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New Update just dropped. Now with sleeker text boxes
>>
I am not good at this game but I like it
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>>2021878 (OP)
It looks complex now, just imagine how it was back then without any computers calculating and prototyping designs. Sometimes I wonder how we built anything before.
>>
>>2021878 (OP)
>now with sleeker text boxes
this is an outrage. what's wrong with win95 aesthetic?
...
...
hopefully they fixed some of the permacrash bugs, there were several. Still a great game.
>>
Glad to see good fanfare here. This game is actually awesome. I love the play-through that sometimes pops up in /k. Though I do burn-out sometimes
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Am still Noob. Is this a good Heavy Cruiser design? Not sure if I should make more of these or just make B's
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>>2022083
1906 is a dead zone for heavy cruisers, even the AI won't build many during this time because battlecruisers are the new hotness. You should wait for heavy cruisers to get superimposed turrets (1918 tech) before designing any new ones. By then you should be able to make a decent County or Hipper clone. Even then battlecruisers tend to be better investments until the missile era.
>>
>>2022083
I'd say that design isn't going to serve you well for a few reasons
>20kts
By 1909 (when this thing actually enters service) this is going to be far too slow
>speed engines
Worse still, you're going to burn those things out in no time
>8" belt
this alone weighs as much as the entire armament, but what actual benefit is it going to bring to the design
>7" -1q main guns
I'd say this is too small to be a true "heavy" cruiser, but too large for a shell-spam design
>3" secondaries
By this time DDs are increasing in size, and torpedoes are getting longer range. Is a 3" shell going to actually protect you against close-in threats, or just annoy them as they close to murder your slow ass
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>>2022023
There was an era of shipbuilding when they would first design the ship without armor and then the armorers would come in separately and just find places where they could add in some plates, independently from the overall design. It lead to weak points, poor balance, or excess weight which could lead to a redesign.
People came up with this stuff step by step.
>>
Did they add a fucking dark mode yet?
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>>2022225
I knew they designed the hull and added armour later, hence the term ‘ironclad’, but not that it was an independent design. Does this game attempt to model those older flaws?
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>>2022228
Yea
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Can someone attempt to make a quick guide for airplanes? What should I be avoiding and what should I be streamlining
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>>2022511
Assuming normal tech speed and no delayed aircraft development it breaks down like this:

Early era: from invention to mid 1930's. Fighters don't have the firepower or CAP efficiency to stop strikes so swarming with torpedo bombers is effective. Carriers should have a handful of fighters and mostly torpedo bombers. Getting torps into targets is most important so just zerg rush whatever you can see. Early dive bombers have very anemic bombloads so don't use many if any at all.

World War II era: mid 1930's to mid 1950's. Planes develop rapidly in this era, keep making new designs at every opportunity. Fighters gain firepower very quickly and combined with techs that increase CAP efficiency they can tear apart incoming strike planes. Carriers should start increasing their fighter complement in this era as CAP becomes the first and best defense against enemy planes. Dive bombers start getting big enough bombs to be a real threat in the 1940's. Light jet fighters unlock around 1944 but the first generation of them is almost always poor reliability and rarely worth using right away.

Jet/Missile era: Heavy jet fighters are the kings of air-to-air combat and attack jets are the gods of destruction. Carriers need jet capability, angled flight decks, catapults, and be over 40000 tons to use both of them effectively. Jets are horrendously expensive but also inflict horrendous amounts of damage when used correctly.

Land Based Air
-don't overspend on airbases, their efficiency per plane is very low
-slash land based squadrons down to minimum in peacetime to avoid wasting money, the types you want at airbases build very quickly so just reconstitute them for wars
-fighters at airbases are a waste in most zones, except in the Mediterranean (aka The Thunderdome) where you might need them to counter all of the land based bombers deployed there
-MB tend to be best because of their range, but TB and DB can work from airbases close to common battle locations
>>
>>2022511
Part 2: types
Zeppelin (Z): expensive to maintain and easy to over-invest in, only place airship bases at the most critical locations for scouting and remember to scrap them when obsolete
Naval patrol (PB): spread handfuls of these around airbases all over the place, they contribute to global ASW and can provide good scouting coverage in battles, range is best stat
Floatplane Scout (FS): before 1930 double bomb design priority can give them torpedoes, but otherwise go with range
Medium bomber (MB): just station a few squadrons in the most active sea zone
Fighter (F): early on firepower is most important stat (they are stuck at 2 firepower for a long time, having 3 or 4 is a big boost), in WW2 era range starts mattering for CAP endurance
Torpedo Bomber (TB): are slow so speed priority
Dive Bomber (DB): bombload until you start getting 1400lb bombs
Light Jet Fighter (LJF): a budget filler option for the jet/missile era, needs range priority a lot
Heavy Jet Fighter (HJF): range priority for CAP endurance
Attack Jet (JA): have enough inherent range for striking, pick any other design priority (speed, reliability, bombload, toughness are all good)
Helicopter (H): easy to over-invest in, only need a few in the fleet for the radar helicopter bonus, ASW bonus often overrated, tend to need more range
Special Squadron: not a type you need to design, but are a collection of electronic warfare, ASW, early warning, search and rescue, and other aircraft to support carriers. Provides a large variety of small buffs. Best used on very large carriers to enhance their already large complement, small carriers should just focus on more fighters/strike planes.
>>
>>2022626
>>2022624
thank you anon, I really needed this for the priorities, I had just been using speed and maneuverability on fighters and blindly clicking for others
>>
Any good resources for learning how to plan airstrikes? I learned most of the game from the manual but I'm a slobbering retard when it comes to actually coordinating the air stuff.
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>Finally got the old RTW2 Black Sea map addition working
Ima bought to fuck these Turks up.
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>>2023275
there's not enough posessions in this game. Iraq/Syria/Iran not being important posessions for oil is fucking stupid. also what's stopping the devs from having more than 8 AI nations at the same time? the density of ottoman posessions in your pic should be similar in other regions of the world
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>>2023519
I think that most of the old 7Seas Mod provinces will work with a little editing. I don't like that he added a bunch more regions, other than the Black Sea, which I think is essential for playing Russia. I've added the South American Nations from that and the old South American mod to make a proper campaign down there in RTW3. I think the old Ottoman Mod may have Iraq, or maybe I had added it manually myself. I lost a big map I had made work after a steam update, I had forgot to back it up. I'm slowly adding everything back in when I play in those areas.
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>>2021999
Same here. If this game was about tanks, I'd know what you'd be trying to aim for by the start of WWII for example. For ships though, I have no idea what to do.
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>>2026465
The thing to remember about the historical path of ship development, as opposed to tanks, is the Naval Treaty system. Tanks actually had a pretty natural line of development, but capital ships had a big pause, other than CAs. In game. If you don't force a treaty in the 20s or 30s, it's actually pretty natural growth. Build bigger and faster BBs/BCs, protect them with CLs and DDs. As you get the events for CLs and CVs, build them up as you can. There's a stealth? mechanic, with "Fast BBs" that lets Battleships fill the roll of BCs if they are capable of over 27kn. Starting to blend the roles of BB and BC should be happening around the late 30s.
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>>2026465
Oh, and if you didn't see it/didn't know about the game, the Sprocket guy added the old scenarios in the 'volumetric' beta. Can do some make-your-own tanks as well.
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>Leave the Incomparable to me
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Continuing from the last thread I'm gonna call it: torpedo bombers are not good after 1960. Not even adjusted for cost. TB spam is a doctrine born from Pierre Sprey tier faulty logic and comes with all of the same drawbacks.
>>
>>2033853
Congratulations, you've discovered what every single real life navy had by the late 40s.
>>
>>2034183
I'm not surprised. Normally I have a huge boner for jets. But there is a torpedo bomber mafia who claim that TB are better than JA, especially adjusted for cost. I've always been dubious but now I am quite certain its wrong.
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>>2029033
>Build this as a meme
>It ends up turning into one of my most successful designs
I will now admit that 20 inch guns are based as fuck. Fisher was right all along.
>>
>>2035053
23000 yard KO would make even Adm Ching Lee jealous.
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>>2035053
Impressive, Very Nice. Nelson still has his place though, no Captain can do wrong if he places his ship alongside that of an enemy.
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>>2021878 (OP)
Not a fan of the update, liked/was used to the old designs and the new ones are often glitched for me.
>>
desu playing as Italy and having a bit of knowledge of the historical Regia Marina makes you realize just how scuffed this game is in a lot of ways:
>Deep rebuilds like what was done to the Cavours and Andrea Dorias are literally impossible
>Geography is meaningless, you can turn Gibraltar into a fortress and enemy fleets can still sail in and out of the Med like it wasn't even there
>The later start dates are completely fucked when it comes to traits and dock sizes
>Applies to all nations but the weight tax for pushing ships above 30 knots is ridiculous and the main obstacle to recreating certain historical designs
>>
>>2037238
>Applies to all nations but the weight tax for pushing ships above 30 knots is ridiculous and the main obstacle to recreating certain historical designs
It's kinda realistic, but does ignore the importance of bow and hull design.
>>
>>2037238
There's a better speed chart on the NWS forum, in the RTW2 modding area. Should be able to push things up to and over 40kn sometimes.
I know you can blockade the Baltic and block Suez and Panama, I wonder if it's in the editable parts of the files. Could make Gibraltar into a canal
>>
How do you use divisions? I'm sick of the battle scenarios setting me up against a superior force of B's, CA's, CL's, and plenty of DD's when all it gives me is a CL and one DD.
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>>2038141
The battle generator can still pull that nonsense on you no matter how you set up your divisions. Good division organization can help mitigate getting those crap battles but having a skilled admiral in the sea zone and high intelligence on your enemy is more important.

Now one of the most important aspects to understand about Rule the Waves and its capricious battle generator is to know what the battle generator looking for. What it is actually doing is filling up scenario templates with ships from both sides. Each scenario has a certain number of slots for each ship type. This is all very opaque and not communicated to the player at all. For example a medium sized battle will try to draw in one to two capital ship (BB/BC/CA) divisions along with their attendant light cruiser and destroyer divisions. If you roll a medium battle and you get two battleship divisions and all of their escorts, you are guaranteed to be equal to or outmatch the opponent. If you get one heavy cruiser division in a zone that has multiple enemy battlecruiser divisions you are likely going to get outmatched if you accept. If you are missing a ton of escorting ships in the battle preview you run the risk of being outnumbered (really important in the missile era).

Now the basic setup is to have a CL and two DD divisions assigned to screen/support each BB/BC/CV division. CL divisions allow extra DD divisions to spawn and the battle gen loves spawning CL divisions. I've attached a screenshot of my fleet organization from my recently completed campaign. It needs a little housekeeping because of some defunct divisions that need to be dissolved and some some CL and DD divisions need fresh ships assigned, but for endgame I think this worked very nicely. For early game it just needs some slight rearranging with 1 Battle being the fleet flag and 1 Battle Cruiser being the scout flag.
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>>2021999
based
>>
Anyone else struggle with designing light cruisers? I always feel like since I'm limited to 8000 tons I'm gonna use 8000 tons (or 10k/12k/14k when the limits go up).
>>
>>2047227
Afaik ship blockade strength is only based on which class it is
So you do lose out on that if you build few but large CLs
Small CLs suck when dealing with the battle generator though
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>>2047257
Yeah, battle generator nonsense has pushed me towards this. If I ever build AA cruisers (like Atlanta/Dido clones) those are the only ones that ever get picked for small cruiser battles DESPITE having beefier cruisers on hand with 12-15 6" guns.
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>>2028953
Thanks for the info. I think I'm either a retard or I've had a bit too much wine but I don't think I understood.
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>>2021878 (OP)
What's the game like?
>>
Where are the mods?
>>
>>2035053
20" guns are better than you might expect because their absurdly long maximum range means their accuracy at any given range is higher than any other gun
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>>2051028
Proboards
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>>2047227
I hardly ever play the Brits, so money Issues start to come in early on, but I rarely build above 7000tn and usually hover in the 6000-6500tn range. I suppose my usual CL would typically lose to yours, but the AI rarely build like that either. I bet you could ditch the 7" entirely, drop turret armor a bit for the 6", now the main battery, and loose 500tn. What do those 7" guns do anyway?
An early CL can have a main battery of 5" guns and work fine, though it's not ideal. Get the speed up, close down to point blank, and roll the dice.
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>>2051153
In my recent US campaign I tried building some shitboxes along with my gucci cruisers, but once the mid-game rolled around and I was flush with cash I ended up building nothing but 10000 and 12000 ton CL's.
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>>2051153
In the late game I tried changing things up a bit again with budget builds even though I had a budget that could make Reagan blush. 14000 ton CLG were still the most numerous type of CL I was building after 1960 though. What's crazy is my most successful CA design was only 16700 tons and was basically a Mobile with 8 inch guns. Without artificial distinctions between ship classes cruisers really would converge just like real life.
>>
>>2050908
You build ships and take them to war.
I would also recommend for newbies to try the game 'Ultimate Admiral Dreadnaughts' since it's similar gameplay but makes it visually easier to learn what each part of a ship is/does. When you see its limitations and flaws you can graduate to RtW3
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>>2052067
I would not recommend UAD to start, the game suffers from a variety of issues that I think are so off-putting they compromise the entire experience. The learning expereince in RtW is pretty easy I find, as a complete navallet I was able to figure things out in short order
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>>2051491
>>2051526
These trade-offs are the best part of the early game. Here's a 1909 protected cruiser from my current run. I will transition to the "Light Cruiser" armor scheme, instead of keeping the protected cruisers, once I get a chance. As much as I like medium guns, I don't think a small handful is worth the cost in weight, ultimately. Yes, this has sacrifices I could have fixed with 1500tns more, but that's a couple hundred a pop more on construction, for 20+months, for ships that mostly scout and screen. I'm basically playing modded Germany in this, so big battleship battles happen plenty. My budget is big, but not unlimited, so even 200 a turn pop on a line of CLs can add up big.

Mid-Late Game though, I mostly agree, it gets harder and harder to build what you want on smaller hulls, unless you're artificially limiting yourself. I dunno about keeping 24kn ships till the latte 30s though, seems slow.
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>>2053223
That's a lot of pops. Here's the smallest useful CL I've ever designed, pretty similar to your shit-boxs. I don't like CLs with only 20kn speed, though it's okay for 1890
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>ultra slow tech
>ultra slow hta
>spam blimps
>intel coup
Best way to play.
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>>2055443
I'm still doing my grand tour of every country 1890 to 1990, but after that I look forward to runs like this.
>>
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>>2055597
I usually get pretty bored when airplanes come along unless I'm emotionally invested in ruining whichever country decided to give me a hard time in 1894. Humorously, the yankees have not declared war on me once. Maybe it's because the British seem content to throw paper ships at 15 inch guns over and over while the Kaiser laughs.

RIP, Mechanicsville, I only built you because I misclicked on the rework screen but you didn't go alone.
>>
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>>2055630
Damn.
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>>2055630
I just love every era of the game, from ironclads to missile cruisers. Carriers and airplanes were a big draw for me coming over from Ultimate Admiral Dreadnoughts.
>>
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>>2055443
I will continue playing on rear admiral, thank you.
>>2055668
Missiles are kinda gay, but I'm a knife-fighter when it comes to this sort of thing.
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>>2055680
>>
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>>2055682
Goddamn submarine got me.
>why do you have so many LT
I was thinking that myself, then I remembered the Germans are my greatest ally and they control Iceland and I took over Norway early on.
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>>2055690
So goes the lion.
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>>2055711
I guess this means they're gonna reevaluate their naval strategy. I got lucky this war and we had one big fuck-off battle at the start that decapitated our fleets and Germany just sat it out and proceeded to mop up with their battleships. My cruisers were just newer, faster, and stronger than Britain's so every engagement after that was a blowout. Hopefully with them losing oil access we will have more time to tool up.
>>
>>2055630
I enjoy playing the CSA, the Caribbean is as good a battlefield as the Med, but other than right around Guantanamo Bay, you can't get swarmed by planes as easily. Plus, if you don't take too much, the Euros will still sail their fleets down to fight
>>
>>2055763
Kinda sucks if Spain doesn't get uppity and Germany decides to love you like in this game, but generally it's been the most fun nation to play.
>>
>>2056035
True, though I find the Axis of Baddies with Germany and Japan to work out fine, so long as you can keep either the Brits or US out of the war. Really need Spain to not just roll over though, getting Cuba drives so much of the game
>>
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>french finally decide to throw down
>sue for peace two turns later after one battle
>only CLs present
Boring.
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I just hope they don't invite Italy.
https://www.youtube.com/watch?v=GtXYhxxUyfY [Embed]
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>france allies with britain soon after the weeb powers form
>britain allies with US
>france declares war on me
>so does britain
>ok fine
>brutal war ensues, everyone is losing their biggest ships, land war is bloody stalemate
>US declares war on me
>immediate blockade
>we_are_lost.webm
>japan declares war on france
>immediate peace offer
Anime is just too strong.
>>
in regards to the war reparations thing from winnning peace treaties, do you need to take ZERO colonies in the peace treaty to get the economy boost or can you take some colonies and any unspent points get converted to your budget?
>>
>>2057497
> When you win possessions, you will be presented with a list of enemy possessions
to choose from, and the number of value points you can select. Unused points will
gain a small increase in your base resources instead. You can even decline to take any
possessions and be satisfied with the base resource gain.
Sounds like you'll always get something.
>>
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Whelp. Never had this error before.
>>
what the fuck is this game
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>>2058226
Naval autism: the game. Strategic layer is a spreadsheet management simulator and the tactical layer is psuedo-real time battles.
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>>2058226
Italian Genocide: Homosexual Warfare - Mediterranean Misadventures Edition
>>
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>>2059139
The Italians are always incredibly incompetent. They sent out Stromboli-class battleships. I was unaware that it was referring to a mountain-island. I assumed they meant a regular stromboli.
>>
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>>2059223
Whelp. That's that, then.
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>>2059227
Btfo. What were you using, Yamatos against Dreadnaughts?
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>>2059980
It was the battlecruisers, the battleships were old rustbuckets that I just threw out because the president wouldn't let me scrap them and barely got there by the time it was over and ate torpedoes due to terminal slowness (which resulted in their destroyer fleet getting obliterated since I cheesed a metric fuckton of tertiary 6 inch guns and tertiary guns DON'T TAKE HITS NO MATTER WHAT). They had dreadnoughts same as me, but they were only slightly newer than my rustbuckets and went up fairly quickly. Their BCs had thin armor, so they also went down pretty quick. I ran out of ammo about halfway through and had to knife fight with tertiary guns.

I rarely manage to get out a yamato-esque battleship thanks to build times. I'm stuck in a treaty with 20K ton displacement limit, so Texas is going to have to wait. Problem is that by the time the next war breaks out airplanes are probably going to be pretty far along.
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>>2059995
Fair, BCs can mop up hard. If you get a chance, it's worth trying to visit Texas during the re-work
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The Soviets have refused peace for ages, probably because I want Finland. I got a breakthrough on DDs and manage to put together a squad with six inch guns that then proceeded to do nothing at all until they bumped into another destroyer squadron. It wasn't pretty.
https://www.youtube.com/watch?v=M5HOXfo-UO0 [Embed]
>>
anyone got a tutorial for this spreadsheet
>>
>>2060827
Read the manual
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>>2060827
this british chap probably has the best tutorial vids, or just watch a let's play series from someone reasonably skilled at the game like RvT Wargames or Green Knight
https://www.youtube.com/watch?v=o5Q88Jhfwcw&list=PLezw_SV-XtA0iOGtrPYf9BtEMSAL1RejP [Embed]
https://www.youtube.com/watch?v=Qp-FKgVkV8Y&list=PLezw_SV-XtA2p-3dawymSOeu9JVk_L9ll [Embed]
>>
>>2021878 (OP)
you got a link for this and Aurora?
>>
>>2025930
Can you actually get more than 8 countries in game at a time?
>>
>>2066612
At the moment, yes, unfortunately. In RTW2 you could set ownership of a territory to, say Brazil, and the HomePossessions would display the correct flag, assuming you have all the files, but not participate in the game. That's why it looks like there's more than there should be, it doesn't seem to work the same in 3 for some reason.
>>
>>2066867
no*
>>
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Why is it that when I click to fire torpedo, I have to click on the targets name like 100 times before it seems to randomly select a torpedo to fire from? does anyone know what I mean?
>>
Is it possible to edit the specifications for the randomly generated fleet you start with?
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>>2068213
Not exactly, you can add extra files for the system to pick from, but there's no guarantee it will pick them. All ships/designs can be completely edited in the save files though. Aircraft carriers with center-line turrets, 7"+ guns on proper CLs, turn a 400 ton KE into a 60000 ton Battleship, 40kn DDs, ect.
>>
>>2066873
Every time you click a target, the torpedo calculator attempts to generate a firing solution given range, target data and your own torpedo stats. If we assume the Fulmine-class you're targeting is going 20kts, then the game is trying to present you with a torpedo solution that's going to intercept that thing (by my math) at nearly max slow setting range, nearly 9,000 yards out to sea. Given the odds of that working, most of the time you're just going to get a return of being unable to fire.

Basically, your torpedo officer is sobbing there's no way he can make the shot and you keep yelling at him until he finally breaks down and gives you a theoretical solution
>>
I'm not expecting amazing performances from my planes, but how do you build and manage carriers in the 30s-early 40s? my CAP is never out when I need it and it takes hours for my strike group to get ready and launch and completely miss the target. do I build a large number of small carriers and have them dedicated to either CAP or Strike, or a few large carriers that do everything?
>>
>>2068766
I might use this to try to create a semi-historical starting fleet.
>>
>>2073620
There's a couple of them on the pro boards forum, saves where people have built it all out. With the new export function, it'd be pretty easy to get the designs and copy them into whatever you want. Should be able to use these 1900 saves as well, at least to grab the designs
https://nws-online.proboards.com/thread/4293/release-historic-1900-fleets-2022
>>
When are we gonna be able to scroll ship parameters again...
It's something so small that wasn't even in 1 and 2 but after having a taste of it I just can't seem to want to play without it in 3 after it was removed in the remaster update because the whole feature was apparently an accident.
>>
>>2073526
1) Bigger carriers are better. Better able to concentrate firepower and have more fighters available for CAP.
2) The automatic recon generally doesn't give you enough information. Aggressively sending out manual recon flights (from the airstrike panel) to keep track of enemies in the fog of war helps with landing strikes on them.
3) Given the time delay between ordering a strike and it arriving you have to make prediction shots. Good scouting takes some of the guesswork out but you still need to lead the target. Make a cheat sheet of how long it takes your planes to get off the deck and how long it takes to cross certain distances (like 100 nautical miles, 200nm, etc). The built in ETA predictor in the strike panel is always wrong so you need to calculate it yourself.
>>
>>2069500
>Basically, your torpedo officer is sobbing there's no way he can make the shot and you keep yelling at him until he finally breaks down
kek
>>
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>play as qing china in 1890
>everyone hates your guts
fucked up
>>
Man, the missile era is a hilarious and deadly time to play in.
>>
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>>2075096
a constant deathloop of them asking for concessions, me refusing them, and them declaring war on me in return
>>
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we jutland now
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>>2076002
I see the AI still sucks at forming a battle line
>>
>>2076017
just like irl
>>
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Always wanted to make a collage of my fleet. Finally did one up. Goes fairly quick once you get a good workflow going. Should I add labels and other information?
>>
>>2082218
These pictures always motivate me to do this sometime. They look so nice but im too lazy.
>>
For my next collage should I do a full layout of my fleet structure like this?
>>
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>>2082218
Different Anon, but you actually motivated me to put one together, a "historical" look at 1919. All but tied with France for 4th largest fleet by tonnage here. The upcoming war brought almost everyone in, lasting a bit more than 3 years.
>>
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From the /k/ playthrough, the Italian Navy pre-treaty
>>
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>play china
>get my shit kicked in
>play china again
>suffer concessions
>survive into the 20's
>can't make my own planes but am able to build dreadnought battleships locally (lol)
>eehhh
>play japan instead
currently shoving the russians into cruiser hell
>>
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>>2085150
Wouldn't be a Japanese playthrough without a superbb or three
>>
>>2085716
>gets sunk by a mine/submarine outside of battle
>>
>>2085763
>Decide to send it raiding
>Gets interned in neutral port
>>
>>2085766
what sorta fucking retard would send out a slow ass fucking battleship to raid commerce
>>
>>2085768
I'd do it sometimes, it's fucking hilarious to have some schmuck corvette deciding to intercept it and getting blown up by a fast battleship.
>>
>>2085772
(that was a jab against the kriegsmarine's hochseeflotte)
>>
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>>2085716
After getting its shit kicked in through superstructure damage in more than one battle, Yamato finally does what it's supposed to do
>>
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>>2085893
after crushing germany and uk and getting territory in the Mediterranean (lol) it's time to make a vanity ship
translator's note: "daitoua" means "greater east asia"
>>
How autistic do you have to be to enjoy this game?
>>
>>2086007
It's pretty streamlined and all of the finer details are automated for you so not much
>>
>>2086007
>>2086013
Being a little autistic certainly does help though.
>>
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>>2085976
>had to scrap this because of post-ww2 budget cuckery
>>2085716
Welcome to the missile age, old girl
>>
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>>2086101
oooohhh yeeeaahhh
>>
>>2085768
>>2085776
Operation Berlin was actually a pretty damn good success, but everyone tends to only remember Bismarck/Eugen's attempt to replicate it instead
>>
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>>2086182
Modern missile spam battles are insane. Fun to see the superbb's shit out 20 missiles the moment their bow points at the enemy though
>>
>>2021878 (OP)
How do you get the update? The launcher says I have version .59 and when I try to update it says I'm already up to date.
>>
>>2088225
I believe you have to join the beta branch
>>
>>2089511
How do you join the beta branch via Matrix?
>>
>>2090452
Dunno, but I assume this:

https://forums.matrixgames.com/viewtopic.php?t=408784
>>
>>2086013
>It's pretty streamlined
Lmao this is an understatement. I got intrigued and tried it and while it looked great at first glance I uninstalled the moment I realized ships just get magically repaired automatically in few months lol. IRL HMS Belfast took three years to repair.
>>
>>2090929
HMS Belfast had its armor thickened and a bulge added, that's no simple repair, that's a rebuild.
>>
>>2090956
Doesn't change the fact ships get magically repaired no matter where they are after eating a torpedo like you had a fully functional drydock capable of fully overhauling the ship in every atoll ever. I love those little adventures in War in the Pacific: Admiral's Edition where I get to mount an operation of repair ships and naval support to save some random ship so it can limp back home, even if some random CA is not really that important for the campaign.

All in all this game was way too arcadey and simplistic to my tastes, but I would sure love similar ship design mechanics in more fleshed out games.
>>
>>2091074
>War in the Pacific: Admiral's Edition
Yeah sorry bud not every game can be a computerized encyclopedia (though games of this sort should be)
>>
>>2091074
In the ultimate admiral dreadnaughts game repairs take like 14 months and I hated that
>>
I am ruling the waves
>>
Maybe the real journey was the waves we ruled along the way.
>>
These damn illegal waves keep washing up our shores.
Lock em up in wave pools and send them back from whence they came.
>>
I'm ultimate admiraling my dreadnoughts while I play Rule the Waves.
>>
>>2021878 (OP)
Is there a mod to remove the missile age? I kind of got sad and retired in 1945 in my Japan run because my giga battleships would have ended up never getting to fight a proper war.
>>
>>2103921
>1945 in my Japan run because my giga battleships would have ended up never getting to fight a proper war
Stupid bitch, refer to >>2086182
Once everyone has fired their nigger missiles it comes down to good old fashioned guns.
>>
>>2103921
Gunfighting is still important in the missile era. Missiles run out extremely quickly until you get the tech for MSAM and HSAM to be used against surface targets, and even then guns provide a prolonged firepower capability at a tiny fraction of the topside space of missiles.
>>
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Absolutely DABBED on some British armored cruiser with this chunky boi while on trade protection
Only reason I didn't score more hits is because the Brits blew up from flash fire lmao
>>
>>2053223
What laptop??
>>
>>2110928
Nashville?
It's an Asus
>>
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Vatniks about to get some big rods up their ass
>>
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>>2113607
They're lucky they're so close to port.
Out of a total of 56 torpedoes launched by our 19 heroic torpedo boats, there were 39 hits.
One torpedo boat was tragically lost when its rudder was stuck after being damaged, her crew will forever be enshrined in the Yasukuni Jinja.
The main fleet arrived the next morning to inflict more damage, but unfortunately the the scenario timer was over while both fleets were still firing at each other.
>>
>>2113674
Tenno heikai... BANZAI!!
>>
Bros, what are basic fleet tactics? I get crossing the T and all that, but my divisions just sail in a fucked gaggle. Is there a way to keep them in a nice line?
>>
>>2114617
Use the Core order to form battle line.
>>
>>2114617
If you're on Captain mode, you may want to decide which Divisions are AI controlled or not, if it's a square flag the division is waiting for you to give it orders, if it's a triangle it's under AI Control.
>>
>>2110390
>someone actually using AMC's
wow
>>
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>>2119122
I do as well, if everything else is going well, makes for some fun encounter battles occasionally.
>>
>>2119122
AMCs can be a phenomenal investment if you slap as many torpedoes as humanly possible on them. If they get intercepted there's a decent chance you'll sink the enemy cruiser
>>
So they finally added a dark mode? I can finally play the game?



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