configurations like 3x2 11" predreadnoughts

        • 1 year ago
          Anonymous

          Yeah, I've seen those, but typically it seems like they are -2 guns, like this big Pre-Dread. Is there a nation that starts with -3 guns? It'd be neat to see something like -3 17in guns for some old Italian designs.

  67. 1 year ago
    Anonymous

    The game is finally out? How much improvement does it have over 2?

    • 1 year ago
      Anonymous

      Note, I didn't play 1 or 2. But from what I've seen in these threads.

      Machinery now wears out and can be replaced during rebuilds. Otherwise you suffer speed penalties.
      Better ship graphics. Just judging looking at the older games I agree. The ships do look nicer.
      Longer timeline with the jets and missiles and stuff.

      Probably a few more things I can't speak for. But that's what I remember seeing.

    • 1 year ago
      Anonymous

      >extended timeline (don't bother with 1890 though imo)
      >ships can now be manually assigned divisions so your 21 knot BBs aren't stuck with your 28 knot BBs
      >various QoL tweaks
      >proper missile and jet implementation
      >ship designer rework, both visually and in terms of things like armor scheme and topside weight
      I'm enjoying it but if you've played RtW2 it's more of a "definitive edition" than a new game

      • 1 year ago
        Anonymous

        I've pirated RtW2, but I'm considering buying it now that it's out on steam

        • 1 year ago
          Anonymous

          I'd buy it to support the devs since the team is small but because it's on Steam it's basically DRM free now so if you wanna pirate RtW3 nobody is stopping you

        • 1 year ago
          Anonymous

          Also the biggest change being that other nations can end up being at war with each other through their own decisions now. No need to end up getting into wars due to your ally dragging you in, and even if it did happen you can just ignore them instead. Plus it's now 8 nations at play now rather than 6 from the previous games.

      • 1 year ago
        Anonymous

        What's wrong with 1890?

        • 1 year ago
          Anonymous

          Lack of torpedo boats. Torpedo boat destroyers just pop out of the ether fully formed without their historical nemesis. Maybe it's my autism but I don't like that.

          • 1 year ago
            Anonymous

            I'm bad at naval history. So I don't really understand what you mean. I'm reading a book on 18th century naval history right now. Which is quite a bit before any of this own power shit.

            • 1 year ago
              Anonymous

              In the beginning, the British created battleships, and they saw that they were good. Then Robert Whitehead created a torpedo, and the Fr*nch created fast boats to carry them. These torpedo boats needed destroyed before they could launch at the battleships, so a type of escort was developed, the "torpedo boat destroyer". This is a DD. In game, DDs just sort of appear without torpedo boats to destroy, but rather acting as overgrown torpedo boats themselves.

              • 1 year ago
                Anonymous

                Neat. Didn't know the real meaning of a destroyer. I've only really known them as the smallest modern ships. But no real idea why they were "destroyers."

              • 1 year ago
                Anonymous

                In true modern times, they're actually often the largest type of warship in a navy, which makes the designation make even less sense. Cruisers and aircraft carriers are larger, but for nations that don't operate them, it's only destroyers and lower.
                (My own country doesn't have any destroyers)

              • 1 year ago
                Anonymous

                On the contrary, destroyers have evolved and grown along with the ships they're designed to protect and the threats they face. Ye Olde Torpedo Boat Destroyer was 500 tons and escorted a 10,000 ton battleship against small craft with torpedoes. Modern Destroyers (USN) are 8500t primary surface combatants in their own right, but their primary job is to protect the 100,000 ton supercarrier against submarines, cruise missiles, small suicide craft (manned or unmanned), swarms of drones, aircraft, and ballistic missiles.

              • 1 year ago
                Anonymous

                I haven't reached the late game yet, does the game change the definition to accomodate larger destroyers?

              • 1 year ago
                Anonymous

                Yeah, DD max tonnage grows continously

              • 1 year ago
                Anonymous

                Why do the French ruin everything...

              • 1 year ago
                Anonymous

                honhonhonHONHONHON

            • 1 year ago
              Anonymous

              Which book? I'm intrigued.

  68. 1 year ago
    Anonymous

    >1920 Japan Start
    >Historical Treaty
    >No CAs after creation
    >Need to build CVLs to advance tech
    We're putting the Light in Light Carrier

    • 1 year ago
      Anonymous

      You can build up to two AMCs during peacetime to simulate converting civilian liners to carriers. Just FYI.

      • 1 year ago
        Anonymous

        Simulate by changing ship class/types in the save file but still paying everything to build? Otherwise, it doesn't seem like AMCs can have a flight deck

        • 1 year ago
          Anonymous

          Build them as high speed AMCs with plenty of spare weight, rebuild them as CVLs.

          • 1 year ago
            Anonymous

            Makes sense, never tried that before

          • 1 year ago
            Anonymous

            How do you even rebuild a ship as a CV(L)? I go the message that I researched it. But I had no idea how to do it

    • 1 year ago
      Anonymous

      Aircraft carrier? No, this is an aircraft-carrying destroyer.

      • 1 year ago
        Anonymous

        time is a flat circle

    • 1 year ago
      Anonymous

      Cute!

    • 1 year ago
      Anonymous
      • 1 year ago
        Anonymous

        miyazaki-ass aircraft carrier

        • 1 year ago
          Anonymous

          Ghibli mod when???

          • 1 year ago
            Anonymous

            With flying battleships?

            • 1 year ago
              Anonymous

              Hell yeah

      • 1 year ago
        Anonymous

        the flying saucers on bismark make it great

  69. 1 year ago
    Anonymous

    Have you guys used the new graphics assets to make your own ships or just use the automatically generated ones?

    • 1 year ago
      Anonymous

      I've been really enjoying the new assets, sometimes I'll use AI designs as a base but my battleships I've drawn from blank, for example

      Finally actually building it and the game has decided they must be BCs because they're fleet speed in 1944, I guess Iowa is a BC

      also slightly mad I'm stuck with a choice of 16" Q0 or 15" Q1 in 1944, but whatever, I haven't prioritized gun development.

      although they're currently delayed by ANOTHER war with germany frick you germany I want my super richies

      • 1 year ago
        Anonymous

        And my CLs, which evolved over three or four generations from an AI design which sort of organically grew over time

    • 1 year ago
      Anonymous

      Yes, even minimally

      >1920 Japan Start
      >Historical Treaty
      >No CAs after creation
      >Need to build CVLs to advance tech
      We're putting the Light in Light Carrier

      I try to design my own ships, hull shape is the hardest though. I'll just roll till I get the shape I like, then clear everything off to build

  70. 1 year ago
    Anonymous

    You could do it manually, stripping out the armament and adding a flight deck and aircraft, and redrawing the superstructure yourself. Or just press the button. It's on the superstructure graphics page, "auto convert to CV".

    This battle was neat. MTBs got a hit in, my BBs fired torpedoes at carriers, and then got into blindfire radar guided gun duels while coastal batteries spotted the enemy fleet on radar. None of my missiles hit and I ended up doing night time glide bombing with TBs to decent effect.

  71. 1 year ago
    Anonymous

    I played my first game and learned a lot from 1890-1950ish. When missiles enter the field. Do you get anti missile missile salvos and shit too?

    • 1 year ago
      Anonymous

      Missiles come first, then radar guided MAA which can take potshots at missiles, then light SAMs, then CIWS

      • 1 year ago
        Anonymous

        So no no AMMs? Too early?

        • 1 year ago
          Anonymous

          Light SAMs I think can fire as AMM but don't quote me on that

    • 1 year ago
      Anonymous

      AEGIS didn't start serious research and production until just OOTF

      • 1 year ago
        Anonymous

        Yeah but you can fire Sea Cat at Silkworms which is well within timeframe. You don't need modern, high fidelity, infinite target engagement systems with ESSM to take potshots at incoming missiles.

        • 1 year ago
          Anonymous

          I'm the one who asked first

          I played my first game and learned a lot from 1890-1950ish. When missiles enter the field. Do you get anti missile missile salvos and shit too?

          What does that even mean?

          • 1 year ago
            Anonymous

            Sea Cat was an early point defense missile, equivalent to early light surface to air missile in game. Silkworm is an early surface to surface missile, equivalent to a heavy SSM in game.

  72. 1 year ago
    Anonymous

    hon hon hon
    honhonhonhonhon
    HONHONHON

  73. 1 year ago
    Anonymous

    STOP wasting torpedoes with ships that are already sinking, you idiots

    • 1 year ago
      Anonymous

      Sorry bro, I get a kickback from the steel industry every time I launch one.

    • 1 year ago
      Anonymous

      I had enemy ships that were stationary and on fire count as heavily damaged in the afteraction report. Always give them some extra whack just to be sure if the situation allows.

    • 1 year ago
      Anonymous

      I will waste an entire destroyer division worth of torpedoes on a sinking CL, just because I want.

    • 1 year ago
      Anonymous

      frankly coup de grace is one of the best uses of torpedoes at most points in the game

      after the fifth torpedo on a stationary burning target she's fricked though, yeah

      protip: you can tell a ship has been considered sunk by the game if the AI tries to send a destroyer to rescue the crew

    • 1 year ago
      Anonymous

      destroyers going from complete cowards to the bravest men in the navy the picosecond a ship is crippled is never not funny

      • 1 year ago
        Anonymous

        >complete cowards
        What?
        Destroyers in my experience have a tendency to Leroy Jenkins charge into formations of light cruisers and get blown to pieces by their guns.

  74. 1 year ago
    Anonymous

    >finally take torpedoes off my battleships in the 1950s to make room for SSMs
    >now I can't see the torpedo range ring and I'm infinitely more paranoid about getting my BBs torpedoed

    • 1 year ago
      Anonymous

      Are your BBs really getting torpedoes in the missile age?

      • 1 year ago
        Anonymous

        Sometimes I'm a little more aggressive than advisable. I definitely took more torpedo hits than missile hits in the last war (ended 1949)

  75. 1 year ago
    Anonymous

    >BB hit by a DUD torpedo!
    >Admiral Sudoku (Above Average, Lucky)

    • 1 year ago
      Anonymous

      T-there's no way they made lucky that OP, right? It's gotta be a natural dud....right?

  76. 1 year ago
    Anonymous

    the super richelieu enters the missile age

    • 1 year ago
      Anonymous

      Honestly, how worth are huge battleships?
      They cost so much and it hurts so bad when they go down. Especially if it's something stupid like a destroyer rush or planes.

      • 1 year ago
        Anonymous

        I wouldn't go bigger than what I've got there and that's already pretty fat but I wanted armor and speed. My concern is mostly screening my carriers against enemy CAs, which the AI has decided to build in great numbers. But at least in my last war that ended in 1946 or 47, even with early jets on the field I was repeatedly coming into surface action. That was mostly in the Mediterranean though. I've skipped CAs entirely in favour of a fast battle line protecting the carriers and CLs / DDs as screens.

        • 1 year ago
          Anonymous

          Honestly, how worth are huge battleships?
          They cost so much and it hurts so bad when they go down. Especially if it's something stupid like a destroyer rush or planes.

          This is what they're designed to escort

          • 1 year ago
            Anonymous

            And it's ships like this (as well as basically anything else that floats) it's supposed to overmatch in surface combat

          • 1 year ago
            Anonymous

            What does spacious accommodations do?

            Honestly, how worth are huge battleships?
            They cost so much and it hurts so bad when they go down. Especially if it's something stupid like a destroyer rush or planes.

            The battle generator selects numbers of ships, not tonnage, so you're better off with two super heavy battleships than four smaller ones if you're in surface combat. Obviously it hurts a lot when you lose them which is why in rtw2 I usually quit building super heavies by the forties because they just become loot pinatas.

            • 1 year ago
              Anonymous

              Crews after a certain year get cranky if you don't have them. I'm not sure what the year is but I think it's 50s or 60s so I've started building for it.

              • 1 year ago
                Anonymous

                In rtw2 there was an event around 1945 that just made crew accomodations take up more space, so you're saying in 3 you just have to use spacious instead?

              • 1 year ago
                Anonymous

                That's my understanding, yeah. You can probably still use regular or even cramped accommodations, but at a crew penalty.

              • 1 year ago
                Anonymous
              • 1 year ago
                Anonymous

                Fascist regimes should get around that as well

              • 1 year ago
                Anonymous

                "Spacious" accommodation being more like cramming in 4 people in a phone booth sized space instead of 6 and letting them have a shoebox worth of personal storage instead of a cigarette case's worth.
                It's still a 20th century naval vessel after all.

              • 1 year ago
                Anonymous

                >congratulations, you're still triple bunked, but now you have a curtain and a footlocker!

              • 1 year ago
                Anonymous

                How do sailors find a little privacy to jerk off?

              • 1 year ago
                Anonymous

                it's the navy, probably gay sex

              • 1 year ago
                Anonymous

                >Communist regimes don't need spacious accommodation
                >Fascist regimes do
                what did the boomerdevs mean by this?

              • 1 year ago
                Anonymous

                you need bigger footlockers to fit all the snazzy fash outfits, batons, kink gear, etc

              • 1 year ago
                Anonymous

                /fa/scism strikes again

              • 1 year ago
                Anonymous

                I think the bigger issue is Eastern regimes, why do they care?

                /fa/scism strikes again

                Checked and try

              • 1 year ago
                Anonymous

                I have no idea, Soviet ships had plenty nice accommodations.

          • 1 year ago
            Anonymous

            Do yourself a favor and load one of the CV4 designs if you want an Angled flight deck.

  77. 1 year ago
    Anonymous

    It's 1910 and I've spent the last 20 years trying to get into a war with China as Japan. I've fought three wars with Russia in that time. Is this just bad luck or is there something keeping us from getting into a war?

  78. 1 year ago
    Anonymous

    What do I need to stick a helicopter on my destroyers?

    • 1 year ago
      Anonymous

      wrong image

    • 1 year ago
      Anonymous

      wrong image

      A helipad.

  79. 1 year ago
    Anonymous
  80. 1 year ago
    Anonymous

    Are warm-water ports simulated and is the Soviet Union screwed by Montreux Convention?

    • 1 year ago
      Anonymous

      Black sea doesn't exist. Don't think it tracks warm water. Soviet Union is screwed, but not by that.

  81. 1 year ago
    Anonymous

    The French are building battleships for a Russia even as they help me blockade Russia, our mortal enemy?

    • 1 year ago
      Anonymous

      That's odd, usually they'd seize them for themselves

  82. 1 year ago
    Anonymous

    Why do SAMs take up so much space compared to SSM?

    • 1 year ago
      Anonymous

      I believe radars and other fire control devices are also calculated with SAMs and such

  83. 1 year ago
    Anonymous

    I'm in the missile age and it's impossible to have enough deck space. What techs improve the efficiency of deck space?

  84. 1 year ago
    Anonymous

    How the frick do I do carrier/missile combat?
    Carriers I at least understand in theory, but missiles I have nothing on. What the frick do I do? I was trying to spam cheap destroyers with HSSM batteries but they got instantly smoked in a single battle.

    • 1 year ago
      Anonymous

      >I was trying to spam cheap destroyers with HSSM batteries but they got instantly smoked in a single battle.
      That's fine, that's why their cheap. Battles between missile destroyers are extraordinarily short and violent, with both sides sinking.

      • 1 year ago
        Anonymous

        Maybe that wasn't my problem then. I was playing Russia against Germany around 1960. There was a treat in place and allotted tonnage.
        I felt like Germany had 3x the fleet I did, including larger ships, and all concentrated in the Baltic. How do I take on something like that when I have to keep ships on station and trade protection and guard other regions as well?

        • 1 year ago
          Anonymous

          Russia is probably one of the hardest starts, historically building missile submarines and missile corvettes in large numbers was the Soviet solution. Shore batteries and land based air are pretty good in the Baltic too. 1960s is probably too late for MTBs to do anything useful though.

          • 1 year ago
            Anonymous

            I got a repeating CTD as italy around 1948 and tried restarting a game as russia in 1925 to finally see missiles and jets for a change. Then immediate blundered into a 30 year treat limit on tonnage and caliber and fleet size. Maybe I should try japan or germany instead.

            • 1 year ago
              Anonymous

              IMO the most fun starts are Japan, Germany, and the US if you just want to frick around in essentially sandbox mode

  85. 1 year ago
    Anonymous

    sweet jesus fire fire fire

    • 1 year ago
      Anonymous

      good god
      also what the frick is that carrier loadout germany

      • 1 year ago
        Anonymous

        >tons of jet fighter light
        I see no issue with that, assuming they hav some bombs.

  86. 1 year ago
    Anonymous

    How does the missile gameplay hold up? Does it feel satisfying? Realistic?

    • 1 year ago
      Anonymous

      Swarms of little red dots fly from your ships to theirs and vice versa at extremely high speed, followed by pop-ups of "Unidentified Ship HIT BY MISSILE" and your own ships catching fire and flooding

      amusingly "heavy missile B* shell burst limited by coal bunker" is totally a thing if you're still using coal ships by then

  87. 1 year ago
    Anonymous

    I have like 22 heavy cruisers, some of which are 19,900 tons and go 28 knots, but they won't show up in battle for some reason, idk if it's because the UK doesn't have any

    • 1 year ago
      Anonymous

      >He didn’t embrace the BC>CA meta

      • 1 year ago
        Anonymous

        NTA, but I would have gone full BC but treaties keep on capping capital tonnage, so I keep on building fat CAs to give an edge

        • 1 year ago
          Anonymous

          Are you not supposed to build CAs if BCs are available?

          • 1 year ago
            Anonymous

            so battlecruisers were originally designed as "dreadnought armored cruisers"
            really, between like 1905 and 1920 there should not be a difference between "light" and "heavy" cruisers, after the armored cruiser was replaced and before the treaties, "heavy cruisers" were not really a thing

          • 1 year ago
            Anonymous

            The AI will build "CAs" up to 16000+ tons with 12+ 10" guns in the 40s but at that point IMO it's best to skip big CAs entirely and just build a 32 knot battlecruiser that can keep pace with and overmatch them

            • 1 year ago
              Anonymous

              Do the guns not come with any ammo?

          • 1 year ago
            Anonymous

            In the game BCs are just faster bigger CAs so build whatever makes sense and let the game call it whatever it wants.
            The only time designation memes make sense is when you're building big fast CAs so that when the game goes you cruiser action you get to stomp a bunch of CLs with your battle fleet.

  88. 1 year ago
    Anonymous

    How moddable is the game? Are there any chances for some big fun mods?

    • 1 year ago
      Anonymous

      It's pretty moddable to my understanding. There's some minor ones already up on steam I think. What were you hoping would be 'big' and 'fun'?

      • 1 year ago
        Anonymous

        Well some graphical mods would be nice to make the UI less bland. But really I'd love to see some total conversions that totally change up the map, countries, and use out there ship ideas.

        • 1 year ago
          Anonymous

          Country mods have always been popular in RtW 2, usually with countries like Brazil or the Netherlands, but also the CSA and China

        • 1 year ago
          Anonymous

          Some kind of interface/control overhaul would be pretty nice.
          Maybe the ship illustrator is usable but I've never had the autism to try and figure it out.

        • 1 year ago
          Anonymous

          What is the origin of these images, google/saucenao don't work thank you.

          • 1 year ago
            Anonymous

            The manga Taihou to Stamp by Hayami Rasenjin

            • 1 year ago
              Anonymous

              Somebody made a career out of drawing bullshit weapon designs and bullshiting us about logistics meanwhile my last job was all about cultivating bacteria form potentially anthrax contaminated wastewater samples in smelly lab.

              What am I doing with my life!?

              • 1 year ago
                Anonymous

                agar plates mostly by the sound of it

        • 1 year ago
          Anonymous

          I have fond memories of participating in a play-by-post thread of- I think, don't remember any carriers- RTW 1 way back when, particularly the escapades of the pocket battleship Mussolini's Lamborghini. Are pocket ships/just-barely-not-BC CAs still a viable meme? I have something of a fixation. And on cruiser subs, which are now a thing since 2 I think?

          The manga Taihou to Stamp by Hayami Rasenjin

          >ruskie-english scanlation of Guns & Stamps halted at the start of Volume 6 years ago, never to resume
          frick you for reminding me

          • 1 year ago
            Anonymous

            The scanlator said he'd be doing more releases. Granted, he said that 4 months ago.

            • 1 year ago
              Anonymous

              the bastard, he'd better get on it, it's a really charming series for mechanical designs

              and to correct myself, sorry, dropped 4 years ago, with a blip of more volume 6 7-6 months ago, but only for his Russian language translation

          • 1 year ago
            Anonymous

            In RTW1, 12500 ton 12in CAs were just about the most useful ship in the game. Weight armor and speed tables have been changed since then, but you can get a big ass CA to dominate the early game no problem.

            • 1 year ago
              Anonymous

              12in CA
              they also make good CVL conversions for your first carriers

            • 1 year ago
              Anonymous

              12in CA
              they also make good CVL conversions for your first carriers

              how hard does it fall off making not-Graf Spees after 'the beginning?' They used to hold well as you say, though it was all too likely they'd get mauled by a '20s-'30s battlecruiser at least once in their careers. More than once if they survived.

              Cruiser subs, though. I understand they have stupid high sortie range, minelaying, maybe they do better in offscreen ship-to-ship combat dice rolls, but are they worth the extra investment over medium subs? They seem like they'd be useful for mucking up the Atlantic as one of the European powers. Or as colonial raiders, like a reverse of coastal sub principles.

              • 1 year ago
                Anonymous

                They fall off hard now, RTW1 ended in what 1925? You could deal with a 25-26 kn ship as a raider or support unit. After the early 20s, if you want a CA, that shot needs 30+ kn to stay alive. On the other hand, as

                12in CA
                they also make good CVL conversions for your first carriers

                the carrier rebuild now could keep it in service till the 70s if your lucky

              • 1 year ago
                Anonymous

                I think you got as far as 1935~ before it soft-ended, then hard-ended at 1950.

      • 1 year ago
        Anonymous

        >What were you hoping would be 'big' and 'fun'?
        milkers

        • 1 year ago
          Anonymous

          are you just asking for all ship art to be replaced with shipgirls

          • 1 year ago
            Anonymous

            Yes!

          • 1 year ago
            Anonymous

            Or at least an little portrait in the OB/log
            actually portraits for officers would be great too

            • 1 year ago
              Anonymous

              >Elderly / Inefficient
              >Aristocrat / Incapable
              historically accurate French officers

            • 1 year ago
              Anonymous

              I don't think there's actually anything stopping you from shoving ship girl images in the side profile image slot, I haven't tried it myself but I'm pretty sure it just accepts any properly sized bitmap

          • 1 year ago
            Anonymous

            If someone could make procedurally generated shipgirls for this game that'd be neat

  89. 1 year ago
    Anonymous

    is there any way to automate carrier-based air strikes? even on AI mode they only seem to run CAP, no matter how many airwings are ready

    • 1 year ago
      Anonymous

      Nope, the most automated you can get is using the auto select strike group button, then manually readying and launching them

      • 1 year ago
        Anonymous

        That's shit, I would love to have the AI manage my carrier strikes because they ALWAYS find my fleet on the first try while it's 50/50 if I find them at all. Having the AI's magical scouting powers would make my 100-aircraft super carriers unstoppable.

      • 1 year ago
        Anonymous

        That's shit, I would love to have the AI manage my carrier strikes because they ALWAYS find my fleet on the first try while it's 50/50 if I find them at all. Having the AI's magical scouting powers would make my 100-aircraft super carriers unstoppable.

        the main reason I asked was to try fricking around with spamming Japanese-style mini carriers (Hosho-size, 12-15 aircrafts, 25+ knots) but why bother when I have to micro them all individually?
        shame

        • 1 year ago
          Anonymous

          You'll have a lot of CAP though, and could focus strike craft on the big boys. Either way, I feel like sometimes a carrier will launch a strike back. In a surprise battle I played recently, I was able to drive my CAs onto a French CVL that was launching planes at me. I didn't know where it was, but it kept getting attacked by some torpedo bombers and getting marked on the map. Possible it was land based medium bombers, but I leave my CVLs on AI control to follow the CVs. I would have sworn it was the CVLs launching planes

  90. 1 year ago
    Anonymous

    how do you even play as Spain or China?

    • 1 year ago
      Anonymous

      In the early starts it's not so bad, just have to pick your wars and your battles. Spain vs the US in 1890 or 90 is hard, but a couple big CA at 22 Kns and some CLs to back them up will allow you to pick battles. The only hard ones are invasion battles, as, with only Cruisers, you need to get into the transports to win. They'll have they're whole fleet there though, and ice noticed they're better about not getting kitted away. As the smaller nations, Bs are not your friend, unless you can push them to 20 kn or so. At least that's my strategy with the smaller countries

  91. 1 year ago
    Anonymous

    I have no idea of what I am watching, I feel like I have reached the limit of bearable autism.

  92. 1 year ago
    Anonymous

    Did they remove the setting to make your starting fleet?

    • 1 year ago
      Anonymous

      it's there but only in 1900

  93. 1 year ago
    Anonymous

    I like big armored cruisers.

  94. 1 year ago
    Anonymous

    How do you guys get so many treaties? I've never seen a treaty unless I select the prestige-reducing options which I've never done except as an experiment to figure out how to get treaties. Do I really have to trade my prestige away to see the treaty mechanic?

  95. 1 year ago
    Anonymous

    Is it possible to destroy coastal batteries in engagements? Wondering if I should bully a 4inch I just saw with my 1890 starting CAs.

    • 1 year ago
      Anonymous

      yes
      actually in invasion missions it may be necessary, I once had a 4 in field piece pick off a few of my transports in the night before I could suppress it

      • 1 year ago
        Anonymous

        You can but it takes fricking forever, you will probably run out of ammunition or daylight or engagement time before you kill one in 1890. It makes invasion battles a huge pain because the field batteries attacking the invasion fleet are extremely difficult to kill, I have "lost" invasion battles because the invasion fleet sails away from the destination while I sit there at 0 speed for 10 hours shelling the defensive battery.

        thank friendos

    • 1 year ago
      Anonymous

      You can but it takes fricking forever, you will probably run out of ammunition or daylight or engagement time before you kill one in 1890. It makes invasion battles a huge pain because the field batteries attacking the invasion fleet are extremely difficult to kill, I have "lost" invasion battles because the invasion fleet sails away from the destination while I sit there at 0 speed for 10 hours shelling the defensive battery.

      • 1 year ago
        Anonymous

        t. churchill circa 1915

        • 1 year ago
          Anonymous

          I assume this is a Gallipoli reference but they landed at Gallipoli. In-game they fleet sees a single 4-inch battery which could probably sink one transport every six hours so they head for the open ocean. And never turn around.

          • 1 year ago
            Anonymous

            I was more making an "opposed landings are difficult" joke using gallipoli as an example

    • 1 year ago
      Anonymous

      >can shore bases be destroyed
      Yes, and not only yes, but so can airfields if they're in gun range
      >in the 1890s
      enjoy emptying your entire magazine for 2 hits

  96. 1 year ago
    Anonymous

    German ship names generate errors when they go in for refit, I assume due to the special characters because they just show up in the error message as "Bl*er" etc. It was the same in RTW2 as well. How do I get the special characters to show up correctly so they don't generate errors? I guess my alternative is to just go replace the ship names so they're just "blucher" etc.

    • 1 year ago
      Anonymous

      Locale emulator to an US-EN locale.

      • 1 year ago
        Anonymous

        In hindsight I knew that would be it. I think in modern Windows you can set it per executable.

    • 1 year ago
      Anonymous

      weebshitter detected.

      • 1 year ago
        Anonymous

        I wonder what could have made Anon come to that conclusion from the provided information.

  97. 1 year ago
    Anonymous

    Anyone got ideas for Chinese plane/manufacturer names?

    • 1 year ago
      Anonymous

      Yellow Devil Inc
      Implessive Ploduct Consortium
      Industrial Espionage Experts
      Opium Inspired Designs
      etc

    • 1 year ago
      Anonymous

      Throw a few named corporations at it, like Pings Aircraft Co

    • 1 year ago
      Anonymous

      City and river names, maybe with foreign manufacturers tacked on, like Curtiss-Beiping Aircraft Company

    • 1 year ago
      Anonymous

      Xian, Chengdu are their IRL plane manufacturers

  98. 1 year ago
    Anonymous

    In my current game so far the government has freed
    >Puerto Rico
    It has not freed
    >Iceland
    >Norway
    >Taiwan
    >Vietnam
    >Hokkaido

    • 1 year ago
      Anonymous

      In my game America took Hokkaido, granted it independence, and then literally three months later Japan took it back with the colonial crisis event

  99. 1 year ago
    Anonymous

    I wish we had nuclear propulsion as a late game tech, I want to build a BCGN. This is three quarters of the way there.

    • 1 year ago
      Anonymous

      oops

    • 1 year ago
      Anonymous

      I recall that the troubles and guesswork involved with modelling damaged nuclear reactors was at least one of the reasons involved in skipping it.

      • 1 year ago
        Anonymous

        >Heavy missile hit on BBGN Kirovitis B*, shell enters reactor space
        >Your crew is dieing of radiation poisoning and cannot contain flooding!
        >Your crew is dieing of radiation poisoning and cannot fight the fires!

        • 1 year ago
          Anonymous

          It's a bit more complicated than that. And it's not the poisoning that will get you, but the crew will be pressure cooked alive by steam, while the reactor itself overheats and turns into slag that melts through the hull.

          • 1 year ago
            Anonymous

            Imagine the political ramifications of a damaged reactor leaking radiation on some neutral nation's coast too.

            • 1 year ago
              Anonymous

              Of course. We have avoided a military conflict during the Cold War (barely). So we only have Chernobyl as reference for guesswork of how this shit would go down, but it would definitely not be a good time for the crew or the environment.

              • 1 year ago
                Anonymous

                And if you're ignoring all that and it's just Turbines+1 then we got Gas Turbines for that I suppose.

              • 1 year ago
                Anonymous

                Well, that and the fact that nuclear fuel lasts decades, allowing a ship to operate at sea indefinitely. The refit lasts two years, but you only to do the one.

      • 1 year ago
        Anonymous

        how much is really needed though
        >coolant leak
        >partial melt
        >complete destruction

        it's not like anything else is that wildly in-depth

    • 1 year ago
      Anonymous

      what would happen if a nuclear reactor melted down at sea through the hull of the ship? Just an exploding steam geyser for 20 years?

      • 1 year ago
        Anonymous

        unironically nothing, it'd sink to the deep ocean and create a few hundred meter radioactive death zone around it but water is really efficient at stopping radiation and the ocean has effectively infinite cooling capacity

      • 1 year ago
        Anonymous

        There would be a warm pile of slag at the bottom of the ocean for a century or two.

      • 1 year ago
        Anonymous

        Now considert that ship reactor could very well be a molten salt desing. Superheated salts melt though hull then quickly cool dissolve in seawater and billions of fish die of ARS as a result.

        • 1 year ago
          Anonymous

          BILLIONS OF FISH MUST DIE

  100. 1 year ago
    Anonymous

    anyone know why it's so hard to go beyond 32 knots?

    • 1 year ago
      Anonymous

      Water drag is a b***h.

    • 1 year ago
      Anonymous

      the power required to push a given hull through the water is square or cube of velocity, it goes up real fast if you aren't hydroplaning

    • 1 year ago
      Anonymous

      Do you think turbines just grow on trees, and you just need more fertilizer to make a bigger one?

    • 1 year ago
      Anonymous

      If you pay attention there's always a speed for any given hull and tech level where you go from paying only a tiny amount of tonnage to gain one more knot, to paying a huge amount of tonnage (2-5x more than the previous). This "elbow" represents the speed at which you should probably build your ships unless you're doing something special with them. Mid 30s seems to be the speed at which the boomers decided the "elbow" should come to rest at max tech.

    • 1 year ago
      Anonymous

      Because I don't think the speed calculations have been changed that much since the first game. A 32 knot soft cap makes sense for larger ships when the end date is 1920, not so much when it's 1950 or especially 1970. It's actually the main bottleneck I've come across when trying to recreate historical designs. Everything else fits in roughly the historical tonnage, but as soon as I start cranking up the speed beyond 30 the number turns red and enters the quadruple digits.

      • 1 year ago
        Anonymous

        Except fast ships have been much easier to build in RtW2, destroyers could reach 40kn rather easily (as they did IRL) not to mention there wasn't a hard speed cap on capitals. Feels as if speed just got nerfed hard.

      • 1 year ago
        Anonymous

        I looked a bit into it and the speed table between 2 and 3 is still the same.
        I first tried creating a new one table up to 46 knots but turns out he game has a hard limit of 40 knots, anything above that can't even be selected.
        But because the speed table wasn't changed between games the old mods to it should still work. https://files.catbox.moe/dk5qx8.dat for example has lower HP requirements than vanilla.

        I was told at one point that if you had for instance 12 inch and 11 inch guns on the same ship, they suffered a penalty when shooting at the same target because you couldn't tell which hits were which, and it made correcting fire harder. It might even be the same ship; multiple ships firing at the same target could generate the effect. Not sure. I think I recall shell dyes mitigating it, but I still never knew the details of the debuff.

        Wish there was a way to look at the map while deciding what to take. It's 1905, the great war between Japan/UK/Spain and France/Russia/USA/China just concluded with a Russia disintegration. Already took Kamchatka and Russian treaty port in China, what should I snag from everyone else?

        Tempted to do Alaska just for the lulz.

        I'm not sure that is actually caliber dependent. I think it was just a general secondary battery interference, at least that's how this doc file for gunnery modifiers lists it. Pic related.
        docs.google.com/spreadsheets/d/1EdyGkqAqKEHUgOlTW6QTei-o9gscgQ-Zq-lGnJPAgLE

        Shell Dyes actually only make a difference for accuracy penalties from multiple ships shooting at the same target.

        Reread post mouse poster.

        Well frick, I'm moronic.

        • 1 year ago
          Anonymous

          >the game has a hard limit of 40 knots
          this dumb grognard game never fails to disappoint

  101. 1 year ago
    Anonymous

    Yeah imagine if some radioactive material got into the ocean, the largest heat and neutron sink, and biggest pollutant dilutor, in the entire world.

  102. 1 year ago
    Anonymous

    I mean plenty of nuclear submarines have went down.

  103. 1 year ago
    Anonymous

    >first fleet battle of the missile age in 1959, two carrier groups and two surface action groups against the entire german fleet
    >Strong Gale
    very funny game

    • 1 year ago
      Anonymous

      AAAAAAAAA

      • 1 year ago
        Anonymous

        RIP anons botes.

        • 1 year ago
          Anonymous

          see, the problem for them is that my BBs are still intact and in fighting condition

          the problem for me is that I'm limited to 17 knots by the gale and don't actually have guns that shoot backwards should I need to run away

          • 1 year ago
            Anonymous

            >the missile age will extend combat ranges they said
            >battleships are obsolete they said
            that "CL" is firing 17 inch guns

            • 1 year ago
              Anonymous

              how do you misidentify this as a CL

              • 1 year ago
                Anonymous

                Hang that officer

  104. 1 year ago
    Anonymous

    >Heavy missile hull hit!
    >Shell burst limited by coal bunker.

  105. 1 year ago
    Anonymous

    Well that was a little underwhelming. After passing battle lines as close as 7000 yards in 1959, the only actual loss was a CL sunk after battle by a submarine. Battleship bros, are we vindicated? One change I'm immediately making going forward is no SSM reloads for BBs, need to empty those tubes before they start burning.

    • 1 year ago
      Anonymous

      Further battles
      >Medium bombers aren't fricking around, holy shit
      >I actually had to use my DD's torpedoes to screen

  106. 1 year ago
    Anonymous

    setting ECM to high immediately on unlocking it was a good investment

  107. 1 year ago
    Anonymous

    Does long/extreme range help destroyers make it to the battle? I'd be happy to give up 1-2 knots if the destroyers would actually show up.

    • 1 year ago
      Anonymous

      I'm pretty sure it does

    • 1 year ago
      Anonymous

      The weight penalty for "long" range is prohibitive for a destroyer.

  108. 1 year ago
    Anonymous

    I was wondering if I was leaving too many old ships in service without major rebuilding and then the Anglos hit me with this in 1945 still chugging along with -1 quality main guns

    • 1 year ago
      Anonymous

      And then you sank it effortlessly.

      • 1 year ago
        Anonymous

        I at least rebuild my aging ships every decade or two if their hull can handle higher speeds. That thing was probably untouched since Queen Victoria.

    • 1 year ago
      Anonymous

      It may be a bug, I've seen Bs spawn in fleet battles as late as the 1960s despite those ships being long since scrapped.

  109. 1 year ago
    Anonymous

    >destroy one bombardment target
    >no bombardment target was generated
    Those tricky Huns.

    • 1 year ago
      Anonymous

      Try double clicking "Destroy 1 bombardment target"

      • 1 year ago
        Anonymous

        Yeah it did generate one in the usual spot, it just didn't have the red objective circle like normal.
        Meanwhile the floating point error here is that the vessel won't be floating for long.

  110. 1 year ago
    Anonymous

    what in the god damn frick

    • 1 year ago
      Anonymous
    • 1 year ago
      Anonymous

      The DB was a bored level 100 player up-tiering themselves for a laugh, where as the HJF player was a noob who bought a premium jet and hadn't even bound the keys needed for locking a missile on target before going into a game.

    • 1 year ago
      Anonymous

      a skyraider shot down a mig-17 over 'nam

  111. 1 year ago
    Anonymous

    well that went pretty okay

    • 1 year ago
      Anonymous

      Wrecked

  112. 1 year ago
    Anonymous

    What's the closest to life starting options for 1900? I want to hit the irl Japanese fleet oob for 1940 by 1940(10BBs/10CVs/38Cs). Is the game budget a requirement for this? I'm a fan of the historical limit. Also, Is the biggest fleet size also a requirement to reach those numbers?

    • 1 year ago
      Anonymous

      You basically need the maximum fleet budget to approach irl sizes

    • 1 year ago
      Anonymous

      Biggest factor will probably be having maximum fleet size, 1 size lower might work too. With those I had no issue affording to build 6 40000 ton CVs at once.
      Personally I dont like such huge settings. Despite my pc I get noticeable performance issues with large fleet actions involving over 16BBs and who knows how many escorts.

  113. 1 year ago
    Anonymous

    Is there a way to manually fire torpedoes?

    • 1 year ago
      Anonymous

      On captain's mode, yes
      >right click the square flag
      >select the ship you want to fire from
      >press the fire torpedoes button

      • 1 year ago
        Anonymous

        >captain's mode
        ISHYGDDT

        • 1 year ago
          Anonymous

          >oh no I've lost line of sight to my escorts I guess I can't give them orders anymore
          >anon sitting in a CIC watching a plot of his escorts fricking off with a radio beside him, unused
          real larpers decrease the difficulty as communications tech advances

  114. 1 year ago
    Anonymous

    Ordering from foreign yards is beneficial, but is ordering multiple ships (of the same class or different) from the same foreign yards at the same time worthwhile? Or can it not stack?

  115. 1 year ago
    Anonymous

    >Dowager Empress (Male)

    • 1 year ago
      Anonymous

      >tfw you will never be the naval commander and secret love of the dowager empress femboi

    • 1 year ago
      Anonymous
  116. 1 year ago
    Anonymous

    Anyone have a download for this game looks cool

    • 1 year ago
      Anonymous

      matrix games has one

  117. 1 year ago
    Anonymous

    I play exclusively on small fleet size. Having multiple pages of destroyers which I NEED for mandated TP plus actual fleet actions ruins the game for me.

  118. 1 year ago
    Anonymous

    how did these dumb motherfrickers reach the objective with 4 TR when I sank all but one of them in the opening skirmish?

    • 1 year ago
      Anonymous

      I tangled with them for a bit, massacred their TRs, then retreated to a port. I tried to exit and it warned me that enemy objectives worth 60,000 were still outstanding, but I assumed that because the TRs were lying on the sea floor there wasn't much fear of them reaching the objective with 4 of them.

    • 1 year ago
      Anonymous

      Should only happen if they temporarily reach the objective and then get killed afterwards.

      • 1 year ago
        Anonymous

        They didn't. I'm fricking livid. I smashed them apart in the sea miles from shore with just my Bs, and then retreated to port and they apparently went and got more transports and finished the fricking mission because I didn't want to watch time advance for another minute or two with nothing at sea. It's bullshit.

        • 1 year ago
          Anonymous

          That's a valid reason to kill the process for me tbh. When some really crazy broken shit happens I see no reason not to just quit and restart the game.

  119. 1 year ago
    Anonymous

    Aluminum superstructure is a moron trap, right?

    • 1 year ago
      Anonymous

      eh, depends on how expendable your ships are expected to be

    • 1 year ago
      Anonymous

      saving as much topside weight as possible in your light ships is imporant

      • 1 year ago
        Anonymous

        but the primary threat to small surface combatants is eating missiles to the face, missiles that tend to start fires

        • 1 year ago
          Anonymous
    • 1 year ago
      Anonymous

      Don't tell US Navy that.

  120. 1 year ago
    Anonymous

    Why does this game ask for the admin password every time I launch it (or the launcher)? Win7.

  121. 1 year ago
    Anonymous

    I'm giving my interwar era cruisers a refit for their 40th birthday

    should I retire them? probably, but they're still viable for beating up DDs and slinging SSMs

    • 1 year ago
      Anonymous

      and the modernization of my battleships past sensible historical limits continues, as the Anjou class becomes our first BBG to carry both long and short range missiles, as well as medium AA and traditional autoloaded 5" DP guns. I experimented with 3" guns on my BBGs as secondaries but there was too much short range surface gunfire in the last war to compromise like that again.
      >it's 1961 and I still have Q0 16" guns

      • 1 year ago
        Anonymous

        give advice on playing france, baguettemiral.

        • 1 year ago
          Anonymous

          Nta but is there really any special approach required? All I can think of is:
          No dedicated mediterranean fleet because it isn't budget efficient.
          As a consequence never short range so you can focus your flery.
          Always tension juggle so can exclusively fight in the atlantic or mediterranean.
          From the moment planes get decent focus on airbases to control the mediterranean..
          The rest would probably be like with any other nation.

        • 1 year ago
          Anonymous

          make your ships incredibly ugly and put quad turrets on everything, 2/4/4 is a totally valid way to get 10 guns on a dreadnought

          other than that I just built an 8/8 fleet (CA/B, then BC/BB, then BC/CV) so I can split my fleets between the Atlantic and Med

          Oh and land batteries / MTBs / etc are extremely useful in the channel, at Corsica and at Tunis in particular

      • 1 year ago
        Anonymous

        >Q0 16” guns
        At least its not as bad as my japan run. Got Q2 16inchers in the late 1920s just before i designed a new batch of fast bbs, practically creamed my pants right there. Ships went into service, everything seemed fine. Just before war with the frogs, however, I suddenly got an event telling me that the guns have dispersion problems and there’s no way to fix it. You can imagine my pain seeing the flat -10 accuracy malus. Suddenly I got event telling me an officer purge is coming, I decided to allow it to happen on the off chance whoever designed that gun got disappeared.

  122. 1 year ago
    Anonymous

    damn, I gave the BCs and BBs a good mauling, I realize they will be in dock for a while but it's still a shame that I didn't pick up more kills

  123. 1 year ago
    Anonymous

    This might be the ship I'm most pleased with aesthetically so far besides my super richelieus, I actually maxed out the 25 greeble slots

  124. 1 year ago
    Anonymous

    >Britain is in an uproar over our recent intelligence activities. They have canceled our alliance!
    >click through two more popups
    literally the same turn.

  125. 1 year ago
    Anonymous

    Japan has gone apeshit in the Pacific and is invading Vietnam, and they're winning because Italy has started blitzkrieging surrounding territories and is about to declare war on me so my fleet is stuck at home. I hope America can do their job and win the Pacific war.

    • 1 year ago
      Anonymous

      >Japan got Sumatra by event
      Man I wish that were me.

      • 1 year ago
        Anonymous

        I use the big brain play of never opposing the event so that I can take it from them later

        • 1 year ago
          Anonymous

          The even just has never fired for anyone I got into a war in my last few campaigns, it's terrible.

  126. 1 year ago
    Anonymous

    There it is, my first anti-missile missile kill of RtW 3

    by a battleship in 1964, naturally

    • 1 year ago
      Anonymous

      holy shit light SAM isn't fricking around, it's not bulletproof but it's actually shockingly effective against a trickle of missiles

      • 1 year ago
        Anonymous

        yeah

      • 1 year ago
        Anonymous

        yeah

        Yeah supposedly anti missile capabilities get so good later in the game that battleships are viable again because their gun shells are more efficient.

  127. 1 year ago
    Anonymous

    what's the penalty for having batteries of too similar calibers on a ship?
    What reduces it? How far apart can you be to avoid it?

    • 1 year ago
      Anonymous

      W-what do you mean? What penalties for too small calibers?

      • 1 year ago
        Anonymous

        Lack of penetration and the other babies will laugh at you

      • 1 year ago
        Anonymous

        I was told at one point that if you had for instance 12 inch and 11 inch guns on the same ship, they suffered a penalty when shooting at the same target because you couldn't tell which hits were which, and it made correcting fire harder. It might even be the same ship; multiple ships firing at the same target could generate the effect. Not sure. I think I recall shell dyes mitigating it, but I still never knew the details of the debuff.

        Wish there was a way to look at the map while deciding what to take. It's 1905, the great war between Japan/UK/Spain and France/Russia/USA/China just concluded with a Russia disintegration. Already took Kamchatka and Russian treaty port in China, what should I snag from everyone else?

        Tempted to do Alaska just for the lulz.

        • 1 year ago
          Anonymous

          The newest patch has a "center map on possession" button but I don't know where to get it if you're a pirate. The best option is to take nothing and enjoy the economic benefit.

          • 1 year ago
            Anonymous

            I was told at one point that if you had for instance 12 inch and 11 inch guns on the same ship, they suffered a penalty when shooting at the same target because you couldn't tell which hits were which, and it made correcting fire harder. It might even be the same ship; multiple ships firing at the same target could generate the effect. Not sure. I think I recall shell dyes mitigating it, but I still never knew the details of the debuff.

            Wish there was a way to look at the map while deciding what to take. It's 1905, the great war between Japan/UK/Spain and France/Russia/USA/China just concluded with a Russia disintegration. Already took Kamchatka and Russian treaty port in China, what should I snag from everyone else?

            Tempted to do Alaska just for the lulz.

            As Japan I'd take everything you can in South East Asia and basically turn it into a seperate home region and Japanese lake. As France I've actually taken very few possessions, choosing to use the points for the reparations economy boost.

      • 1 year ago
        Anonymous

        Reread post mouse poster.

  128. 1 year ago
    Anonymous

    JAPANBROS, I'M NOT FEELING SO GOOD

  129. 1 year ago
    Anonymous

    Should I build this or just hold out for oil firing? Goal is to have something fast and lots of comparatively large guns so I can leap into a pack of destroyers and shred them.

    • 1 year ago
      Anonymous

      I wouldn't put colonial service on an 8500 ton ship, tonnage becomes less efficient for foreign stations above 6000 tons. I'd use that displacement for more main gun ammo and if you can find the weight, the extra half inch of deck for full splinter protection. I'd also consider using 1/2 position mounts for an aggressive early game CL so you can fire more guns forward. Other than that I kinda like it, 29 knots on coal will mean a lot of freed up weight when you rebuild the engines to oil in ten years.

    • 1 year ago
      Anonymous

      29 knots is destroyer speed if you don't have oil. You're just wasting tonnage for no purpose.

      • 1 year ago
        Anonymous

        I wouldn't say it's no purpose, going fast early keeps your hulls viable longer. It's a fat, expensive CL, but it's going to bully the shit out of AI CLs and run them down.

        • 1 year ago
          Anonymous

          >hulls viable
          Adding excess speed just to consume tonnage is expensive... and the refits will also be expensive. Better off in the long run just making appropriate-speed 6k ton CLs and scrapping them when the hull meets its limit.

  130. 1 year ago
    Anonymous

    I want to start a new game in 1890 and make an armored cruiser with 3*2x11" centerline turrets at around 9000 tons. I seem to be able to get around 21 knots with 4 inches of belt and 2 inches of deck if I cut tertiaries to zero and secondaries to 4*6".

    Is this genius or moronic. Can an all big gun armored cruiser succeed in 1890?

    • 1 year ago
      Anonymous

      how are you getting 3 centerline turrets in 1890

      • 1 year ago
        Anonymous

        -2 quality short barreled guns have a bunch of exceptions to the usual placement limits but can't be upgraded because of it

    • 1 year ago
      Anonymous

      Part of the reason the Dreadnought was the first all-big-gun battleship was that it had the first fire control system able to take advantage of the large caliber guns at range. I don't know how well that's modeled in the game, you could just try it out

    • 1 year ago
      Anonymous

      could you do a hexagonal arrangement if you bumped the guns down to 8 or 7 inch?

      • 1 year ago
        Anonymous

        You can, less than 9in wing turrets are fine at the start

  131. 1 year ago
    Anonymous

    >random event merks the biggest, shiniest, newest ship in your fleet
    mad/10

  132. 1 year ago
    Anonymous

    What's a good gun calibre for anti-DD fire?

    • 1 year ago
      Anonymous

      15+

      • 1 year ago
        Anonymous

        Anon please

        Just not sure if I should go with 4,5 or 6

        • 1 year ago
          Anonymous

          Realistically, turreted 5 in guns, but I end up with loads of 4in for secondaries as they get dual multipurpose turrets earlier.

        • 1 year ago
          Anonymous

          Yeah, I'd go with 6 15+" guns.

  133. 1 year ago
    Anonymous

    I got a mission to destroy a bombardment target but no target was visible.

    On a hunch (hoping it was a bug) I wandered into the cost and began exploring and eventually discovered an unmarked small bombardment target and got it, that satisfied the mission.

    Is that normal? I thought it fricking told you where a target was?

    • 1 year ago
      Anonymous

      Did you select the target at the objectives tab?

      • 1 year ago
        Anonymous

        Yes. I right click -> locate and nothing happened, repeatedly.

        For a great war heavy cruiser, 4 12 inch guns or 6 9 inch? both at quality 0

  134. 1 year ago
    Anonymous

    Are turrets superior to casemates?

    • 1 year ago
      Anonymous

      afaik turrets allow you longer ranges, multiple guns per turret, and so on, but only later on. Early on casements are kinda no-reason-not-to unless you plan on modernizing later. Limited elevation, inefficient mass per tube, and impracticality for DP are the downsides, but you can't do any of that to begin with.

    • 1 year ago
      Anonymous

      Early on, it's a toss up, dual turrets get ROF penalties, and they constantly break down in battle, casements have other problems, 7in+ casement secondaries can easily explode your boat, they can get flooded out in high seas I believe, but I'd say are generally more reliable. Later on, as secondary turret tech advances, there's no reason to keep guns in casements really

  135. 1 year ago
    Anonymous

    So have the devs revealed a roadmap, and are updates coming?

    • 1 year ago
      Anonymous

      yes, they announced a pvevp looter shooter extraction mode and will be entirely dedicating themselves to live service support of it. please look forward to rare loot like the asm-n-2 bat and elite named officers!

    • 1 year ago
      Anonymous

      The other 2 had a reasonable amount of support and updates, but I don't recall ever seeing a roadmap or anything, they were all several months apart though

    • 1 year ago
      Anonymous

      Azur Lane collaboration soon

      • 1 year ago
        Anonymous

        again, if someone could figure out how to get procedurally generated shipgirls (at least for main armaments) that would be interesting

        • 1 year ago
          Anonymous

          As much as I like boatbawds I enjoy RTW for its realistic approach and ship design

          Though I wouldn't mind some weird custom anime nations or events and scenarios, that could be fun

        • 1 year ago
          Anonymous

          Generating KC shipgirls would be probably easier, since they tend to be more uniform

          • 1 year ago
            Anonymous

            they are uniform by class
            which would help in making sprites per class
            i.e. give them the same rigging but have a bunch of hair combinations or something
            ship designer would have to come up with the lead ship, rigging, and uniform

            • 1 year ago
              Anonymous

              Well it dosen't have to be KC or AL, it could be our own anthropomorphization

              • 1 year ago
                Anonymous

                I mean, obviously

  136. 1 year ago
    Anonymous

    What's the difference between assigning a ship to foreign station and just moving it to a colonial area?

    • 1 year ago
      Anonymous

      Foreign station vessels apply their total tonnage against the global requirement, even if they're not in the right place. If you have a 10k requirement and a 6k requirement, and one AF 6k ship in the 10k spot, your total global requirement is 10k and two 5k ships on FS will meet the requirement even if they're in your home region on the turn you set them to FS. FS will make them automatically move around the the correct regions, also.

  137. 1 year ago
    Anonymous

    I am a flagbawd and one of the mods I would like is some stock paradox style fascist/communist/whatever flags for all the playable countries if they have revolutions.
    Ideally change their name tables too like Russia gets.

  138. 1 year ago
    Anonymous

    How do you cope with the knowledge that you're about to kill thousand of defenseless men?

    Wrong answers only.

    • 1 year ago
      Anonymous

      >Fr*nch
      not my problem

  139. 1 year ago
    Anonymous
  140. 1 year ago
    Anonymous

    I'm doing pretty okay for a change so I'm now facing the possibility of doing something I haven't done before.

    How do you go about making a long-range battlegroup? I'm thinking a carrier and some escorting CAs or CLs all with long range (isn't diesel supposed to be better than oil at Long or Extreme? It's not doing it at Long.) to be a mobile force.

    Is there more to it than just building the ships? Do I have to group them as a division or something? I haven't messed around with the division editor ever.

    Are long-range destroyers even possible?

    Separately, do you always tend to make destroyers as big as possible? Is making some cheapo 700t destroyers to put on trade protection duty so my 1500t ones can protect the fleet abuse of mechanics or valid?

    • 1 year ago
      Anonymous

      >Are destroyer escorts (DEs, your small destroyers, later missile frigates) valid
      They're historically authentic and there's no reason not to build them. Sometimes just using obsolete destroyers with extra depth charges is fine but there's a hard cut off at 1955ish where that stops working for a generation (requiring bow sonars which can't be retrofitted on to be fully effective against subs)

      I haven't actually built a West Coast raiding fleet as Japan so I can't comment there, keep in mind in sea zones where you have no possessions damaged ships are liable to scuttle

    • 1 year ago
      Anonymous

      >do you always tend to make destroyers as big as possible?
      Generally yes although there are points in the tech tree where I find that I don't have anything to put in the final 100 tons or so and I decrease the size a little.
      >Is making some cheapo 700t destroyers to put on trade protection duty so my 1500t ones can protect the fleet abuse of mechanics or valid?
      It's fine but I usually just keep my old ones around instead. As in, never scrap a destroyer. Just add ASW gear (pull torpedoes if necessary) and try to keep them on TP in safe waters so they never get into combat.

  141. 1 year ago
    Anonymous

    What's the in-game difference between medium bombers and naval patrol aircraft?

    • 1 year ago
      Anonymous

      Naval Patrol Aircraft is like a PBY catalina; it's a large flying boat, it goes a long ways, it can drop depth charges and is good at ASW/scouting. Only important stat is range, essentially.

      Medium Bomber is a B-17. It's big, it goes a long way, it can carry a lot of bombs or torpedoes.

      The former is used for spotting/ASW. You might have a bundle at an air station and they launch immediately to fly search patterns and fly ASW patrol otherwise.

      Medium Bombers are what land-based airbases can use to hit fleets; they have more range than a divebomber or whatever and they can carry bombs or torpedoes as needed.

      • 1 year ago
        Anonymous

        The naval patrol aircraft can have bombs just the same as the medium bombers. Are the medium bombers better at glide bombing because they're faster or something?

        • 1 year ago
          Anonymous

          I looked it up, patrol can carry torpedoes and can only conduct "level" bombing attacks while mediums can't carry torpedoes but can conduct the presumably more accurate "skip" bombing technique.
          Land based aircraft are uncontrollable so I'm not sure how relevant they are.

          • 1 year ago
            Anonymous

            Medium bombers can carry torpedoes depending on the design.

        • 1 year ago
          Anonymous

          Medium bombers are faster (especially once jets exist) and can carry two antiship missiles versus the potato bomber's one

          that said the PBs are totally worth having for the sub hunting alone

    • 1 year ago
      Anonymous

      On that topic, what's the difference between dive bombers and torpedo bombers?
      Are torpedo bombers supposed to be better against larger ships? Or dive bombers better against smaller ones?

      • 1 year ago
        Anonymous

        Dive bombers are more likely to hit but bombs have kinda busted low AP values in this patch so the meta until missiles is torpedo bombers, also torpedo bombers can be night equipped and dive bombers can't for some reason

        Dive bombers tend to be faster and better at air combat, though

  142. 1 year ago
    Anonymous

    Is there a way to check a ship's immunity zone in combat?

    • 1 year ago
      Anonymous

      Yes and no. If you look at the ship's detail screen you can check the main guns penetration values. This doesn't work on enemy ships and you can only infer a rough overview of the ships immunity zone.

    • 1 year ago
      Anonymous

      No, because there's no way to compare your ship's armor to the enemy's guns. Pointless anyway because the immunity zone is only (nominally) immune to citadel hits and you can still get burned down or slowed down by non penetrating hits until they just kill you with torpedoes.

  143. 1 year ago
    Anonymous

    it's so sad i can't make a non functional citadel, just like the germans did on the bismarck irl

    • 1 year ago
      Anonymous

      You can though, just build a sloped deck ship with insufficient deck armor and belt extended well after everyone else has developed AoN

      • 1 year ago
        Anonymous

        geniuenly what where the germans thinking
        what was the idea here

        • 1 year ago
          Anonymous

          >oh shit we haven't built a dreadnought since Jutland what do we do
          >idk big Bayern? that oughta do it

  144. 1 year ago
    Anonymous

    god bless

  145. 1 year ago
    Anonymous

    Does the PM ever do anything if they ask to take a look at your latest design?

    • 1 year ago
      Anonymous

      Occasionally, they'll reduce your budget in the month they look at your design.

    • 1 year ago
      Anonymous

      The event won't change your design, it's just a one month delay to complete the design study.

  146. 1 year ago
    Anonymous

    the average german post-1920 experience
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BC is avoiding torpedoes!
    >BC is avoiding torpedoes!
    >BC is hit by a torpedo!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is hit by a torpedo!
    >BB is hit by a torpedo!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >DD is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BC is hit by a torpedo!
    >BB is hit by a torpedo!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is avoiding torpedoes!
    >BB is hit by a torpedo!
    >DD is hit by a torpedo!

    • 1 year ago
      Anonymous

      become the torpedoman instead

    • 1 year ago
      Anonymous

      all I'm hearing is that you have insufficient elan to jeune your ecole

  147. 1 year ago
    Anonymous

    >literally cannot make an iowa despite it being 1944
    look anons nine sixteen inch guns is my fetish I cannot help myself

    is it worth building a frontline in 1944, on the cusp of missile tech? I'm thinking my CVs need escorts and I'm wondering whether q0 8in guns are enough for a very big heavy cruiser escort.
    Diesel/long range
    16 x 8 in
    6 inch belt
    24x 5in dp
    34 knots
    20,000 tons?

    or is that insanely big?

    • 1 year ago
      Anonymous

      >20,000 tons
      anon... iowa was like 60k deep (45k nominal)

      • 1 year ago
        Anonymous

        Is the tonnage in ship editor laden or unladen? I was poking at 48k-ish and couldn't fit 12in belt and 9x16 armament with 33kn speed.

        Also NINETEEN POINT FIVE INCH TURRETS? shit is crazy

        • 1 year ago
          Anonymous

          Tonnage in the editor is full displacement

    • 1 year ago
      Anonymous

      >I'm thinking my CVs need escorts and I'm wondering whether q0 8in guns are enough for a very big heavy cruiser escort.
      You really just need some way to efficiently kill DD/CL as your own DD/CL can then flotilla attack the remaining capital ships that are attacking your carriers.

      On that subject what gun is the quickest for killing DD? 2-6" don't get the penalty for firing on DD but what's the sweet spot between damage and RoF?

      • 1 year ago
        Anonymous

        So something like this...

        Or just 6in autoloaders, right?

      • 1 year ago
        Anonymous

        >what's the sweet spot between damage and RoF?
        5" is probably still king.
        3 and 4" are pretty good early in the game but can't compete with 5" which is way too good, 50% better damage than 4" for only a RoF decrease of 1.
        5" vs 6" are closer in capability, 5" might still be better against DDs, for DP and on <2500 DDs. Unless you can afford a full secondary battery of 6" you should get better performance with 5" if you just slap more of them on.
        As for 2", no just no.

  148. 1 year ago
    Anonymous

    >minor concessions
    The longest war ever with the most tonnage ever sunk and the 1st and 2nd most VPs ever accumlated, just as the invasion of Hong Kong was beginning... minor concessions.

    • 1 year ago
      Anonymous

      Save scum

  149. 1 year ago
    Anonymous

    is there a mod that removes aircraft from the game entirely? i want an alt history world where naval airpower doesn't take off and we have fleets of battleships spamming ASM at eachother. yes i am the salty german player

    • 1 year ago
      Anonymous

      I think it's possible to remove all stats from the aircraft so none can't be designed but the AI doesn't know it and keep building CVs.
      Just embrace the planes, get some fighters in the air and slap AA on your ships. I never had issues with it as germany.

      What types/ratio of planes should you put on your airbases?

      Dunno if there are any hard rules for that. But it's not like you can't just delete and create new squads as needed.
      Unless it is a very crowded short-range are, think baltics, I don't put any fighters on them until late in the game, their range is just too abysmal.
      I don't use floatplane scouts because naval patrol aircraft can do the same job and ASW while having longer range. Similar case with torpedo and dive bombers compared to medium bombers. I might use torpedo bombers if I don't have mediums yet but that's the exception.

      The first thing I always do is slap a squadron of 20 naval patrol aircraft on a base for scouting. Following that, 2 squads of 20 medium bombers. After that it's either another squad of mediums or naval patrol, usually depends on how many subs I faced and/or if there is a lot of ocean to scout.
      After that I consider throwing fighters on the bases.

    • 1 year ago
      Anonymous

      It's really easy to just delete the relevant techs. I don't know how well the AI handles the change but in rtw2 when I deleted all the aircraft carrier techs besides floatplanes and AVs the AI didn't have any trouble making fleets without carriers.

      • 1 year ago
        Anonymous

        can you delete land based plane techs too?

        There's some frenchgay up in the thread who's doing literally that in the base game. Just with also CVs.

        post number plox?

        • 1 year ago
          Anonymous

          Yes, you can delete the techs for land based aviation and the techs for airfields as well.

          • 1 year ago
            Anonymous

            so do i just delete AircraftBasicData and AircraftBasicData3? and where are the technology files?

            • 1 year ago
              Anonymous

              Don't delete the aircraft data files, just the techs that unlock aircraft. Actually don't delete those either, just set the unlock date to 2000 or something. My personal RTW2 "mod" has all the submarine and aircraft/carrier techs except for floatplanes and AVs set to 1970.

              • 1 year ago
                Anonymous

                where do i find the tech files, i need some handholding

              • 1 year ago
                Anonymous

                researchareas in data

    • 1 year ago
      Anonymous

      There's some frenchgay up in the thread who's doing literally that in the base game. Just with also CVs.

  150. 1 year ago
    Anonymous

    What types/ratio of planes should you put on your airbases?

  151. 1 year ago
    Anonymous

    so taking no colonies in exchange for reparations ultimately results in more money for the budget right? do you get more for declining a potential 10 value of colonies compared to declining like 5 value worth of colonies?

  152. 1 year ago
    Anonymous

    >make 7k ton light cruiser with long range for following my carriers around
    >8x 5in DP turrets for shredding destroyers and performing skywatch
    >18 torpedoes because I have problems
    >all is well

    >war with UK
    >Patrolling the indian ocean while invading Burma
    >convoy raid
    >at night
    >radar contacts detecting big ol' battle lines and swarming destroyers
    >my force: one single 7kton destroy

    Do you ever have the RNG just give you battles that you designed the ship for? I was spooped by the battle lines but it was just the trader columns and I got to wade in, on CL vs 10+ DDs, throwing torpedoes at anything moving that wasn't me. Truly, there is a god, and he loves me.

    • 1 year ago
      Anonymous

      *7kton light cruiser, not destroyer.
      I'm still riding that high.

  153. 1 year ago
    Anonymous

    [...]

    no i want to know how/what he did

    • 1 year ago
      Anonymous

      then maybe you should look at the images he posted

    • 1 year ago
      Anonymous

      I didn't change the files at all, just persevered with my battleship meta. Planes still exist and are still a serious threat, but I kept building battlecruisers anyways and so did the AI. Ironically my biggest challenge right now is the Italians who built a Spaghetti Yamato to counter my BCs.

      • 1 year ago
        Anonymous

        do you ever need anything over Q0 16in?

        • 1 year ago
          Anonymous

          I'd say have said no but now that 18" spaghetti yamato exists and can push my belt in a couple thousand yards further than I can return the favor, I'm not sure. I guess it depends how far the AI goes in the caliber race. I will say my #1 advice for BBGs is to never carry missile reloads. They're too explodey. Eight single use cans is plenty.

          • 1 year ago
            Anonymous

            (Reloads for SSMs, obviously, don't just take a single missile on a Talos launcher, that would be silly. Light SAMs are essential the moment you unlock them.)

          • 1 year ago
            Anonymous

            I don't really see the value because the AI is really happy to close to 1900-tier ranges even when gun ranges have advanced to 5x that in the 1940s. I can either close and blap down all the escorts then order flotilla attack, or just run away. By the time 16"+ guns are unlocked I think they're obsolete compared to 4x tube torpedo launchers on all ships. I might try removing all the torpedo damage techs some time time to see what a game looks like when closing for torpedoes isn't the optimal strategy.

            • 1 year ago
              Anonymous

              You could just do a game with variable research and tech quirk 2 for weaker torps.

  154. 1 year ago
    Anonymous

    can we get a 1945 start date? I just want to play with missiles.

  155. 1 year ago
    Anonymous

    I don't know what tech quirk 2 is.

    • 1 year ago
      Anonymous

      Makes torps perform worse.
      If you start a game with substantial variable research the save can have a wukrk which will affect performance of various things. It's in the rtwgame file in the corresponding save.
      Should work too of you alter it in the save but I never tried.

  156. 1 year ago
    Anonymous

    huh

    • 1 year ago
      Anonymous

      You forgot to put planes on your carriers.

      • 1 year ago
        Anonymous

        I was more fascinated at where Ceylon apparently was, but I'll check that.

        • 1 year ago
          Anonymous

          Oh that's just a zero-zero bug, stuff like that happens sometimes. Thankfully nothing bad happens when you spawn inland or in the wrong ocean. You could try reporting it but the boomers probably already know.

          • 1 year ago
            Anonymous

            I actually wound up quitting out with a cascade of weird bugs, not loading image assets etc, later on. Willing to believe it wasn't related to that since that did always load into fights near ceylon.

  157. 1 year ago
    Anonymous

    Is it worthwhile to conduct intelligence against everybody if you're playing an economic leader like US or UK? You should also be ahead in tech so one of the primary reasons to spend on intelligence activities is irrelevant. Or is it like MoO/MoO2 where you can fill out the parts of the tech tree that your scientists struggle with?

    • 1 year ago
      Anonymous

      I would always spy at least medium on everyone as a major, it's not like it's a lot of money and besides the occasional tech (if your scientists try to research a tech early you can end up behind on earlier tech, and stealing fills this out) you also get more information on enemy ships which can be useful for planning your own designs

      Keeping it on high can increase tension at an unfortunate time though

  158. 1 year ago
    Anonymous

    Do you break up your carriers into different divisions so you can "provide CAP to" your scout force and your fleet flag?
    Or should I just build a CVL that I set as support to the scout force and another that I set as support to the fleet flag so they can get CAP automatically?

  159. 1 year ago
    Anonymous

    >be busy mopping up Soviet fleet and suddenly get a message that an enemy light carrier exploded
    >mfw the seaplane carrier I forgot about and left running at 20 knots in a straight line found a Soviet CVL by accident and murderburgled it with 5 inch HE shells.

    • 1 year ago
      Anonymous

      I wish the game was a little more flexible with aircraft techs such that jet floatplanes could exist so that floatplanes could stay relevant forever.
      t. floatplane anon

      • 1 year ago
        Anonymous

        There is a case to be made for them since it was dabbled in the early cold war. Ekranoplans would be cool, you might even use them as a sort of replacement for MTBs.

        • 1 year ago
          Anonymous

          Ekranoplanes aren't planes, I want development to continue toward something like this https://en.m.wikipedia.org/wiki/Convair_F2Y_Sea_Dart

  160. 1 year ago
    Anonymous

    Lol the image didn't load for some reason so I didn't see that you posted the same thing as me.

  161. 1 year ago
    Anonymous

    Damage control training is the best one in the game.

    • 1 year ago
      Anonymous

      In RtW2 I was always gunnery, maybe gunnery and night fighting if I had money. Now I wouldn't run without damage control.

  162. 1 year ago
    Anonymous

    when is someone gonna come out with a Rule the Skies full airship conversion model. i demand having 50k displacement miyazaki-esque flying battleships duking it out in the skies, there would be lots of room for imaginary tech.

    • 1 year ago
      Anonymous

      I want RTW but in space

      • 1 year ago
        Anonymous

        isn't that aurora 4x?

        • 1 year ago
          Anonymous

          Maybe but that game is actually too autistic for me, there's too much management outside of designing ships and combat

          But then again it's been years since I gave it a try, maybe I'd like it more now

    • 1 year ago
      Anonymous

      so, what
      introduce something like "floatstone" but make it only have a few regions like oil does
      have early ships be carried by balloons

      • 1 year ago
        Anonymous

        maybe even just remove the coal/oil restriction and just make it a speed thing

    • 1 year ago
      Anonymous

      What about Airships: Conquer the Skies?

      • 1 year ago
        Anonymous

        Yeah Airships sounds exactly like what they want.

        Feel like oil is insufficiently represented in the game. EG, you can't have Japan desperate to fight a war because of oil access in the 40s- it's just assumed everyone has infinite oil by then.

        Separate question; if a plane is tagged as 'can carry HASM' or whatever, what is the load of HASM? Torpedoes would at least tell you what kind of loadout a torpedo was for them, are HASM always Heavy?

        >Feel like oil is insufficiently represented in the game.
        You actually do not have infinite oil, unless you own a region with oil. During longer wars there is an increasing chance to suffer from fuel shortages, being under a blockade greatly increases that risk.
        If you suffer from fuel shortages every turn there is a chance for strategic moves to be canceled and for ships to be unable to partake in battles, the chance increases with ships size. Obviously coal ships aren't affected by that.

        • 1 year ago
          Anonymous

          I've never actually had a fuel shortage in RtW3, how are diesel and gas turbines handled? Just the same?

          • 1 year ago
            Anonymous

            I think they are treated the same, maybe a difference in modifier for battle participation but I don't know . Never used diesel in RtW2 and gas is new so I have no experience yet.

        • 1 year ago
          Anonymous

          >You actually do not have infinite oil, unless you own a region with oil.
          You can still get oil shortages if you lose enough commerce due to enemy raiders/submarines, which doesn't really make sense when you have oil in your continental holdings (not just oil in some colony).

        • 1 year ago
          Anonymous

          Interesting, didn't know that. I guess that's something.

          HASMs are Heavy Anti Shipping Missiles, yes

          If it says 'HASM' on an aircraft
          Can it carry MASM?
          Is a HASM a heavy load, medium, or light?
          Does it carry multiple HASM or is one an entire load?

          • 1 year ago
            Anonymous

            From the tooltip and how M/HASM are assigned to aircraft it looks like bigger aircraft (medium bomber and patrol aircraft for example) carry heavy ASM and smaller single engine craft carry medium ASM. Based on that I would expect that ASMs always go in the Heavy slot.

            • 1 year ago
              Anonymous

              I just got a new play with 2x HASM in the field, but it still doesn't tell me if that's a heavy load or not.
              Speaking which, wtf is this for torpedoes? M I understand, M/H is explained, but -/M seems weird. Is that to suggest two torpedoes is a medium load?

              • 1 year ago
                Anonymous

                Yes.

              • 1 year ago
                Anonymous

                I guess that's consistent and... I GUESS intelligibly communicated, but it still seems weird. Why can't they carry 3 at H? Whatever.

                How the frick do you fit enough topside equipment on any small ship in the missile era? Radars, vital antiair, depth charges/torpedoes/SAM/SSM/turrets???

              • 1 year ago
                Anonymous

                Depth charges and launchers eventually stop proving extra ASW points so you can take them off. Less gun mounts, cutting secondary gun mounts, maybe a single main gun director and a single AA director instead of 2 and 4. Aluminum superstructure if you're a clinically insane pyromaniac. Also, upping radar level increases weight but also increases total topside space...somehow. More masts and platforms, I guess.

              • 1 year ago
                Anonymous

                Radar actually improves your topside availability because they build up the superstructure or something which allows more room for AAA equipment.

              • 1 year ago
                Anonymous

                Torpedoes are much bigger than bombs, just the bulk will take up the space. The B-25, for instance, could carry much more bombs than the weight of the one torpedo it could fit

              • 1 year ago
                Anonymous

                thank

                Am I correct in interpreting that the best way to do ASW is to either put a helicopter on every destroyer, or make a light helicopter carrier CL? Does any beyond 1 affect ASW? should it just be one on everything?

              • 1 year ago
                Anonymous

                >-/M
                I knew it was two torps but couldn't find anything in the manual. It was a mouseover tooltip.

              • 1 year ago
                Anonymous

                yeah that's what I was going off of
                - for the first value... makes sense... I guess, it just seems weird af

  163. 1 year ago
    Anonymous

    >sink 6 TR
    >sank 8
    >goal failed
    REALLY?

  164. 1 year ago
    Anonymous

    Feel like oil is insufficiently represented in the game. EG, you can't have Japan desperate to fight a war because of oil access in the 40s- it's just assumed everyone has infinite oil by then.

    Separate question; if a plane is tagged as 'can carry HASM' or whatever, what is the load of HASM? Torpedoes would at least tell you what kind of loadout a torpedo was for them, are HASM always Heavy?

    • 1 year ago
      Anonymous

      HASMs are Heavy Anti Shipping Missiles, yes

      • 1 year ago
        Anonymous

        But I also see MASM, is the Medium ASM smaller than the Heavy ASM or are the ASMs the same and the H/M represents the aircraft load to carry it?

  165. 1 year ago
    Anonymous

    Do aircraft with air to surface missiles make their attack from a standoff distance, and if so will CAP move to intercept radar-detected incoming strike aircraft before they can reach the appropriate standoff distance?

    • 1 year ago
      Anonymous

      I believe so, there's certain techs (like radar fighter direction and air to air missiles) that increase CAP engagement range and change their behavior

  166. 1 year ago
    Anonymous

    Does the AI do sensible things with land-based fighter-type aircraft like send them out as escorts or conduct patrols?

  167. 1 year ago
    Anonymous

    Do you abandon torpedo/dive bombers and fighter within years of getting jet/jet attack/light jets?

    • 1 year ago
      Anonymous

      I only abandon them once I've rebuilt or scrapped all my non-jet aircraft carriers because torpedo and dive bombers get to carry MASM so 30 of them are still attacking more efficiently than the 20 LJF (using ~1000 lb glide bomb attack) I could put on the same carrier.

    • 1 year ago
      Anonymous

      You need them until at least HJF and JA because before then only regular fighters and torpedo bombers can do night missions

  168. 1 year ago
    Anonymous

    >he can't take three torpedoes at once
    weak

    • 1 year ago
      Anonymous

      >Last war with the US ended in victory after nearly 4 years in late 1914
      >Pretty much cleaned the seas of US Capital ships except some brand new BCs
      >No big deal
      >Take Panama and my allies Germany and Russia take Pacific Islands
      >Feeling good
      >Germany and Russia don't renew alliances
      >Brits fed-up with my shit talking in the Caribbean
      >The US shoves a war down my throat in 1919
      I think I'm about to get fricking wrecked, all over Nicaragua.

      I always hate to give up TBs that carry 2 torps, even for a bigger one. I don't know if it matters, but it makes me feel like they'll get more hits.

  169. 1 year ago
    Anonymous

    THANKS FOR THE SPAWNS GAME

  170. 1 year ago
    Anonymous

    First war since the 30s. The missile age is crazy. Not a single enemy aircraft scored a hit on my fleet due to excessive CAP. And all my JFH got shot down, even with escort, on their first atttack. If my flag fleet hadn't found theirs and sunk their BB (via radar-guided missile attack) the entire battle would have been inconclusive at best.
    My CVL intended to provide CAP to the flag fleet didn't work because they wound up in their own fleet doing nothing. I think I need more JFH or JA and less JFL if I intend to actually kill any carriers.

  171. 1 year ago
    Anonymous

    Difference between light/medium/heavy SAM?

    • 1 year ago
      Anonymous

      LSAM shoots missiles, HSAM can shoot like 70-100 nautical miles, MSAM is sort of in the middle

      • 1 year ago
        Anonymous

        Mounting and firing arcs also seem to change.
        LSAM does not get 360*.
        MSAM does.
        The weight makes choosing between them very important though.

        Should you have a variety of different SAMs, and/or should you have redundant SAMs? Or just pick one and have two tubes on it and call it done?

        • 1 year ago
          Anonymous

          You probably won't have the topside space to do a lot on the same hull so the answer is probably achieving redundancy and variety through different hulls.

        • 1 year ago
          Anonymous

          I'm putting LSAM on everything I can once it's unlocked, HSAM vs MSAM seems to be more how much weight you can spare and how focused you want the ship to be on area air defense (ie protect the carrier)

          MSAM will still protect other ships close by but nowhere near the range of HSAM

          • 1 year ago
            Anonymous

            Also, placement matters for LSAM, it has basically the arc of a gun turret in the same position, so B or X are good places for it

    • 1 year ago
      Anonymous

      They might have a difference in how well they protect against certain attacks. With AAA some guns can kill an aircraft before it makes an attack depending on its ordinance.

  172. 1 year ago
    Anonymous

    >have enemy carrier force dead to rights
    >their escorts shit out a several dozen missiles and frick up my surface heavies
    man, battles in the missile age sure are different

  173. 1 year ago
    Anonymous

    >tfw there are options besides fire at will and all

    • 1 year ago
      Anonymous

      >tfw there are options besides fire at wil
      Are there? I've found unspent missile tubes are my #1 fire and explosion risk so I've taken to a "launch them all and let God sort it out" policy.

      In completely unrelated news, apparently if you try to overfly your own ships with friendly AShMs bad things can happen

      • 1 year ago
        Anonymous

        I've never used those other options. But they do exist.

  174. 1 year ago
    Anonymous

    It drives me crazy that such a huge % of aircraft start the tactical battle in a damaged state, but are easily repaired by the time 1900 minutes have passed. What the frick were the maintenance crews doing for the other 29 days out of the month? I accept that some % of the aircraft you ready don't actually ready/launch because they're found to be broken during spotting or launch, but the idea that 30% of the force is just broken on any given day but can be easily fixed by the end of the day is fricking insane.

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