90% * (armor - piercing) / armor
Are you sure about this formula? This means if armor and piercing are the same you get infinite damage. That's pretty broken imo.
90% * (armor - piercing) / armor
You're thinking of "if armor is zero", in which case I think the formula is ignored because piercing is higher than armor. If armor == piercing, 90% * 0 / [armor] = 0.Are you sure about this formula? This means if armor and piercing are the same you get infinite damage. That's pretty broken imo.
You're thinking of "if armor is zero", in which case I think the formula is ignored because piercing is higher than armor. If armor == piercing, 90% * 0 / [armor] = 0.
Edit: you might have missed me saying it's the damage reduction. So overall damage can be expressed as:
[damage with other modifiers] * (1 - 0.9 * max((armor - piercing)/armor, 0))
What if piercing>armor? You do extra dmg?If armor = piercing you get 0% damage reduction. 0.9 * (armor - piercing)/armor -> 0.9 * (armor - armor) / armor -> 0.9 * 0 / armor -> 0.9 * 0 -> 0.
To be less mathy: at 0 piercing you deal 10% damage, scaling up to 100% damage when piercing = armor.
Suggestion for naval balance: Allow any type of cruiser to be built with 10 naval docks.
In short players are smart and the AI is stupid. Don't cry for nerfs on something that is well balanced when players use it just because the AI has no idea how to counter or use it for itself. Before someone mentions the space marine problem - How do you fix LCs for the AI? One solution would be to tell the AI to try using mine ships.
I mean, best naval strategy currently is to stack all your ships into strike force and have couple of scout task forces so I dont know what kind of historical accuracy you're talking about...I agree that player vs AI exploits are not a real issue since the player has the option not to go down that path (and if he/she does, then that is simply equivalent to lowering the difficulty). Thus, I never suggested that making adjustments ot the CLs was a priority. You may also be right about AI research. For some countries (like Japan and Italy) naval doctrines and selective technology upgrades are clearly important. There is no easy way to track the AI research from within the game, though, so I am not sure how much of a disadvantage this created.
However, my general impression was not that the naval AI was particularly bad. After suffering heavy losses it started doing suicide missions (like sending out single capital raiders), but at that point it was all over anyway. In many skirmishes it did quite well. The big defeats were mostly due to fleet composition.
Now, don't get me wrong. Historically a DD force would be annihilated by a CL force (except possibly at night in an archipelago), and under most circumstances DD torpedoes would be completely ineffective agains CLs. Torpedoes were intended as a weapon against capital ships, and they are very effective in this role in the game as well (at Jutland, the Royal Navy let the Germans escape rather than risk a torpedo attack in its capitals). However, in reality a destroyer squadron would not suicide agains CLs unless there was a compelling need to do so. In a task (strike) force, the hope would be that the capitals could cover its DD screen from the cruisers. And if the screen would get slaughtered, the capitals would withdraw. But this is not happening. They AI stays in the fight against a superior force far too long - as if it thought that the DD screen was evenly matched with the opponents CL screen (with some old torpedo DDs mixed in) and only starts fleeing long after its fate is sealed and the capitals no longer can escape after losing the screen.
As for torpedo DDs being an equal match for CLs on the open sea in MP, I cannot tell since I don't play MP. However, if this is the case it is rather ahistorical and silly. You also mention the Japanese torpedo cruisers. Here it is worth keeping in mind that the Japanese relied on the long lance as a force equalizer against a superior US Navy, and trained extensively in night fighting. The torpedoes performed very well at night in the close waters around Guadalcanal, but even if the open seas had not belonged to the CVs, they were never intended to clear the enemy screen in a BB on BB engagement.
Thus, it seems to me that the game is currently by-and-large behaving historically correct and slight adjustments to the units and AI tactics (and as you point out, research) would be sufficient to sharpen the AI. The argument that in MP games torpedo DDs can be made to be equal to CLs, even if true, is simply not appealing - just as is the case with the ahistorical 7-2 divisions (which I hope could finally disappear in 1.8).
I mean, best naval strategy currently is to stack all your ships into strike force and have couple of scout task forces so I dont know what kind of historical accuracy you're talking about...
Well, devs arent fixing it in the next patch so it probably isnt getting fixed soon...This is simply because the "stacking penalties" are too small. A very easy fix.![]()
* Fighter vs fighter casualties seem very low - 5,000 fighters vs 5,000 fighters is only producing 20 kills a day on each side
* Fighter casualties don't seem weighted towards the worse fighters - my interwar fighters survive just as well as my 1940 ones. They should be shot down first.
Ugly stability issue in 1.7, capping you out at 80-90%. Issue starts when at war, if at 100% stability, you don't drop to 70%, but something a bit higher....which might seem nice, but the OP bug reporter stated his invisible cap was 80% and mine was 83%. 64bit Compiler issue hopefully, as this is just simple arithmetic.
https://forum.paradoxplaza.com/foru...4-stability-limited-to-max-80-at-war.1183034/
I totally agree. Since the Kongo after the upgrade has identical armor to other Battleships like the Fuso, it should be classified as a Battleship. Don't call it a wolf ( Battlecruiser ) when it is a dog like the other dogs ( Battleships ).
Anything else and the Fuso's or other battleships need to get reclassified as well to have thinner armor for consistency.
Will variables now be stored as 64 bit integers e.g longs so we can have longer variables?
Since the Kongo after the upgrade has identical armor to other Battleships like the Fuso, (...)
1->Kongo was a Battlecruiser according to wikipedia, I'll take it's word and those of people living during that time and of historians instead of yours on this: https://en.wikipedia.org/wiki/Kongō-class_battlecruiser