I have Posted a Suggestion thread up titled 'Navy - Efficient Balance Changes for a More Dynamic System' based on the learnings from this discussion thread.
Please head over and upvote the thread so we can get a more dynamic hoi4 Navy experience.
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An effort to implement as small a change for a large, positive impact on Hoi4 Navy as it stands.
Proposed Changes:
1. Introduce a new column in naval engagements for cruisers in-between destroyers and capitals, similar to what was done to carriers a while back.
2. Allow destroyers to screen for cruisers at a rate of 1-1 or 2-1. and apply a lesser screening bonus to accuracy in the cruiser column of ~10-20% that gives destroyers an opportunity to provide a supporting buff without making them a necessity for every fleet comp. Use cruiser column + destroyer column to provide screening to capitals.
3. Set both gun types to fire on all ranges. Weigh the gun types to each include cruisers as a high priority (column 1 and 2 high priority for lights, 2+ high priority for heavies), (optional extra) weight the gun types to bleed a small portion of shots towards their less then ideal targets, i.e. lights target capitals sometimes, Heavy guns have a small chance to target DD sometimes. Use Cruiser column + Capital Column to screen for Carriers + Transport column.
4. Upgrade light armour ratings to sit above their respectively tiered guns to reduce the effectiveness of light batteries when compared to heavy batteries at killing cruisers. Use devspective to set this number in such a way so that within reason, heavy cruisers become more efficient at killing heavily equipped cruisers, while at the very light and fast end of cruiser design, light guns can remain the most efficient. Tie a one off heavy damage accuracy buff to medium guns to balance. (Similar check to capital or not)
5. Consider proportional adjustments to destroyers and secondary batteries in line with the % armour increase.
6. Enjoy fielding a wider variety of fleet compositions that will each have advantages and disadvantages in different matchups and conditions.
Bonus: Hopefully all of these changes have been done before and dont employ anything particularly complex or new in the back end. Maby Gui exempted?? Sad to be proven wrong, but not surprised if i am.
The discussion continues....
Regards
Usable Username
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Edit: added medium gun accuracy buff for balance as required.
Edit: updated light gun targeting.
Please note i have updated my first from its orgional to summarise the first 3 pages of posts.
Origional First post below.
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Problem - navy armour is useless for heavy cruisers and not particularly useful elsewhere as the speed increase for not using it is often better then using it. Leading metta of l1 DD and light gun CA essentially capitalises on this and effectively makes any updated heavy gun redundant. bb and shbb especially.
Solution:
Can we please consider giving light cruiser batteries/light batteries in general the ability to engage the second naval row at a scaling rate to screening efficiency maxing out say 20%? Perhaps the inverse rate to heavy guns? This could also provide a buff to BB as they would have a ?realistic? effect of taking some small gun attention for the fleet.
Consider adding a 5-15% damage reduction as soon as the armour beats the piercing, then add scaling as is on top. I.e.
And importantly add a small scaled damage reduction for guns that do pierce the enemies armour. I.e. l2 guns on L1 armour still gives a 10-20% reduction reduced to 0 with l3 guns. with cmdr and doctrine buffs moving this around.
Or/and .consider adding a heavy cruiser armour set.
Essentially an armour buff that is more scaled and not as powerful as the old 90% upfront reduction. Gives value to armour over a wider variety of situations.
Simple changes should reset the arms race and make a larger variety of fleet compesitions available.
Kind Regards
UsableUsername
P.s. can we please consider giving early BB like the Kongo class a historically appropriate set of secondary batteries? 16 152mm guns are currently reflected as 3.0 light attack.... heavy secondary mod?
Please head over and upvote the thread so we can get a more dynamic hoi4 Navy experience.
----------
An effort to implement as small a change for a large, positive impact on Hoi4 Navy as it stands.
Proposed Changes:
1. Introduce a new column in naval engagements for cruisers in-between destroyers and capitals, similar to what was done to carriers a while back.
2. Allow destroyers to screen for cruisers at a rate of 1-1 or 2-1. and apply a lesser screening bonus to accuracy in the cruiser column of ~10-20% that gives destroyers an opportunity to provide a supporting buff without making them a necessity for every fleet comp. Use cruiser column + destroyer column to provide screening to capitals.
3. Set both gun types to fire on all ranges. Weigh the gun types to each include cruisers as a high priority (column 1 and 2 high priority for lights, 2+ high priority for heavies), (optional extra) weight the gun types to bleed a small portion of shots towards their less then ideal targets, i.e. lights target capitals sometimes, Heavy guns have a small chance to target DD sometimes. Use Cruiser column + Capital Column to screen for Carriers + Transport column.
4. Upgrade light armour ratings to sit above their respectively tiered guns to reduce the effectiveness of light batteries when compared to heavy batteries at killing cruisers. Use devspective to set this number in such a way so that within reason, heavy cruisers become more efficient at killing heavily equipped cruisers, while at the very light and fast end of cruiser design, light guns can remain the most efficient. Tie a one off heavy damage accuracy buff to medium guns to balance. (Similar check to capital or not)
5. Consider proportional adjustments to destroyers and secondary batteries in line with the % armour increase.
6. Enjoy fielding a wider variety of fleet compositions that will each have advantages and disadvantages in different matchups and conditions.
Bonus: Hopefully all of these changes have been done before and dont employ anything particularly complex or new in the back end. Maby Gui exempted?? Sad to be proven wrong, but not surprised if i am.
The discussion continues....
Regards
Usable Username
----------------
Edit: added medium gun accuracy buff for balance as required.
Edit: updated light gun targeting.
Please note i have updated my first from its orgional to summarise the first 3 pages of posts.
Origional First post below.
-------------------
Problem - navy armour is useless for heavy cruisers and not particularly useful elsewhere as the speed increase for not using it is often better then using it. Leading metta of l1 DD and light gun CA essentially capitalises on this and effectively makes any updated heavy gun redundant. bb and shbb especially.
Solution:
Can we please consider giving light cruiser batteries/light batteries in general the ability to engage the second naval row at a scaling rate to screening efficiency maxing out say 20%? Perhaps the inverse rate to heavy guns? This could also provide a buff to BB as they would have a ?realistic? effect of taking some small gun attention for the fleet.
Consider adding a 5-15% damage reduction as soon as the armour beats the piercing, then add scaling as is on top. I.e.
And importantly add a small scaled damage reduction for guns that do pierce the enemies armour. I.e. l2 guns on L1 armour still gives a 10-20% reduction reduced to 0 with l3 guns. with cmdr and doctrine buffs moving this around.
Or/and .consider adding a heavy cruiser armour set.
Essentially an armour buff that is more scaled and not as powerful as the old 90% upfront reduction. Gives value to armour over a wider variety of situations.
Simple changes should reset the arms race and make a larger variety of fleet compesitions available.
Kind Regards
UsableUsername
P.s. can we please consider giving early BB like the Kongo class a historically appropriate set of secondary batteries? 16 152mm guns are currently reflected as 3.0 light attack.... heavy secondary mod?
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