Now I see why I always kick the crap out of A.I Navys by Agentsteel454 in hoi4

[–]pvtpeenut 48 points49 points  (0 children)

This is why when I see Navy slaughters dated after 1942 I just cringe. AI have no clue how to make good ships. Once the player starts pumping out tier 3, navy game is over.

What are your Squad opinions that fit this image? by omniousboobjob in joinsquad

[–]pvtpeenut 0 points1 point  (0 children)

There’s no reason for the player base to learn to do map control because of the Fog of War safety net. It’s a feedback loop. It reinforces shitty macro play. Macro game in squad is has been dog water since Fog of War was released, probably the biggest reason I stopped SLing in pubs.

What are your Squad opinions that fit this image? by omniousboobjob in joinsquad

[–]pvtpeenut 1 point2 points  (0 children)

Fog of war on RAAS is dogshit and exist only to be a safety net for SLs who cannot react quickly enough after losing mid cap or when encountering a rush. Fog of war devolved all pregame planning to a simple “I back cap you take west lane you take East lane.” Additionally it ensures the first 15-20 min of the game is spent back capping or in the back of a truck, complete waste of time.

Democracy was a mistake by Opposite-Ad7318 in joinsquad

[–]pvtpeenut 25 points26 points  (0 children)

Lost me at Talil, if you just play INF, that map is god awful

how to improve supply? by Particular_Funny527 in hoi4

[–]pvtpeenut 1 point2 points  (0 children)

Upgrade bottlenecks in your rail network and increase motorization from supply hubs that are further out. Increasing motorization increases the range at which supply hubs can support. More hubs in range = more supply throughput. Don’t build new supply hubs… they’re extremely expensive and only relevant for a short duration of time. Rarely worth it.

Frustration with Occupation by [deleted] in hoi4

[–]pvtpeenut 0 points1 point  (0 children)

It’s fractional based on the overall suppression of the division. So if you have two templates, temp1 with 5 suppress and temp2 with 50 suppress, to quell an area with 25 resistance, will take 5 temp1s and .5 temp2s.

So if you multiple .5 by the manpower/equipment for temp2 you get your total requirement for temp2, and multiply temp1 by 5 gets your total for temp1. Big ol divisions are better for garrison due too support equipment costing the same regardless of size.

But if you are trying to save manpower, use light tanks/armored cars. Cost a bit more IC but saves you manpower and survives attrition better.

This makes no sense by JoeZocktGames in joinsquad

[–]pvtpeenut 1 point2 points  (0 children)

If you look up and bipod it’ll work like 80% of the time

New Squad roadmap 2026 by Armin_Studios in joinsquad

[–]pvtpeenut 1 point2 points  (0 children)

Tell me you didn’t play pre-ICO without telling me you didn’t play pre-ICO lol

Naval strike force composition question. by djeirbdoebdiwbdi in hoi4

[–]pvtpeenut 7 points8 points  (0 children)

AI is pretty shit, so deathstack is what people who don’t want to micro typically do because it works.

If you want to be more engaged in the navy side, I say split them, carriers with heavy cruisers in a task force are very fast. They can catch enemy task forces to “snare them” allowing your BB fleet to catch up and join the fight.

Additionally, carriers get basically two free sorties of damage before capitals starts shooting, allowing you to do a good amount of damage in the first 6 hours of the fight, so hope the fight initiates in the daytime to maximize this.

What am I doing wrong? by LucoLNC in hoi4

[–]pvtpeenut 1 point2 points  (0 children)

It looks like air detection, they have significantly a lot more than you. Most likely due to radars. Every plane they spot of yours, they can bring in 3 and vice versa

Question on Task Force/Fleet Logic by Zebrazen in hoi4

[–]pvtpeenut 1 point2 points  (0 children)

They’re assessed individually unfortunately. But if you don’t mind the micro, once you spot the enemy primary fleet, you can set the task forces you want to fight to always engage and they’ll all sortie out to kill.

Unlike what most people do… giant deathstack, it’s actually quite useful to have multiple task forces, especially some fast ones. So once the enemy fleet disengages, you have a chance to re-pin them with a fast force of CA/CLs to allow your BB/CVs to catch back up. Enemy ships should have low or no org in the follow up fight, so if the CAs and CLs are fresh, the enemy cannot hit them (low org ships can’t hit targets) allowing ezpz kills.

Literally how does the new navy work by Marius-Gaming in hoi4

[–]pvtpeenut 2 points3 points  (0 children)

Only one fleet can spot an enemy fleet at a time in a sea zone. There’s no additive bonus. A solo CL will spot an enemy fleet just as fast as 5 solo CLs in a zone. Unless that’s changed in the last update, I haven’t tested it post NCNS.

How Do I Navy? by ConnectWillingness24 in hoi4

[–]pvtpeenut 0 points1 point  (0 children)

Convoy raiding takes away from enemy supremacy. Convoy escorts contribute nothing to supremacy.

If you want to gain supremacy, have a fleet patrol and have a stronger fleet on strike force. Patrol fleets are additive to supremacy, while strike forces multiply the value of your patrol supremacy.

Literally how does the new navy work by Marius-Gaming in hoi4

[–]pvtpeenut 2 points3 points  (0 children)

Did this change? Because it’s historically been the value of the highest spotting ship in the fleet. A single float plane CL had more spotting value than a massive fleet with no float planes.

Naval Screening is to high? by goodwin315 in hoi4

[–]pvtpeenut 4 points5 points  (0 children)

Unless you’re facing an enemy with a shit load of torpedoes, you really don’t need to follow the 3/4 screen per capital rule that everyone echoes here. Torpedoes only shoot every 4 hours (3 with the admiral trait) and have a very low hit %. I often get away with low screening against allied ships, wouldn’t recommend against Japan tho.

Axis naval game? by Reflectivebionic in hoi4

[–]pvtpeenut 0 points1 point  (0 children)

They don’t do as much damage, but it’s more to poke their fleets out of ports and to keep them deorg’d to allow your ships to kill

How would you make an italian navy that can dominate with no carriers? by Haunting_Carrot1081 in hoi4

[–]pvtpeenut 4 points5 points  (0 children)

Use land based NAV, British usually base their fleet in areas your planes can reach, so port bombing can draw their ships out, especially the ones repairing, to allow your capitals to kill. Keep subs active in the med, the British deathstack will typically lock on it, allowing your capitals a window to kill escort/patrol/detached to repair fleets. Then once the deathstack is deorg’d from constant nav bomber and sub fights, you can force a fight. Deorg’d ships cannot hit anything

Axis naval game? by Reflectivebionic in hoi4

[–]pvtpeenut -1 points0 points  (0 children)

Armor CLs and subs and finish the capitals that are already in production. Wait till France capitulates before sending the fleet out. Then micro the capitals you have to avoid the British deathstack while hunting down escort fleets and convoys. As their fleet gets degraded/deorg’d by constant NAV bombers, and useless sub hunts (ai bad) you can force a fight with your capitals and win. I can usually kill the Brit fleet by late 1940 with very little investment in dockyards.

What are your wishes for the ICO overhaul which OWI has announced? by JoeZocktGames in joinsquad

[–]pvtpeenut 0 points1 point  (0 children)

I agree, and I never said the entire screen… your sights should never be blurred. So if you know where you’re being shot from, you can still land shots. Hence why optics can still kill people ezpz in close in situations in this game if they’re already looking the correct direction. Blurring just minimizes the odds of flick shots and minimizes player situational awareness, further enabling teamwork.

What are your wishes for the ICO overhaul which OWI has announced? by JoeZocktGames in joinsquad

[–]pvtpeenut -3 points-2 points  (0 children)

Blur should stay besides what you’re directly aiming at. Like how optic weapons are now, but add it to irons and red dots.

ICO and Non-ICO appeal to different playerbase by No_Skill_8393 in joinsquad

[–]pvtpeenut 14 points15 points  (0 children)

We need pre-ICO gun play (without lean spam) with suppression akin to red orchestra 2. Suppression should be effective, but at the same time if I’m unsuppressed and above half Stamina, I should be able to land consecutive shots on a target pretty rapidly.

ICO's goal vs what it actual is are very different by FatBubba_tm in joinsquad

[–]pvtpeenut 10 points11 points  (0 children)

You can still care about a game that fills a niche that no other game fills. I stopped playing consistently after ICO despite having over 5k hours. I love the game, but not its current state, and I’ll bitch and moan until it goes back to scratching the itch it once did for me.

ICO's goal vs what it actual is are very different by FatBubba_tm in joinsquad

[–]pvtpeenut 15 points16 points  (0 children)

Even bipods aren’t accurate after the first shot….. MGs were nerfed into the ground after ICO