Is that moddable, d'you think?This is due to the current naval hit chance error (a multiplier that was set to 2 instead of 0.5) that heavily reduces torp hit chance so it may work in current patches but not in the next one
Is that moddable, d'you think?This is due to the current naval hit chance error (a multiplier that was set to 2 instead of 0.5) that heavily reduces torp hit chance so it may work in current patches but not in the next one
Yes, its just setting HIT_PROFILE_SPEED_FACTOR from 2 to 0.5 in defines. It's planned to be fixed in the next patch either wayIs that moddable, d'you think?
That's why we need to start convoy raiding far from their home base. It takes time for the escort to appear, and it take more time for the strike force to come. And we didn't fight the strike force now but retreat and do convoy raiding again. The AI may divide the remain screens from strike force for escort.. I've found that convoy raiding with a large fleet is the fastest way to force a decisive battle in the current naval system
Why not just park 20 carriers in a different zone, and launch the planes into the enemy forces?There is only one thing I can think of: carriers tend to lose panes and can't refill them in combat.
AA losses. Without the 10x damage bonus/sortie from being in carrier combat, your losses will be 10x greaterWhy not just park 20 carriers in a different zone, and launch the planes into the enemy forces?
is this actually necessary for the bonus? I was under the impression that the whole "DNE carrier stack" ban was based on them still getting the bonus without risking themselves.from being in carrier combat
Yes, the defines read "NAVAL_STRIKE_CARRIER_MULTIPLIER = 10.0, -- damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively)" - you only get this bonus in combatis this actually necessary for the bonus? I was under the impression that the whole "DNE carrier stack" ban was based on them still getting the bonus without risking themselves.
Wait, without the 10x damage then the damage just 10x smaller?! That's good enough and probably the only way for a fleet of 20 carriers to catch some ships. If one have 20 carriers, the other better stay in port.AA losses. Without the 10x damage bonus/sortie from being in carrier combat, your losses will be 10x greater
Don't really need any more than the highest tech subs, destroyers, CLs, and NAVs to dominate the seas. That would be a true hit-and-run navy. Don't waste IC on large ships that eat fuel and have limited uses.
Would something like this actually work? Thinking along the lines of as a minor nation like Turkey, who could afford the resources to build this small but powerful type of task force even though they start with very little in the way of an existing navy. Does the Surface Raiders naval spirit actually apply to both Carriers and Heavy Cruisers, or is strict enough to only include Battleships/Battlecruisers? Id start testing all this myself but I have some work I have to take care of, so in the meantime would be interested in your experience/opinion on the idea.
In case anyone else is in the same boat as I was, you can find this on line 1831 of Hearts of Iron IV\common\defines\00_defines.luaYes, its just setting HIT_PROFILE_SPEED_FACTOR from 2 to 0.5 in defines. It's planned to be fixed in the next patch either way
I've seen you mention a lot of bugs and other weird interactions recently that are apparently common knowledge in the MP community. I haven't played MP for probably a couple years now so my knowledge of this type of thing is out of date. Is there some sort of list of these things somewhere, or does it just spread by word of mouth in discord servers?This is due to the current naval hit chance error (a multiplier that was set to 2 instead of 0.5) that heavily reduces torp hit chance so it may work in current patches but not in the next one
I mean, I agree with you, I just mostly want to enjoy the naval game. Itd be nice to actually have a useful fleet instead of just building towards an outcome.While naval game is funny, you should clearly understand, what is your goal for navy and who is your enemy.
Killing enemy ships is not a goal. The possible goal is support your landing. Defend your trade lines, Kill enemy convoys. Depend on this you should plan your naval strategy.
Actually, if you fight against GB, you need to kill convoys and submarines are the best at it.
If you fight USSR, then you need coastal and landing support and should build some CAs or BCs.
Fighting against Germany you should build Anti-Sub DDs.
Fighting against Italian Navy you should do smth with their bunch of DDs and Cruisers. But the question is "why?" Much easier to cut their lines with subs, leaving their fleet to british navy.
Your fleet idea is good for Germany after France falls. As support group to kill DDs, hunting your Subs. Kill weak groups, flee from strong. Maybe smth simular good against USA or Japan. In this case you need more light guns, good detection, armor and speed. No heavy heavy guns or torps. And maybe one escort-CV. For detection and protection from enemy CVs. Not for bombing