RangerJoe -> RE: WitP2 Wishlist (6/6/2021 3:00:07 PM)
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ORIGINAL: BBfanboy quote:
ORIGINAL: Maallon quote:
ORIGINAL: Alpha77 Only what comes to mind first: - Interface improvements - Interactive reports (eg. click on a message and it brings you to the spot or unit it is about) - Generally more feedback why something does not work (eg. why did these bombers not fly even if ordered, what was it mutiny in unit, weather, morale?) - Obvious bugs still in game a) High altitude flights, so called stratosweeps b) Ordered some Bettys to air lay mines at Lunga port it switched to "city attack" even if no "city" is located there to attack, c) Ordered port attack at Brisbane but some of the units bombed the city = WAD or bug?, d) Many land units stats all over the place - see recent TD "oh my" thread e) Dive bonus to severe, escorts disadvantage to severe f) Seems 1945 BBR rockets are to effective - see Castor AAR g) Nav bombardements can not be done in reality at a pace like in the game, barrels wear out and the heavier the barrel the faster it wears, in game you can order BBs to bombard every 2nd day if you have replenishment near and this for 2 weeks for example. In reality after a week the barrels needed relining and crews a rest h) "X" ships should get more malus in ambhib landings at defended beaches, see thread Blitzkrieg i) May be not bug but design error(?), too many AKs esp. early on, there was a shortage of shipping (also or specific for the ALLIES too!) in game you can park as Allies 150+ xAKs etc. because you have so many. Even for IJN this is the case, if you do not lose half of them of course. Which leads to these ships not valued much by most players, except they have important cargo. If cargo cap was reduced even by 1/3 then players would actually care about xAKs even as Allied player j) Guess not possible but a better AI, in current state playing vs. AI is only worthwhile for newbies or using fantasy beefed up scens a) this works pretty much as intended, countering it with a layered cap is fairly effective b) this is also the correct behavior even though it is not intuitive, they will drop mines. see the 4th post: https://www.matrixgames.com/forums/tm.asp?m=4150761&mpage=1&key=air%2Cdropped%2Cmines%26%2365533%3B c) dispersion of bombs and collateral damage, works as intended. Also not every pilot would drop his bombs where he was supposed to drop them historically, especially in bad weather. d) land unit stats are not all that important as you mostly have to deal with what you have anyway e) this is historically accurate, if everything else were equal in an air fight the group with an altitude advantage would win the day. As far I have observed until now the air battles work fairly realistic given how they are modeled. You need good def skills for you escorting pilots, also you can sweep a heavily defended base before bombing it. f) possible balancing issue, make a mod if you don't like it g) fair point, but works as designed. Maintenance of devices is not really the scope of the game. You also have several tools at you disposal to counter this: mines, air attacks, your own SCTF, subs. Also battleships eat a ton of fuel and supply, rapid operations will drain your stockpiles fairly quickly. All in all I would say it is well balanced. h) this was likely designed with playability in mind, if you make it too low some bases will not be able to be conquered reasonably. It is already very hard to invade bases like Truk as is. i) not a bug but a design decision for playability. Play DBB-C if you don't like it, cargo capacity of all cargo ships is reduced by 30% in this mod and according to the creator comes closer to the reality of the pacific war. j) fair point, but certainly not a bug, the AI works as designed The game has its bugs, but none of the points you have listed is actually a bug. Also please keep in mind that WITPAE is not a simulation and is fairly unrealistic in a lot of aspects. The game was designed with playability in mind. (c) attacks on a port that has a shipyard include a chance of hitting the shipyard. Shipyards are industry that can only be hit by City Attack, so the algorithm probably include a chance of some bombers switching to City Attack to try and hit the shipyard. (g) Best practice might be to replace the liner every few hundred rounds, but that was not always done. I saw a documentary on an old BB (Texas or New York) that sailed up and down the coasts of Japanese held territory during the last two months of the war and bombarded daily. By the end of it, each gun had fired thousands or rounds and the liners were "hanging out of the barrels". I don't know how that works, I guess the anchoring point at the breech let go and only the taper of the bore kept the liner in the gun. Fuel and availability of ammo did not seem to be an issue worthy of mention in the documentary. +1 on emphasis that it is a game, not a complete simulation. If it was a simulation Japan would be beaten far sooner thanks to player knowledge of historic weaknesses. If I remember correctly, for some of these bombardment missions, usually the ones later in the war, the amount of powder was reduced and then there was little to no wear.
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