ORIGINAL: Bradley7735
Seriously, Savo only happened once. Why does it continuously repeat itself in this game?
I'm playing the AI, and most of you know by now that the Japanese AI will send a 2 bb task force to Pearl every once in a while. I scout it at least two turns before it attacks because it waits a day at the perfect range to make a speed run in during the night. I have subs in it's path, and a tailor made surface force to meet it. NC and 10 old bb's with 4 CA's to round it out. Hand picked captains and TF commander. (I've had this scenario at least 6 times in the several starts I've done since release) I don't bother to put in DD's, because they're just free VP's to the Japanese. (This fight takes place in port, where SS's are not a factor.)
Every time it's two BB's vs 8-10 BB's. The Japanese start out with penetrating hits each round and the American BB's machine gun stuff. It's friggin frustrating. 10 BB's and only two of them react in a given round while Hiei puts 6 penetrating hits ino Arizona, two into Oklahoma and one into NC in ONE round. Average end result of these 6 or so encounters is slight damage to two Japanese BB's (generally finished via carrier attacks over the following week), 1-2 sunk supporting Japanese ships, and generally one sunk American BB and 2-3 moderately damaged BB's.
WTF? It happens every time. Why does this game represent allied naval forces to be complete retards in so many encounters? I'm sure it's mostly due to low ship experience on the allied side, despite an awesome crew rotation program used by the Americans. I've got tons of ships who've had many small encounters and their exp is still in the 50-70 range, irl they'd be in the 90's)
There are several issues here, some of them are AE related and some are SAIEW.
01 - Heavy guns don't shoot much.
Unfortunately, this is a SAIEW issue. On the WITP forum especially we've seen unit testing by folks like Tom Hunter showing that BBs don't shoot their heavy guns much. Apparently the routine prefers to shoot the smaller guns, but again, this is SAIEW. The solution I've been using for several years, is to group the heavier ships into smaller groups, like 2s or 4s and avoid putting more than 4 BB in one TF. Also, TF sizes of 8 to 12 seem to be more optimal, in general, than maximizing at 25.
02 - Surprise
This is an AE issue and I think this was probably caused by our more complete implementation of Allied radar. In the initial release, Allied TFs were getting surprise most of the time, even at night, even in 1941 and early 1942. So patch 01 attempts to tone this down. Patch 02 will have further adjustments in this area as we attempt to tweak the surprise probabilities to "get it right".
03 - Oahu Coastal Defenses.
If the Oahu Coastal Defenses are not responding to Bombardment attacks on Pearl Harbor, I think we'd like to see a save of that, saves can be attached to posts in the technical support sub-forum above. I did test, several times, Japanese task forces trying to duel with the guns of Manilla and every time I tried it, the Japanese TF was 100% sunk, whether it included a few light craft or a pile of BBs, totally destroyed everytime, and I think in the game, the Oahu guns should be more powerful. In WITP, Coastal guns some times would fire and sometimes not, but in AE we did try to improve the probability that the guns would fire and as I said, in my testing at Manilla this seems to be working the way we wanted it to.



