usually u want around 20ish lines(thats more aluminium then the allies and soviets have) so 15x20? 300?How many factories is this using in total ? 150 factories? More? Fewer?
But thats an ideal, actual numbers may vary depending on the situation
usually u want around 20ish lines(thats more aluminium then the allies and soviets have) so 15x20? 300?How many factories is this using in total ? 150 factories? More? Fewer?
If you have fully upgraded engines already +5 guns too can make them slightly better vs someone that don't upgrade guns even.
If you have fully upgraded engines already +5 guns too can make them slightly better vs someone that don't upgrade guns even.
( After taking additional losses from accidents into account )
No dont do it fulmen, Just do range reliably and engine. Everyone ive seen try guns always gets guttedYeah, your test was what I was referring to with "another recent test".
Ok, this is helpful info. Thank you.
Now I want to know, is it best to max out guns over range/reliability vs LF?
Sure, and I thought the same. But most of those observations are pre-DoD. My recent observations do suggest that range still trumps guns when you have RADAR, and you usually do have RADAR. So the real question is, how important is reliability? If it's more important than guns then the upgrade order for LF hasn't changed at all with DoD.No dont do it fulmen, Just do range reliably and engine. Everyone ive seen try guns always gets gutted
That entirely depends on what you're trying to achieve. If you have more MIC invested in fighters and better gearing than your opponent you'll want to create as brutal air-combats as possible. Even though guns lower the defensive stats you'll still shoot down way more aircraft in shorter time which will mean less time before the results starts to get lopsided. Both sides losses will increase and that's to your benefit if you're producing more than the opponent. It usually ends up with the one producing less to get stockpiled aircraft into the wings due to losses and then all their agility and range boosts are diminished.Guns is the last thing you upgradel. If you do it at all.
Ok, this is helpful info. Thank you.
Now I want to know, is it best to max out guns over range/reliability vs LF?
Why doesn't Paradox just put in an "efficiency growth" mechanic similar to how naval landings work for swapping air regions?
When you change to a new region, different missions should have to ramp up in efficiency over time for an air wing. If you add planes to a wing, it reduces the mission efficiency until those planes get up to speed. Different missions could grow efficiency at different rates.
No dont do it fulmen, Just do range reliably and engine. Everyone ive seen try guns always gets gutted
So, while it has been proven that you can somewhat efficiently kill off some strategic bombers for some cheap fighters, we are still far from the ratios observed when fighters are intercepting CAS and we likewise agree that it is almost impossible to stop an escorted wing of strategic bomber. And while I have also heard people advocating state AA, I believe it is important to mention that 5 level of state AA is worth about 1.8 Military Industrial capacity... So, assuming you are overly enthusiastic and build 50 ( the number popped up in the thread earlier), you could have build about 50-80 MIC instead (50 with some refineries for instance to build yet more planes)...
To conclude, it should be much MUCH more IC efficient in my humble opinion to kill/ disrupt bombers than it currently is with fighters so that they only really shine when properly escorted by heavy fighters or light fighters.
The big issue is that Heavy fighters which are the only thing that's very IC efficient at killing unescorted strats are not as "rushable", and are so bad at everything else that they have little role to play. If Heavy fighters were more useful elsewhere or could support in CAS/Naval strikes they would be more attractive overall.
This is surely why my tests yesterday shows that if you go +5 engines +5 guns you shoot down 14% more enemy +5 engine planes then they shoot down yours ( all else equal ). If you didn't bother to test it please don't base your opinion on old or unscientific data.
It doesn't matter what upgrades you make to fighters they will get annihilated by ESCORTED strat bombers. Strat bombers are still the problem because when escorted they gain unassailable air superiority, which is obviously unbalanced.
Sure, and I thought the same. But most of those observations are pre-DoD. My recent observations do suggest that range still trumps guns when you have RADAR, and you usually do have RADAR. So the real question is, how important is reliability? If it's more important than guns then the upgrade order for LF hasn't changed at all with DoD.
I'd like to see some monthly statistics on air accidents, e.g. 88% reliability vs 40% reliability.
I tested the +5 guns fighters on accidents and found out that they get destroyed by accidents 8x more times than you claimed. Are you sure your numbers are accurate?
Slow MP play with a small number of players so that you don't get thousands of planes produced by countries like Hungary, is a much more rational game. In this format strategic bombers are not broken and can be countered. This is especially true if the group is not always "seeking every advantage" (commonly known as abusing exploits). I certainly don't know many MP payers who want to play in a format where each side appoints an Air Marshal (aka whack a mole specialist), who then sits there and clicks air zones every few seconds for hours.
This thread has reinforced for me one idea. High speed MP games with minors producing only along specialized roles are broken. The people that play in that silly format also seem to have a higher than normal tendency to being rude and elitist. These guys actually think referring to SP is an insult. They also think that their form of the game is TRUE HOI. This in spite of how many facets of the game become useless in such a format.
So for those who are reading this thread and trying to get information rather than having their mind already made up in spite of whatever evidence is presented, let me say this. There is more than one MP format. Don't let the elitists convince you that just because something is broken in their format it is then broken in the game in general. We don't need to rebalance HOI4 around speed play. It is a GSG not an RTS.
Slow MP play with a small number of players so that you don't get thousands of planes produced by countries like Hungary, is a much more rational game. In this format strategic bombers are not broken and can be countered. This is especially true if the group is not always "seeking every advantage" (commonly known as abusing exploits). I certainly don't know many MP payers who want to play in a format where each side appoints an Air Marshal (aka whack a mole specialist), who then sits there and clicks air zones every few seconds for hours.
To clarify, I didn't directly call the Hungary thing an exploit. Hyper-specialized team play in games with 12-20 players is something my group does not enjoy so we keep the group smaller than that to avoid it. The comment about exploits was in response to a previous poster going on about how their group always did whatever was required to seek an advantage.I agree with most of the post but as you say, lots of MP formats are valid. Hungary spamming planes is an allowed option within the game rules and if it is a winning option, there is incentive to use it. Calling something like that an "exploit" is arbitrary and generally indefensible from a coherent logical framework.