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RE: Surface Combat Sux

 
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RE: Surface Combat Sux - 9/10/2004 9:53:13 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:

ORIGINAL: Bodhi

quote:

ORIGINAL: ZOOMIE1980
and the myriad of other areas in the above poll the betas seemed overwhelminingly opposed to....


Why do you always seem to see things as ZOOMIE1980 vs the betas? I may not always agree with everything the betas post, but I recognise that they have more knowledge of how the games works, and is meant to work, than any users who've had this game for only a few weeks. I also admire the dedication that they've shown into testing the game to get it to this point. I fail to see why every thread that highlights a possible game issue always seems to include a prerequisite "let's beat on the beta testers" angle to it.

(BTW, any who may still be reading, feel free to use "ZOOMIE1980 vs betas" as the name for your new band.)



First off, being a professional in the business, I fully understand testers, what they are good for, what they are not good for. Generally once software has been out for while, the betas no longer have a monopoly on game knowledge at all. And the volume of their testing can't even begin to compare with the overall volume of use by the customers.

And with this particular group, we seem to see a common trait. Heels firmly dug in against virtually EVERYTHING anyone sees as a problem. I guess they see it as an insult to their ability to uncover problems prior to release. In most software genres, the betas no longer have any say at all once the product ships. They are basically done, for good and are no longer relevant. the USER BASE is then front and center. And when the USER BASE speaks, developers generally listen.

These developers seem to do just that. They listen and they respond, and in this game, it seems they respond in spite of often VIGOROUS opposition to almost anything brought up by the users.

The betas did a good job. But as far as I and many others are concerned, their job is over. They now just a single user, no more knowledgable than any other dedicated user, many of whom are software professionals themselves.....

(in reply to Bodhi)
Post #: 391
RE: Surface Combat Sux - 9/10/2004 10:03:54 AM   
Culiacan Mexico

 

Posts: 8348
Joined: 11/10/2000
From: Bad Windsheim Germany
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quote:

ORIGINAL: Tankerace
I think what they are getting at Zoomie is all people posting in this thread, problem or not, is less than 40. That is only a fraction of the at least 1,000 (or even 500) people that own WiTP. He is saying you aren't getting a good enough sample to make any conclusions as to whether it is or is not a problem. YOu have heard from only a select few people.
A select few... you are correct. But I wonder what harm there is in just looking at it? If it is too involved forget about it, but there doesn’t seem to be any reason to at least not explore the question.


Joel Billings

I don't know if Mike Wood has posted in this thread as I haven't been able to keep up with the volume of posts here. I just wanted to give you my take on this discussion. I think that the model is probably lacking in dealing with daylight engagements against totally unprotected convoys.

_____________________________

"If you love wealth greater than liberty, the tranquility of servitude greater than the animating contest of freedom, go home from us in peace. We seek not your counsel, nor your arms. Crouch down and lick the hand that feeds you. May your chains set lig

(in reply to Tankerace)
Post #: 392
RE: Surface Combat Sux - 9/10/2004 10:05:35 AM   
ZOOMIE1980

 

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Joined: 4/9/2004
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quote:

ORIGINAL: Mogami

Hi, You like the word "overwheming" Find a post by me where I say at any time "I am opposed to any change"
Then do some homework before saying I am opposed to anything. For the record the first mention of victory points being turned off was back in Feb 2002. About 3 posts after victory conditions were first explained. Read all the public posts on victory conditons.
The private ones you can't read and I will not post them but in public in more then one post I stated.

1. I am against using points to decide victory.
2. Victory should be the surrender (or not) of Japan.
3. Japanese surrender should be tied to her supply status, Allies agreeing to retain emperor (Unconditional surrender raised allied victory 1 level but Japan would not surrender unless Emperor was kept or cites in Japan were occupied by Allied troops

However once the designers went the point route that is what I tested. When players asked for the auto toggle I was not opposed but I pointed out that if they were getting the ratios then something was wrong somewhere. And that the AI was not designed to play without the VP


Ugh... The AI was not designed....... So keep the points for the AI, just don't end the game for those that want to play on! Let the AI use the point values for what it needs them for, but don't end the game!

Sometimes you are IMPOSSIBLE to deal with.

The surface combat in this narrow situation is BROKEN. The communication of why the research is the way it is, was entirely MISSING from the documentation. Allied ASW is BROKEN, it is TOO potent. DD's in bombardment TF's containing BB's and CA's is BROKEN. Ai death spirals it can't seem to deal with. All these are already FULLY recognized by the developers from everything we have been told. Yet the betas opposed changes in ALL of these areas. Why?

When finally cornered you guys you always fall back on the old tired "chaning this will have unintended consequences and new bugs elsewhere", or "time devoted to that means bugs aren't being fixed" . Fine..... Then the very rigidity of the design itself is an issue then, and "who's bugs?"

A real set of disturbing traits has developed in these threads. You "betas" or at least most, are adamantly opposed to EVERY design flaw fix ever posted. When finally cornered you want USERS????? to create the new designs for the developers! What software firm has CUSTOMERS provide design solutions for the developer??? That is INSANE!

You damned betas are becoming bigger liabilities in a lot of ways than assets at this stage of the game, mostly because of your entrenched attitudes and egos.

(in reply to mogami)
Post #: 393
RE: Surface Combat Sux - 9/10/2004 10:09:03 AM   
Tankerace


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From: Stillwater, OK, United States
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quote:

ORIGINAL: Culiacan Mexico

quote:

ORIGINAL: Tankerace
I think what they are getting at Zoomie is all people posting in this thread, problem or not, is less than 40. That is only a fraction of the at least 1,000 (or even 500) people that own WiTP. He is saying you aren't getting a good enough sample to make any conclusions as to whether it is or is not a problem. YOu have heard from only a select few people.
A select few... you are correct. But I wonder what harm there is in just looking at it? If it is too involved forget about it, but there doesn’t seem to be any reason to at least not explore the question.


Joel Billings

I don't know if Mike Wood has posted in this thread as I haven't been able to keep up with the volume of posts here. I just wanted to give you my take on this discussion. I think that the model is probably lacking in dealing with daylight engagements against totally unprotected convoys.


I'm not saying whether I am for or against the issue. I am saying that is way Joel and Mike and Gary aren't saying they'll definately look at it. The responses in this thread, with the exception of a few people, are mediocre compared to some of the other threads, where dozens of people complained. Once a large percentage jumps in, we might see results.

_____________________________

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(in reply to Culiacan Mexico)
Post #: 394
RE: Surface Combat Sux - 9/10/2004 10:20:19 AM   
Bodhi


Posts: 1267
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From: Japan
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quote:

ORIGINAL: ZOOMIE1980

And with this particular group, we seem to see a common trait. Heels firmly dug in against virtually EVERYTHING anyone sees as a problem. I guess they see it as an insult to their ability to uncover problems prior to release. In most software genres, the betas no longer have any say at all once the product ships. They are basically done, for good and are no longer relevant. the USER BASE is then front and center. And when the USER BASE speaks, developers generally listen.

These developers seem to do just that. They listen and they respond, and in this game, it seems they respond in spite of often VIGOROUS opposition to almost anything brought up by the users.

The betas did a good job. But as far as I and many others are concerned, their job is over. They now just a single user, no more knowledgable than any other dedicated user, many of whom are software professionals themselves.....


From what I read of the betas posts, it's not that they refuse to budge on any issue, it's just that sometimes they don't recognise the issue as a definite problem. I believe they're more interested in getting the best possible game rather than burnishing some "I'm a Beta" badge they may have received.

I'm afraid I have to disagree with your opinion that the betas are "no more knowledgable than any other dedicated user". I find it difficult to believe that on release they magically loose all the knowledge they built up over the months of testing. Even now I understand they have a private forum where they can discuss game issues directly with the developers/designers. I also believe they test any new version, so I don't think their "job is over", unless you want any patches to be untested. It's obvious you have some issue with the betas, but I guess that's your problem to deal with.

_____________________________

Bodhi

(in reply to ZOOMIE1980)
Post #: 395
RE: Surface Combat Sux - 9/10/2004 10:47:25 AM   
tabpub


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Off the tutorial, I ran some quickies:
First one, is a large SC going in at night against some AK’s(7k variety)
For this one, I had forgotten to start as HTH, so the Jap air was active, but should not be a factor in the night combat results that are here. Since the AI was on, for some reason it had split off the Genoa Maru on its own. Thus the two combats.

AFTER ACTION REPORTS FOR 06/12/44
--------------------------------------------------------------------------------
Night Time Surface Combat at 58,70

Japanese Ships
AK Genoa Maru, Shell hits 16, and is sunk

Allied Ships
BB North Carolina
BB Washington
CA Baltimore
CA Boston
DD Anthony
DD Aulick
DD Charles Ausburne
DD Charles Badger
DD Beale
DD Bell
DD Bennett
DD Bennion

--------------------------------------------------------------------------------
Night Time Surface Combat at 58,70

Japanese Ships
AK Getuyo Maru, Shell hits 12, and is sunk
AK Glasgow Maru, Shell hits 5, on fire
AK Gosyu Maru
AK Goyo Maru, Shell hits 19, Torpedo hits 1, on fire, heavy damage
AK Hague Maru, Shell hits 58, and is sunk
AK Hakkai Maru
AK Hakodate Maru, Shell hits 12, Torpedo hits 1, on fire, heavy damage
AK Hakonesan Maru
AK Hakubasan Maru, Shell hits 22, and is sunk

Allied Ships
BB North Carolina
BB Washington
CA Baltimore
CA Boston
DD Anthony
DD Aulick
DD Charles Ausburne
DD Charles Badger
DD Beale
DD Bell
DD Bennett
DD Bennion

All in all, fair dispersion, the 2 unhit and the Glasgow were the only survivors (Glasgow with 18/2/4 damage from her 5 alleged hits (I say alleged because of the FOW, later on, there are ships that are said to have been hit, but have no damage) Hague got riddled by DD’s as the ranges varied from 8 to 6 thru 4 rounds (8.7,6,7)

Round 2:

Same ships, broken into 2 TF; 1BB, 1CA and 4 DD per.

AFTER ACTION REPORTS FOR 06/12/44

--------------------------------------------------------------------------------
Night Time Surface Combat at 58,70
Ranges 6,4,2,9 (kyds)
Japanese Ships
AK Genoa Maru
AK Getuyo Maru
AK Glasgow Maru
AK Gosyu Maru, Shell hits 19, Torpedo hits 1, and is sunk
AK Goyo Maru, Shell hits 2 damage of 19/0/0
AK Hague Maru, Shell hits 11, Torpedo hits 1, on fire, heavy damage damage 89/72/28
AK Hakkai Maru, Shell hits 12, and is sunk
AK Hakodate Maru, Shell hits 14, on fire, heavy damage(sank during turn)
AK Hakonesan Maru
AK Hakubasan Maru, Shell hits 1, on fire (28/14/13) believed to be a 16” hit

Allied Ships
BB Washington
CA Boston
DD Anthony
DD Charles Ausburne
DD Bell
DD Bennett

--------------------------------------------------------------------------------
Day Time Surface Combat at 58,70
Ranges 24,21, 15,10 (kyds)
Japanese Ships
AK Genoa Maru
AK Getuyo Maru, Shell hits 1, on fire (31/17/19) another 16” hit
AK Glasgow Maru
AK Hakonesan Maru, Shell hits 18, on fire, heavy damage (28/14/13) 5”inchers

Allied Ships
BB Washington
CA Boston
DD Anthony
DD Charles Ausburne
DD Bell
DD Bennett

So, several sunk, several severe damages and a couple of light ones.
It was the same group on patrol that hit twice you will notice. The other group with lesser captain didn’t engage at all. This group has the default Radm on board that comes with Washington.

Round 3:

I forgot to save the combat for 3. It was to be a day time action but I miscalculated somehow and ended up in a night one again, even though the movement rates should have precluded it. I had set the American on Cruise and it still covered 3 hexes during the “night” turn.

Results were about the same…2 away clean, 1 slight damage, rest sunk. Again, there was a ship “hit” but with no damage on the TF screen next turn.

Round 4:
Crap, still got a night action, I must be tired.
Small group, decent dispersion, this one got surprise! and I think that helped the dispersion of shot, most of the attackers pick on fresh vessels in the first round.
Ranges were 6, 3, 8 kyds


AFTER ACTION REPORTS FOR 06/13/44

--------------------------------------------------------------------------------
Night Time Surface Combat at 60,70

Japanese Ships
AK Genoa Maru, Shell hits 6, Torpedo hits 2, and is sunk
AK Getuyo Maru, Shell hits 17, Torpedo hits 1, and is sunk
AK Glasgow Maru
AK Gosyu Maru
AK Goyo Maru
AK Hague Maru, Shell hits 1 (18/2/2)
AK Hakkai Maru, Shell hits 37, and is sunk
AK Hakodate Maru
AK Hakonesan Maru, Shell hits 1 (1/0/0) FOW at work
AK Hakubasan Maru, Shell hits 5, on fire (50/35/16)

Allied Ships
BB Washington
CA Baltimore
DD Anthony, Shell hits 1
DD Aulick
DD Charles Ausburne
DD Charles Badger

Phase 5: Decided, the heck with it, just send in a DesDiv and see what they do.
From the results, I don’t think I will bother with BB’s vs, merchies anymore.
Ranges were 18,15,9 kyds and it stayed on 9 for a LONG time.


AFTER ACTION REPORTS FOR 06/13/44

--------------------------------------------------------------------------------
Day Time Surface Combat at 58,70

Japanese Ships
AK Genoa Maru
AK Getuyo Maru, Shell hits 3 (3/6/3)
AK Glasgow Maru
AK Gosyu Maru, Shell hits 21, Torpedo hits 1, on fire, heavy damage (sunk)
AK Goyo Maru, Shell hits 44, Torpedo hits 1, and is sunk
AK Hague Maru, Shell hits 13, on fire, heavy damage (99/62/33)
AK Hakkai Maru
AK Hakodate Maru, Shell hits 2, on fire (40/12/22)
AK Hakonesan Maru
AK Hakubasan Maru, Shell hits 1 (11/0/0)

Allied Ships
DD Anthony
DD Aulick
DD Charles Ausburne
DD Charles Badger


What I really think is happening is that the BB’s with their “low” ammo load outs are prompting any non-hyper aggressive leader to withdraw from combat after the ammo levels go down past a third used. In addition, during daylight combat, inclusion of BB tends to be a force reducer. It prompts the firing to open at a greater distance and closure is not as swift nor sure. DD’s start closer and will get closer on their own.

Both times that I had the BB division go in by itself followed by the DD’s, the DD’s found and attacked the merchants w/o BB commitment afterward. Actually, I don’t mind this, as if there WERE a enemy SC TF around, it would be nice to have the BB division ready to engage it with full mags and no wear on the barrel liners ( not that barrel liner wear is modeled, but I guess that is another possible never-ending debate…..)

So, my suggestion to the players would be to leave the wagons back if you are merchie hunting and leave it to the littler guys; for the devs/programmers (if they care to listen) perhaps a simple line of : IF NO combat vessel in TF (ie DE or higher) then TF auto surprised, no matter the DL on the ATTACKING TF.

Just some thoughts from a nut in the gallery.

(in reply to Bodhi)
Post #: 396
RE: Surface Combat Sux - 9/10/2004 10:49:32 AM   
BartM


Posts: 107
Joined: 7/18/2004
Status: offline
wow

quote:

Let's be generous and say that there are 30 posters in this thread that have a problem with this aspect of WitP (although I think your value of 20 may be nearer the mark). Now another assumption: WitP has sold 1,000 copies - don't know if this is reasonable or not, but when the very first patches were released via the forum, the number of downloads was soon in the 700-800s. Now, my walnut brain can't handle the calculation as it can't do decimals, but I'd hazard a guess that a small percentage of users are concerned about this issue. I just wonder how the other few hundred users view this problem. I assume your "overwhelming" was directed to the many who either don't perceive a problem, or can't be bothered to post.


guessing the other few hundred users are reading these long threads and wondering what they got themselves into... myself, Im very timid to even post here anymore, either asking questions, offering advice from what I have learned so far in the game or giving feedback when someone testers or the developement team asks for it.

dunno, but really I think the "surface combat" issue has been completely lost at this point, perhaps, a new argument should be started for us silent users to read about ?

(in reply to Tankerace)
Post #: 397
RE: Surface Combat Sux - 9/10/2004 10:53:57 AM   
Bodhi


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Joined: 8/26/2003
From: Japan
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quote:

ORIGINAL: BartM
Im very timid to even post here anymore, either asking questions, offering advice from what I have learned so far in the game or giving feedback when someone testers or the developement team asks for it.


That's a pity BartM, your point of view is as valid as anyone else's.

quote:

ORIGINAL: BartM
dunno, but really I think the "surface combat" issue has been completely lost at this point, perhaps, a new argument should be started for us silent users to read about ?


Agreed, want to pick a topic?

_____________________________

Bodhi

(in reply to BartM)
Post #: 398
RE: Surface Combat Sux - 9/10/2004 11:16:36 AM   
mogami


Posts: 12789
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From: You can't get here from there
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quote:

The surface combat in this narrow situation is BROKEN. The communication of why the research is the way it is, was entirely MISSING from the documentation. Allied ASW is BROKEN, it is TOO potent. DD's in bombardment TF's containing BB's and CA's is BROKEN. Ai death spirals it can't seem to deal with. All these are already FULLY recognized by the developers from everything we have been told. Yet the betas opposed changes in ALL of these areas. Why?


Hi, Well lets check my voting record on the topics mentioned and see if I am against every thing brought up.

1. The surface combat in this narrow situation is BROKEN.

Being looked at. Never said I was against change. The current view is that daylight actions versu unescorted TF is off. In this thread there are a number of night actions listed as being part of the problem. I don't think I focus on day or night or opposed any change.


2. The communication of why the research is the way it is, was entirely MISSING from the documentation.

Never made a single post on the subject.

3. Allied ASW is BROKEN, it is TOO potent.

Only post I ever made here was that we changed it every exe trying to find the G-spot. And it is likely it will changed again. Its a hard one to nail down. What gave you the idea I was against it? I'm Japan in 7 PBEM games with another soon to start.

4. DD's in bombardment TF's containing BB's and CA's is BROKEN.

Never posted in this one. I don't have an answer except for not using DD (by this I mean any DD in TF are just not counted either way)

5. Ai death spirals it can't seem to deal with.

Never posted. Players will always find where the AI leaves it's self open.

So Gee whiz Mr Zoomie1980 what the heck are you talking about. I never opposed any of these 5 major issues.


And I'm in favor of no upgrade path for human controled airforces.
I don't care if you turn off victory conditions in your game. (I won't in mine)
Get rid of Japanese turn 1 extended movement.
Get rid of restricted HQ (Just allow Soviets to react if force too low)(normal PP cost alone is enough to limit and there are very good reasons not to depete a region and I'll be happy to show it to my opponents who do it)
Player controlled production builds
No pilot pools replace with pilot schools

But I won't lead a protest movement over any of them. And I don't think my opinion counts more then yours. In the end I will play what they give me and while they are asking I'll tell the truth about the results I obtain. Before I complain I will take the time to provide help in fixing anything I feel is a problem

Current poll results. I've not voted since I don't really care. I'll test to check if any changes are working as designed.

A check for surface ships like the one for submarines 16% (8)

Tone down PT boats 8% (4) (Overwhelming)

DDs stand off when BBs and CAs are present in Bombardmet TF 38% (19)

Better chance of destroying unprotected transports in naval combat 8% (4) (Overwhelming)

Sub Vs Sub capability 0% (0) ( I like this one)

A portion of a transport’s cargo to be destroyed when its damaged 14% (7)

More Hot Keys (see wish list) 6% (3)

Additional Filters (see wish list) 10% (5)

< Message edited by Mogami -- 9/10/2004 4:46:08 AM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Bodhi)
Post #: 399
RE: Surface Combat Sux - 9/10/2004 12:12:50 PM   
Sneer


Posts: 2654
Joined: 10/29/2003
Status: offline
quote:

ORIGINAL: Mogami

Prehaps only spotted ships should move into animation screen. And all unspotted ships remain unknown. Then when players see their TF catch 1 or 2 transports and sink them they would be happy but not realize that 20 others escaped.

I could be mistaken but I believe part of the single transport being hit many times is that it is the sighted ship and no other targets are inr range.

During night battles at close range the "hits" total shown often includes many small calibur hits that do no real damage to heavy ships.


For God sake
it does make sense in night engagements but not in day light
Attacker can be not sure about number of Merchies for 20-30 min in that position
BTW it is specific situation.
Moreover if they are closing range then attacked ships need to turn and show exactly their numbers

(in reply to mogami)
Post #: 400
RE: Surface Combat Sux - 9/10/2004 12:19:27 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, I was talking to a person who had posted a night battle result. What did you think I was talkingabout?

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Sneer)
Post #: 401
RE: Surface Combat Sux - 9/10/2004 3:43:25 PM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
Status: offline
quote:

ORIGINAL: Bodhi

quote:

ORIGINAL: ZOOMIE1980
Bottom line, if you don't "vote" (participate in the discussion)you are IRRELEVANT.


At the risk of being pedantic, no, he's not irrelevant, he's Tankerace, this is irrelevant

My name certainly was being invoked often last night in this thread. Thanks, Bodhi, for setting things straight!

_____________________________

Fear the kitten!

(in reply to Bodhi)
Post #: 402
RE: Surface Combat Sux - 9/10/2004 3:54:59 PM   
Belphegor


Posts: 2209
Joined: 5/10/2004
Status: offline
quote:

ORIGINAL: ZOOMIE1980

Ugh... The AI was not designed....... So keep the points for the AI, just don't end the game for those that want to play on! Let the AI use the point values for what it needs them for, but don't end the game!

Sometimes you are IMPOSSIBLE to deal with.

The surface combat in this narrow situation is BROKEN. The communication of why the research is the way it is, was entirely MISSING from the documentation. Allied ASW is BROKEN, it is TOO potent. DD's in bombardment TF's containing BB's and CA's is BROKEN. Ai death spirals it can't seem to deal with. All these are already FULLY recognized by the developers from everything we have been told. Yet the betas opposed changes in ALL of these areas. Why?

When finally cornered you guys you always fall back on the old tired "chaning this will have unintended consequences and new bugs elsewhere", or "time devoted to that means bugs aren't being fixed" . Fine..... Then the very rigidity of the design itself is an issue then, and "who's bugs?"

A real set of disturbing traits has developed in these threads. You "betas" or at least most, are adamantly opposed to EVERY design flaw fix ever posted. When finally cornered you want USERS????? to create the new designs for the developers! What software firm has CUSTOMERS provide design solutions for the developer??? That is INSANE!

You damned betas are becoming bigger liabilities in a lot of ways than assets at this stage of the game, mostly because of your entrenched attitudes and egos.



Zoomie1980, please. For the sake of your own arguments, stick to the facts of what you perceive as the problem and stop this attack on people. I find it harder and harder to accept anything you say even if it is right because of your attitude here.

(in reply to ZOOMIE1980)
Post #: 403
RE: Surface Combat Sux - 9/10/2004 4:31:43 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
quote:

ORIGINAL: ZOOMIE1980

You damned betas are becoming bigger liabilities in a lot of ways than assets at this stage of the game, mostly because of your entrenched attitudes and egos.


Maybe we should make ourselves available for Celebrity Deathmatch in between patches?



_____________________________


(in reply to ZOOMIE1980)
Post #: 404
RE: Surface Combat Sux - 9/10/2004 4:34:29 PM   
Adnan Meshuggi

 

Posts: 2220
Joined: 8/2/2001
Status: offline
sorry mogami, the posting is something youo can only give ONE vote.
so many give it to things that are more important. To make it look like the people do not care about the pt-problem (if it is one) or the armed ships vers. unescorted convoys (it seems to be one) is not fair.

myself was for more toggles, cause i want URGENTLY the autovictory vanish....

_____________________________

Don't tickle yourself with some moralist crap thinking we have some sort of obligation to help these people. We're there for our self-interest, and anything we do to be 'nice' should be considered a courtesy dweebespit

(in reply to mogami)
Post #: 405
RE: Surface Combat Sux - 9/10/2004 5:09:41 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: tabpub

Off the tutorial, I ran some quickies:
First one, is a large SC going in at night against some AK’s(7k variety)
For this one, I had forgotten to start as HTH, so the Jap air was active, but should not be a factor in the night combat results that are here. Since the AI was on, for some reason it had split off the Genoa Maru on its own. Thus the two combats.

AFTER ACTION REPORTS FOR 06/12/44
--------------------------------------------------------------------------------
Night Time Surface Combat at 58,70

Japanese Ships
AK Genoa Maru, Shell hits 16, and is sunk

Allied Ships
BB North Carolina
BB Washington
CA Baltimore
CA Boston
DD Anthony
DD Aulick
DD Charles Ausburne
DD Charles Badger
DD Beale
DD Bell
DD Bennett
DD Bennion

--------------------------------------------------------------------------------
Night Time Surface Combat at 58,70

Japanese Ships
AK Getuyo Maru, Shell hits 12, and is sunk
AK Glasgow Maru, Shell hits 5, on fire
AK Gosyu Maru
AK Goyo Maru, Shell hits 19, Torpedo hits 1, on fire, heavy damage
AK Hague Maru, Shell hits 58, and is sunk
AK Hakkai Maru
AK Hakodate Maru, Shell hits 12, Torpedo hits 1, on fire, heavy damage
AK Hakonesan Maru
AK Hakubasan Maru, Shell hits 22, and is sunk

Allied Ships
BB North Carolina
BB Washington
CA Baltimore
CA Boston
DD Anthony
DD Aulick
DD Charles Ausburne
DD Charles Badger
DD Beale
DD Bell
DD Bennett
DD Bennion

All in all, fair dispersion, the 2 unhit and the Glasgow were the only survivors (Glasgow with 18/2/4 damage from her 5 alleged hits (I say alleged because of the FOW, later on, there are ships that are said to have been hit, but have no damage) Hague got riddled by DD’s as the ranges varied from 8 to 6 thru 4 rounds (8.7,6,7)

Round 2:

Same ships, broken into 2 TF; 1BB, 1CA and 4 DD per.

AFTER ACTION REPORTS FOR 06/12/44

--------------------------------------------------------------------------------
Night Time Surface Combat at 58,70
Ranges 6,4,2,9 (kyds)
Japanese Ships
AK Genoa Maru
AK Getuyo Maru
AK Glasgow Maru
AK Gosyu Maru, Shell hits 19, Torpedo hits 1, and is sunk
AK Goyo Maru, Shell hits 2 damage of 19/0/0
AK Hague Maru, Shell hits 11, Torpedo hits 1, on fire, heavy damage damage 89/72/28
AK Hakkai Maru, Shell hits 12, and is sunk
AK Hakodate Maru, Shell hits 14, on fire, heavy damage(sank during turn)
AK Hakonesan Maru
AK Hakubasan Maru, Shell hits 1, on fire (28/14/13) believed to be a 16” hit

Allied Ships
BB Washington
CA Boston
DD Anthony
DD Charles Ausburne
DD Bell
DD Bennett

--------------------------------------------------------------------------------
Day Time Surface Combat at 58,70
Ranges 24,21, 15,10 (kyds)
Japanese Ships
AK Genoa Maru
AK Getuyo Maru, Shell hits 1, on fire (31/17/19) another 16” hit
AK Glasgow Maru
AK Hakonesan Maru, Shell hits 18, on fire, heavy damage (28/14/13) 5”inchers

Allied Ships
BB Washington
CA Boston
DD Anthony
DD Charles Ausburne
DD Bell
DD Bennett

So, several sunk, several severe damages and a couple of light ones.
It was the same group on patrol that hit twice you will notice. The other group with lesser captain didn’t engage at all. This group has the default Radm on board that comes with Washington.

Round 3:

I forgot to save the combat for 3. It was to be a day time action but I miscalculated somehow and ended up in a night one again, even though the movement rates should have precluded it. I had set the American on Cruise and it still covered 3 hexes during the “night” turn.

Results were about the same…2 away clean, 1 slight damage, rest sunk. Again, there was a ship “hit” but with no damage on the TF screen next turn.

Round 4:
Crap, still got a night action, I must be tired.
Small group, decent dispersion, this one got surprise! and I think that helped the dispersion of shot, most of the attackers pick on fresh vessels in the first round.
Ranges were 6, 3, 8 kyds


AFTER ACTION REPORTS FOR 06/13/44

--------------------------------------------------------------------------------
Night Time Surface Combat at 60,70

Japanese Ships
AK Genoa Maru, Shell hits 6, Torpedo hits 2, and is sunk
AK Getuyo Maru, Shell hits 17, Torpedo hits 1, and is sunk
AK Glasgow Maru
AK Gosyu Maru
AK Goyo Maru
AK Hague Maru, Shell hits 1 (18/2/2)
AK Hakkai Maru, Shell hits 37, and is sunk
AK Hakodate Maru
AK Hakonesan Maru, Shell hits 1 (1/0/0) FOW at work
AK Hakubasan Maru, Shell hits 5, on fire (50/35/16)

Allied Ships
BB Washington
CA Baltimore
DD Anthony, Shell hits 1
DD Aulick
DD Charles Ausburne
DD Charles Badger

Phase 5: Decided, the heck with it, just send in a DesDiv and see what they do.
From the results, I don’t think I will bother with BB’s vs, merchies anymore.
Ranges were 18,15,9 kyds and it stayed on 9 for a LONG time.


AFTER ACTION REPORTS FOR 06/13/44

--------------------------------------------------------------------------------
Day Time Surface Combat at 58,70

Japanese Ships
AK Genoa Maru
AK Getuyo Maru, Shell hits 3 (3/6/3)
AK Glasgow Maru
AK Gosyu Maru, Shell hits 21, Torpedo hits 1, on fire, heavy damage (sunk)
AK Goyo Maru, Shell hits 44, Torpedo hits 1, and is sunk
AK Hague Maru, Shell hits 13, on fire, heavy damage (99/62/33)
AK Hakkai Maru
AK Hakodate Maru, Shell hits 2, on fire (40/12/22)
AK Hakonesan Maru
AK Hakubasan Maru, Shell hits 1 (11/0/0)

Allied Ships
DD Anthony
DD Aulick
DD Charles Ausburne
DD Charles Badger


What I really think is happening is that the BB’s with their “low” ammo load outs are prompting any non-hyper aggressive leader to withdraw from combat after the ammo levels go down past a third used. In addition, during daylight combat, inclusion of BB tends to be a force reducer. It prompts the firing to open at a greater distance and closure is not as swift nor sure. DD’s start closer and will get closer on their own.

Both times that I had the BB division go in by itself followed by the DD’s, the DD’s found and attacked the merchants w/o BB commitment afterward. Actually, I don’t mind this, as if there WERE a enemy SC TF around, it would be nice to have the BB division ready to engage it with full mags and no wear on the barrel liners ( not that barrel liner wear is modeled, but I guess that is another possible never-ending debate…..)

So, my suggestion to the players would be to leave the wagons back if you are merchie hunting and leave it to the littler guys; for the devs/programmers (if they care to listen) perhaps a simple line of : IF NO combat vessel in TF (ie DE or higher) then TF auto surprised, no matter the DL on the ATTACKING TF.

Just some thoughts from a nut in the gallery.


Frag mentioned something about a concept of DD's being "Leashed" to Capitial ships when they are in the same surface combat TF. He posted a daytime surface combat AAR where he had JUST DD's and seemed to get a very good hit spread across the AK TF. He mentioned the DD's in that case "scatter" to chase down the AK's, individually. Yet Mogami was quoted as stating just the opposite, that there is no "scatter and pursue" routine at all! So who is correct? Frag's AAR and your AAR seem to indicate Frag is right and Mogami missed that one.

But it really does look like we have some sort "Capital ship leash" mechanism going on here. You get good scatter with JUST DD's but you get the "pummel one ship into Atomic Dust sydrome" when there is a CA or couple of CLs along with the DD's...... Maybe that could help the developers zero in better on seems to be a very narrowly scoped problem. Specifically, the problem seems to be only in DAYLIGHT action, and in addition seems to be limited to situations where the Surface Combat is a mix of Capital ships and DD's. DD's only seem to do as expected, even in daylight.

(in reply to tabpub)
Post #: 406
RE: Surface Combat Sux - 9/10/2004 5:21:14 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:


A check for surface ships like the one for submarines 16% (8)

Tone down PT boats 8% (4) (Overwhelming)

DDs stand off when BBs and CAs are present in Bombardmet TF 38% (19)

Better chance of destroying unprotected transports in naval combat 8% (4) (Overwhelming)

Sub Vs Sub capability 0% (0) ( I like this one)

A portion of a transport’s cargo to be destroyed when its damaged 14% (7)

More Hot Keys (see wish list) 6% (3)

Additional Filters (see wish list) 10% (5)


I voted for the one with 38% since it is a more common occurance in my games. The problem noted in this thread will happen in my games probably less than a dozen times in 1600+ turns, so it is not that important to be fixed. But it still needs fixing, it IS a noted problem, the developers AGREE that it appears to be a bit messed up.

And when I talk "betas" I don't mean just you. I mean the overall, collective group. And it seems to be a different one digging in their heels on each major contentious thread. You dug your heels in on the research/upgrade thing and this one, Frag dug in on the Auto Victory toggle thing...all you did was claim that anyone achieving 4 to1 vs the AI was exploiting the AI, something that had nothing to do with the issue at all......

(in reply to mogami)
Post #: 407
RE: Surface Combat Sux - 9/10/2004 5:45:03 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
I think the problem can be netted out like this:

During Daytime Surface Combat, an "extra" closure step needs to be added to the front of existing routines when dealing with a weakly/unprotected group to bring the ships into closer proximity before letting loose the hounds. This would bring Daytime unprotected convoys into the damage range of Night Combat which most folks are perfectly happy with.

(in reply to ZOOMIE1980)
Post #: 408
RE: Surface Combat Sux - 9/10/2004 6:08:39 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
more aggressiveness is needed for night encounters too. Basing it in a large part on a leadership and crew exp check.

_____________________________


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Post #: 409
RE: Surface Combat Sux - 9/10/2004 6:10:13 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline
quote:

ORIGINAL: Mr.Frag

I think the problem can be netted out like this:

During Daytime Surface Combat, an "extra" closure step needs to be added to the front of existing routines when dealing with a weakly/unprotected group to bring the ships into closer proximity before letting loose the hounds. This would bring Daytime unprotected convoys into the damage range of Night Combat which most folks are perfectly happy with.


I think you're part way there, Frag. What the protestors really want is believable results.
I'm not exstatic about the Night Combat Results either---but at least given poor visability
and general confusion they can be explained. Maybe not to everyone's satisfaction, but
at least with the appearance of reasonability. But when we see a daytime surface action
where one side has superior speed, superior firepower, and superior numbers---and the
other has a bunch of floating targets, any reasonable person expects to see a one-sided
massacre. Bad visability is the ONLY thing the second side can hope for, and it's not
always conviently available when the stuff hits the fan. If there had been general agree-
ment that the results being seen indicated a problem nad would be looked at, these
postings would not climb into the 4-500 levels. But there always seemed to be a few
participants that would leap to the defense of obvious problems with all kinds of just plain
silly rationalizations that "everything was fine". That's why the whole thing has gotten so out-of-hand. Frustration. You seem to be pushing to "put a lid on it" until the designers
have a chance to look it over and offer a solution. I'm with you. It's degenerating into
a lot of yelling which never helps.

How about we ALL "give it a rest" until someone from 2by3 can post and tell us just what
they feel needs to be done and how they hope to go about it?

_____________________________


(in reply to Mr.Frag)
Post #: 410
RE: Surface Combat Sux - 9/10/2004 8:31:44 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mike Scholl

quote:

ORIGINAL: Mr.Frag

I think the problem can be netted out like this:

During Daytime Surface Combat, an "extra" closure step needs to be added to the front of existing routines when dealing with a weakly/unprotected group to bring the ships into closer proximity before letting loose the hounds. This would bring Daytime unprotected convoys into the damage range of Night Combat which most folks are perfectly happy with.


I think you're part way there, Frag. What the protestors really want is believable results.
I'm not exstatic about the Night Combat Results either---but at least given poor visability
and general confusion they can be explained. Maybe not to everyone's satisfaction, but
at least with the appearance of reasonability. But when we see a daytime surface action
where one side has superior speed, superior firepower, and superior numbers---and the
other has a bunch of floating targets, any reasonable person expects to see a one-sided
massacre. Bad visability is the ONLY thing the second side can hope for, and it's not
always conviently available when the stuff hits the fan. If there had been general agree-
ment that the results being seen indicated a problem nad would be looked at, these
postings would not climb into the 4-500 levels. But there always seemed to be a few
participants that would leap to the defense of obvious problems with all kinds of just plain
silly rationalizations that "everything was fine". That's why the whole thing has gotten so out-of-hand. Frustration. You seem to be pushing to "put a lid on it" until the designers
have a chance to look it over and offer a solution. I'm with you. It's degenerating into
a lot of yelling which never helps.

How about we ALL "give it a rest" until someone from 2by3 can post and tell us just what
they feel needs to be done and how they hope to go about it?


I think Joel already committed to giving this a look-see a LONG time ago, and even agreed the daytime combat against unprotected transports did not appear to be a very good representation. But some, (Mogami), continued to drone on, endlessly, that there was no problem of any kind.....thus, the frustration.

I think Frag has something pretty close to the right answer here.

(in reply to Mike Scholl)
Post #: 411
RE: Surface Combat Sux - 9/10/2004 8:46:05 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

I think Joel already committed to giving this a look-see a LONG time ago, and even agreed the daytime combat against unprotected transports did not appear to be a very good representation. But some, (Mogami), continued to drone on, endlessly, that there was no problem of any kind.....thus, the frustration.


Mogami doesn't drone on ... Mogami simply reports what he sees playing his games. As he is quite good, and plays a great number of games (probably more then anyone else here), what he sees is

a) weighted by how much he plays
b) weighted by his skills

It is completely silly to characterize his posts.

Think like this ...

Two expert players square off and never send unescorted transports because they view such as being completely foolish. They will never see any problem with surface combat.

Take two newbies who don't know any better and have them play ... right off, bang, massive transport TF runs into massive combat TF and results look strange.

It's the same kind of thing with Bombardment TF's ... New players don't suppress the guns with days of air attacks so it's a huge problem for them. Experienced players bomb the guns into the stone age then send in Bombardment TF's to mop up whats left ... One sees a huge problem, the other sees no problem at all. Why?

Different play styles and different skills make for different results on the curve.

< Message edited by Mr.Frag -- 9/10/2004 1:46:25 PM >

(in reply to ZOOMIE1980)
Post #: 412
RE: Surface Combat Sux - 9/10/2004 8:48:38 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
quote:

You dug your heels in on the research/upgrade thing and this one, Frag dug in on the Auto Victory toggle thing...all you did was claim that anyone achieving 4 to1 vs the AI was exploiting the AI, something that had nothing to do with the issue at all......


Hi, I never posted a single post on research. And upgrades when asked I pointed out were there for the AI. I don't care if humans use them or not.
It is not opposing the toggle to say the AI uses the points. If you turn off the AV from the start you will only confuse the AI. But do it if you want to. It may not have anything to do with the subject but it is not opposition. I think you create the opposition.

In the current thread if I try to explain how a routine is supposed to be working you take it as opposition. I don't place that into your head you are already looking for it and eager to believe it. In this thread alone I've said at least a half dozen times I don't care what they change.

If you say "I think there is something wrong" (well I'll just put it in your words "This is broken") And then I say not I think it is working according to design. This is how it works.

You twist it to my opposing any change.

I wonder how can you suggest a change to something before you know how it is actually working and whether or not it is working according to design or is producing bugs?

No one denies a person can say the reults or not good you don't have to understand the process for that. But once you start suggesting changes you should at least know what you are changing.

If I oppose something I'll be sure to let you know. I'll use sentences like "I am against"
You can't see the difference between that and "It is supposed to be doing this"

The topic of the present thread deals with damage produced. More then once I have asked how those results are obtained and stated I don't get them.

I fail to see how this is always converted into myy opposition. You know I'm a tester because you insult me over it every chance you get. Tell me, if you were a tester and read a post by a person who was getting results you had not seen before what would you ask them?
To help learn more I explain in great detail where perceptions of what is the problem are incorrect and it is called defending the system.

The truth is the transports scatter. The question is are they being afforded too much benifit from this?

The scatter element is going to remain.
The numbers used might be changed.

To avoid the problem all together place escorts into transport TF's. Since the AI is is silly cut it some slack while the issue is worked on.

I don't know how you became the Crusader for the poor Oppressed by Beta team forum users but I think you can stop now.
You are allowed to post your opinions. So am I. I post mine much less often and I do not need you to express them for me. Unless you actually get them right. So far you have been wrong on every count.

Once last time. I don't care what you change. After it is changed I will test the change to make sure it is working. And then if it is working as designed and some knoyhead posts it is screwed up I will say "No it is working as designed" And they will think that menas I am opposed to changing it. You have made it into some "You are with me or you are agin me" thing. No it's simply "It's working" or "It's a bug send a save"

If I add some comments about how it is supposed to work they might be pointless to you but I provide them so other people can gain a ltittle more insight into the issue.

"Turn of AV"

My response "OK" thats all you need "The AI uses it" OK so I say it. It does not stop you from turning it off and it explains to anyone who cares why it is there.

< Message edited by Mogami -- 9/10/2004 2:11:08 PM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

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Post #: 413
RE: Surface Combat Sux - 9/10/2004 8:56:29 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mr.Frag

quote:


Mogami doesn't drone on ... Mogami simply reports what he sees playing his games. As he is quite good, and plays a great number of games (probably more then anyone else here), what he sees is

a) weighted by how much he plays
b) weighted by his skills

It is completely silly to characterize his posts.

Think like this ...

Two expert players square off and never send unescorted transports because they view such as being completely foolish. They will never see any problem with surface combat.


True, I saw this a bit in my early games, but I have had only one such engagement in the past several weeks, a small Dutch combat TF ambushed a small Jap unescorted landing TF at Brunei. Got the typical "Pound the first AK into Atomized dust sydrome and leave the others alone syndrome". And I intend to go out of my way as an Allied player to avoid these engagements ENTIRELY for the rest of the campaign.

Which is why I didn't vote for this one. It IS a problem, just because Mogami doesn't encounter it because he is an expert and only plays other experts doesn't mean it isn't a problem, but it is RARE problem, meaning very low priority.

quote:


Take two newbies who don't know any better and have them play ... right off, bang, massive transport TF runs into massive combat TF and results look strange.

It's the same kind of thing with Bombardment TF's ... New players don't suppress the guns with days of air attacks so it's a huge problem for them. Experienced players bomb the guns into the stone age then send in Bombardment TF's to mop up whats left ... One sees a huge problem, the other sees no problem at all. Why?

Different play styles and different skills make for different results on the curve.


But in the RARE instances these do happen they need to be resolved reasonably. There will always be LOTS of newbies, and if they are trotting around unescorted transport TFS all over creation, they really SHOULD have their little bottoms spanked from time to time....

(in reply to Mr.Frag)
Post #: 414
RE: Surface Combat Sux - 9/10/2004 9:00:32 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

ORIGINAL: ZOOMIE1980

True, I saw this a bit in my early games, but I have had only one such engagement in the past several weeks, a small Dutch combat TF ambushed a small Jap unescorted landing TF at Brunei. Got the typical "Pound the first AK into Atomized dust sydrome and leave the others alone syndrome". And I intend to go out of my way as an Allied player to avoid these engagements ENTIRELY for the rest of the campaign.

Which is why I didn't vote for this one. It IS a problem, just because Mogami doesn't encounter it because he is an expert and only plays other experts doesn't mean it isn't a problem, but it is RARE problem, meaning very low priority.


But in the RARE instances these do happen they need to be resolved reasonably. There will always be LOTS of newbies, and if they are trotting around unescorted transport TFS all over creation, they really SHOULD have their little bottoms spanked from time to time....


Yes, but you inject into your posts that (a) It's our fault for not seeing the problem and (b) we are against fixing the problem

Both of these are (a) not appreciated and (b) completely false.

(in reply to ZOOMIE1980)
Post #: 415
RE: Surface Combat Sux - 9/10/2004 9:05:08 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mogami

quote:

You dug your heels in on the research/upgrade thing and this one, Frag dug in on the Auto Victory toggle thing...all you did was claim that anyone achieving 4 to1 vs the AI was exploiting the AI, something that had nothing to do with the issue at all......


Hi, I never posted a single post on research. And upgrades when asked I pointed out were there for the AI. I don't care if humnas use them or not.
It is not opposing the toggle to say the AI uses the points. It may not have anything to do with the subject but it is not opposition. I think you create the opposition.

In the current thread if I try to explain how a routine is supposed to be working you take it as opposition. I don't place that into your head you are already looking for it and eager to believe it. In this thread alone I've said at least a hald dozen times I don't care what they change.

If you say "I think there is something wrong" (well I'll just put it in your words "This is broken") And then I say not I think it is working according to design. This is how it works.

You twist it to my opposing any change.

I wonder how can you suggest a change to something before you know how it is actually working and whether or not it is working according to design or is producing bugs?

No one denies a person can say the reults or not good you don't have to understand the process for that. But once you start suggesting changes you should at least know what you are changing.

If I oppose something I'll be sure to let you know. I'll use sentences like "I am against"
You can't see the difference between that and "It is supposed to be doing this"

The topic of the present thread deals with damage produced. More then once I have asked how those results are obtained and stated I don't get them.

I fail to see how this is always converted into myy opposition. You know I'm a tester because you insult me over it every chance you get. Tell me, if you were a tester and read a post by a person who was getting results you had not seen before what would you ask them?
To help learn more I explain in great detail where perceptions of what is the problem are incorrect and it is called defending the system.

The truth is the transports scatter. The question is are they being afforded too much benifit from this?

The scatter element is going to remain.
The numbers used might be changed.

I don't know how you became the Crusader for the poor Oppressed by Beta team forum users but I think you can stop now.
You are allowed to post your opinions. So am I. I post mine much less often and I do not need you to express them for me. Unless you actually get them right. So far you have been wrong on every count.

Once last time. I don't care what you change. After it is changed I will test the change to make sure it is working. And then if it is working as designed and some knoyhead posts it is screwed up I will say "No it is working as designed" And they will think that menas I am opposed to changing it. You have made it into some "You are with me or you are agin me" thing. No it's simply "It's working" or "It's a bug send a save"

If I add some comments about how it is supposed to work they might be pointless to you but I provide them so other people can gain a ltittle more insight into the issue.

"Turn of AV"

My response "OK" thats all you need "The AI uses it" OK so I say it. It does not stop you from turning it off and it explains to anyone who cares why it is there.



Man you are one stubborn, hardheaded SOB.... So am I, unfortunately.

Bottom line. If you think results like this are NOT a problem:

Day Time Surface Combat, near Lunga at 67,97

Japanese Ships
AP Arizana Maru
AP Eiko Maru, Shell hits 2, on fire
AP Kisaragi Maru, Shell hits 2, Torpedo hits 1, on fire, heavy damage
AP Somedono Maru, Shell hits 48, on fire, heavy damage

Allied Ships
CA Minneapolis
CL Detroit
CL St. Louis
CL Phoenix
DD Mugford
DD Ralph Talbot
DD Henley
DD Dale
DD Aylwin
DD Allen
DD Litchfield

Then you are OPPOSED, period. End of discussion. Joel and Co. see this as a problem. Frag sees this as a bit of a problem and even offerred a reasonable solution. Just about everybody in this thread sees this kind of a result as at least a bit unrealistic. They've already stated they are going to look into it and probably tweek the daytime surface combat routines involving undefended transport TF's.

You don't. Thus you are OPPOSED. Simple.

(in reply to mogami)
Post #: 416
RE: Surface Combat Sux - 9/10/2004 9:15:58 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
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Hi, You kill me. If that one encounter was the sole basis of complaint Joel would not be looking into the issue. It is posts like that using those kinds of examples that cloud the issue. It is fairly clear that that particular transport TF did not escape unscathed.
That result might be the normal. I don't think it tells us anything. Without the replay and file we can't tell if the USN missed the other 2 ships or failed to fire at them. Since you don't watch the animation you don't know either. All you do is cry you didn't sink all four.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to ZOOMIE1980)
Post #: 417
RE: Surface Combat Sux - 9/10/2004 9:17:46 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mr.Frag

quote:

ORIGINAL: ZOOMIE1980

True, I saw this a bit in my early games, but I have had only one such engagement in the past several weeks, a small Dutch combat TF ambushed a small Jap unescorted landing TF at Brunei. Got the typical "Pound the first AK into Atomized dust sydrome and leave the others alone syndrome". And I intend to go out of my way as an Allied player to avoid these engagements ENTIRELY for the rest of the campaign.

Which is why I didn't vote for this one. It IS a problem, just because Mogami doesn't encounter it because he is an expert and only plays other experts doesn't mean it isn't a problem, but it is RARE problem, meaning very low priority.


But in the RARE instances these do happen they need to be resolved reasonably. There will always be LOTS of newbies, and if they are trotting around unescorted transport TFS all over creation, they really SHOULD have their little bottoms spanked from time to time....


Yes, but you inject into your posts that (a) It's our fault for not seeing the problem and (b) we are against fixing the problem

Both of these are (a) not appreciated and (b) completely false.


No, the contention comes from the constant drone from guys like Mogami who claim "it is working as designed" when that's usually the whole complaint behind the thread. It is the DESIGN that's the problem. It is always the DESIGN issue threads that go nuts on here, not the straight-forward bug posts. Mogami's droning, endless, "it works as designed" posts in threads that are complaining about the DESIGN are sources of near INFINITE frustration from folks!

We appreciate guys like Mogami explaining the design and explaining what went into making the design decision and providing insight as to why that was the choice at the time. Fine, most all of us get that. But when the whole central point of the thread is that some poster claims the DESIGN ITSELF, is the problem, making posts about the "game performing as designed", and then going on and on about why the design is as the design is, do NOTHING but add frustration. And it gets even more irritating when the the developers, themselves, agree that the design is flawed to then have Mogami come back on again and claim, yet again, "it is working as designed"!!! Talk about a BROKEN RECORD (you people do remember what broken records are, right?)....

So to Mogami....the game is working as it was designed, even the FLAWED ones.... and this is one of those.

(in reply to Mr.Frag)
Post #: 418
RE: Surface Combat Sux - 9/10/2004 9:24:20 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, Lets face it. There were a few people who were telling us the game design was wrong before they even had it on their machines. It is the "Boy who cried Wolf" syndrome.
Go back to when you first arrived at Matrix and read your own posts.
I am used to hearing it from you. When someone else has a problem and you arrive to take over the complaint I then have to spend a great deal of time and effort to let other people know that what "YOU" are posting is not the problem.


"It may take four or five years, but I'll prove Mr Frag and Mogami dead wrong by the time I'm done. " Zoomie1980 4-23-04

< Message edited by Mogami -- 9/10/2004 2:36:58 PM >


_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to ZOOMIE1980)
Post #: 419
RE: Surface Combat Sux - 9/10/2004 9:41:54 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
Status: offline
quote:

ORIGINAL: Mogami

Hi, You kill me. If that one encounter was the sole basis of complaint Joel would not be looking into the issue. It is posts like that using those kinds of examples that cloud the issue. It is fairly clear that that particular transport TF did not escape unscathed.
That result might be the normal. I don't think it tells us anything. Without the replay and file we can't tell if the USN missed the other 2 ships or failed to fire at them. Since you don't watch the animation you don't know either. All you do is cry you didn't sink all four.



And this is where you kill me and a lot of the others. "Posts like that" DO NOT "cloud the issue". They HIGHLIGHT and CRYSTALIZE the issue. It is a clear EXAMPLE the problem. That AAR fragment is one of several posted that show the same general problem. And many posters claim they have dozens of more just like that. I have about a dozen instances of that very thing! We can conclude, VERY LOGICALLY from those posts that there are probably HUNDREDS of such occurrance out there we have not seen. The fact you do NOT see that result as ABNORMAL proves my whole, ENTIRE point! The fact you seem to think I even care whether or not they all sunk or suffered equal damage goes even FURTHER to prove my point! I could CARE LESS about the damage done. That is an ENTIRELY DIFFERENT ISSUE and completely UNRELATED to THIS issue which is very tightly defined as an issue of shot spread. NOT damage spread. SHOT SPREAD! Got that! Good! At least Joel and Frag and many others get it if you don't!


And you need to understand somethings before you continue.

1) You drone on and on and on about AAR's, replay files and so on. Those are fine for addressing reproducable BUGS. System crashes, disappearing units in air transport, things like that. They are USELESS in a DESIGN ISSUE thread. You can reproduce COUNTLESS examples of the above using the editor and playing it out. One poster did that very thing and got the same type of results as the above. You can do it, too if you want to. That's not OUR JOB to do that. That is YOUR job (or the developer's job).

2) Most of us are NOT like you and Frag. We have actual LIVES to lead. I get, maybe 8 hours per WEEK to play this game, I can get maybe 3 PBEM turns a week done and maybe 8-10 Solitaire turns a week done, if I really try hard. You have 7 PBEM going, God knows how many other games, and you still test. Do you even have a friggin REAL job? Point being, posting AAR's, taking time to copy, paste and mail save game files takes TIME. Most of us have only TINY fragments of time to actually play the game. Time spent cuting, pasting, mailing stuff around is time we can't spend playing. And for issues like this, save game files and such are useless and not even the best way to recreate the problem.

So give it up, buddy. You lost this one. This is now a RECOGNIZED problem that will be addressed no matter how much in denial you want to continue to be about it. Time to move on to the next windmill.....

(in reply to mogami)
Post #: 420
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