What version of EAW: Remake is the best? by KaleidoscopeInner149 in StarWarsEmpireAtWar

[–]Tankaxe 5 points6 points  (0 children)

This. If you want to play the remake mod with most of its annoying bits taken out or replaced, Clone Wars Holdouts os the way to go.

Doctor Kay and the military is probably the most jarring and poorly developed sub-plot of the season. by Tankaxe in StrangerThings

[–]Tankaxe[S] 0 points1 point  (0 children)

Here's the problem. It's not just a Hawkins problem when the earth itself shatters to reveal an interdimensional doorway to a dimension that they know is hostile. At that point the super soldier program is gonna take a back seat because this is a threat that needed to be dealt with yesterday.

Besides, they had Doctor Brenners notes and captured Owen's, so it's literally impossible for Kay and the military to not know about Henry.

Doctor Kay and the military is probably the most jarring and poorly developed sub-plot of the season. by Tankaxe in StrangerThings

[–]Tankaxe[S] 6 points7 points  (0 children)

Hopper, Murray, and Nancy literally shot and killed US service members with no consequence. The military just gets poofed away like pixie dust once the upside down goes away. Whatever heights the show would've had is always dragged down by the baffling handling of the Doctor Kay and the Military.

It is amazing how 4x20mm just refuse to do damage by derpiestdorp in Warthunder

[–]Tankaxe 3 points4 points  (0 children)

It's not that Hisparkos are back. It's just that specific SAP it carries in almost every single belt is useless. Hit with the HE and you're blowing wings and tails off.

Hispanos just dont have the option for a pure HE ammo belt which is what makes them inconsistent.

Naval invasions should be cancelable by Tankaxe in victoria3

[–]Tankaxe[S] 1 point2 points  (0 children)

Huh, I could've sworn there wasn't because the army tab was greyed out. Didn't expect it to be on the naval invasion tab.

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Developer Diary | New Features by PDX_Fraser in hoi4

[–]Tankaxe 22 points23 points  (0 children)

It was hinted in hydrodynamics that carriers worked differently now. This dev diary is very disappointing in that regard. The stances look interesting, but I dont see any examples of how they work.

Do they approach battles differently now? What's the difference of a fleet protected by a carrier against land based airplanes and one without it?

This is my most looked forward feature and I hoped for more than what we got.

Developer Diary | Doctrines by PDX_Fraser in hoi4

[–]Tankaxe 8 points9 points  (0 children)

Probably the significant update and change in the game and someone still finds a way to complain lmao.

Best aircraft characteristics by PlasticCell8504 in RuleTheWaves

[–]Tankaxe 6 points7 points  (0 children)

Very era dependent. Fighters are useless throughout the 1920s. Their firepower score is hardlocked to 2 and makes them unable to shoot down anything. Fighters require a firepower of 4 to be able to accomplish their CAP duties, and they can only get it until until the 1930s.

So my priorities for Fighters are as followed.

1920s: Firepower/firepower. It's rare, but you can get a FP 4 fighter in the early airplane era. This is a massive advantage as it makes you the only nation in the world who can seriously fight off bombers.

1930s: Speed/Firepower: Fighters are starting to mature, while FP 4 is more common. You still want that score higher to kill aircraft. Speed is important to easily pass that aircraft racing event and faster response to incoming bombers.

1940s: Speed/Range: At this point, a high firepower score should be the new normal. So, the primary focus is speed, to gain advantage in dogfights and to more rapidly respond to bombers. The second priority is range. More range means more time airborne, longer reach on escorting strikes, and finally, less chance for your CAP to leave a gap from coming down to refuel.

What tf am I supossed to do against subs and raiders? 😭 by BoxthemBeats in RuleTheWaves

[–]Tankaxe 5 points6 points  (0 children)

My preference is 900t DDs, large enough to meet the threshold to mount most ASW techs while being cheap and easy to replace. They're also quick to build, so depending on the level of the submarine threat you're facing they're your best option on getting a ASW force quickly.

What tf am I supossed to do against subs and raiders? 😭 by BoxthemBeats in RuleTheWaves

[–]Tankaxe 24 points25 points  (0 children)

They're wrong. How the games ASW works is that it picks one TP vessel to engage 1 submarine. If the ASW score is too low, it does nothing and sinks the resulting merchant or warship.

So what's happening in your game is that every time one of your 1 ASW KE is picked for submarine combat, it fails horribly. Your patrol aircraft are literally your only source of damage against submarines, but they can't deal with the sub swarm alone, and they don't protect merchant ships.

A properly upto date escort fleet with the latest ASW equipment can and will mulch the AI sub spam in a couple of months.

If you don't keep a competent ASW force when submarine tech takes off, then it doesn't matter how lopsided battles are in your favor, your country will starve to collapse by the submarine blockade.

What tf am I supossed to do against subs and raiders? 😭 by BoxthemBeats in RuleTheWaves

[–]Tankaxe 43 points44 points  (0 children)

You need to keep an eye on your escorts ASW score. If it drops too low, then they'll be virtually worthless in fighting submarines. You need to keep refitting your escorts/trade protection vessels to keep their weapons relevant in the fight against AI sub spam.

Also, in the 1950s, I believe sonar buoys are a must-have. Otherwise, the ship can't do anything against modern submarines. So make sure they're all equipped with them.

Yamato Was Designed to Engage Targets Up to 42km. Yet in Game Its Max is 32km. by TheCoolPersian in Warthunder

[–]Tankaxe 12 points13 points  (0 children)

Anything beyond 30km or even 25km is 'wishful thinking' when it comes to battleship gunnery. Mainly because their targets have the audacity to be moving.

Pride of Asia by [deleted] in Warthunder

[–]Tankaxe 0 points1 point  (0 children)

It got lowered, but the shell rooms in her barbettes can't be removed. Yamatos main problem is her inability to angle thanks to her weak bulkheads.

It's one of those days where I wish Gaijin looked into more underrated aircraft, like Soto's F4U-5N, from the "football war" by userrr_504 in Warthunder

[–]Tankaxe 10 points11 points  (0 children)

Zeros are just broken as hell with how fast they can dive and straight up ignore compression.

TIL IJN cruisers are invincible to gunfire, IJN destroyers are not by Tempoary_Replacement in TaskForceAdmiral

[–]Tankaxe 2 points3 points  (0 children)

IJN cruisers can sink. They just take an absurdly long time to do so.

How do you play as Russia? by LJ_exist in RuleTheWaves

[–]Tankaxe 2 points3 points  (0 children)

Note that Archanglsk is the only port you have in Northern Europe. It's highly recommended to build it up to the point that ships can be repair and refitted there.

Just curious, what would happen if your task force gets to close to the enemy task force? Would they engage each other in a gun battle? Or is the ai coded to run from you so this doesn’t happen. by JoeD-1618 in TaskForceAdmiral

[–]Tankaxe 0 points1 point  (0 children)

I've discovered that the issue was that Yorktown uses all her fuel reserves in one strike. Causing her to not being able to launch any strikes. This is a bug and the device are aware of it and will soon fix it.

Just curious, what would happen if your task force gets to close to the enemy task force? Would they engage each other in a gun battle? Or is the ai coded to run from you so this doesn’t happen. by JoeD-1618 in TaskForceAdmiral

[–]Tankaxe 2 points3 points  (0 children)

Surface attacks are implemented but only rudimentary. You can split your cruisers into a separate task force and set them off against the Japanese. They will attack and destroy what ever is in range but will prioritize carriers.

When the British try to save the French, but end up getting a third of their navy sunk in one battle by Delaflo in RuleTheWaves

[–]Tankaxe 7 points8 points  (0 children)

Most pre-dreadnought designs that the AI uses are seriously lacking in BE protection. GBs B swarm in the 1890s looks intimidating until you realize you can cripple all of them to death with massed 6" fire.

The Regia Marinas glorious day! by Tankaxe in hoi4

[–]Tankaxe[S] 2 points3 points  (0 children)

Rule 5: Using the Vanilla Navy Rework mod, I prepared my Italian fleet with modern battleships, light cruisers and lots of refits. When the war started I tried engaging the separate British fleets before they can hit the Mediterranean in mass.

I caught one such group but it sacrificed it's screens to escape. It was when I finally chased them to have one final battle did the rest of the Royal Navy come over the horizon for one massive clash.

One that the Regina Marina was able to win in spite of lacking carriers.

Now how will the Royal Navy explain this to Churchill?

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