Fatigue on subs and ships
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Fatigue on subs and ships
Playing as Allied against AI, I’m noticing that some of my subs have become far less effective/productive, I.e. sinking way less ships and missing ships often when attacking. It’s July ‘42. They have plenty of torpedoes. I wondered if there was a fatigue factor built in I haven’t noticed before, as some of them have been at sea for a few months. But checking the info screen for each sub, I don’t see a number for fatigue.
Is this a thing?
Is this a thing?
-
- Posts: 7485
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
Re: Fatigue on subs and ships
No. There are number of possible reasons which include, no targets, luck, leader, weather etc etc. You may not be aware but if a sub is known to be in the area the AI will route around it if that is possible.Bella wrote: Wed Aug 14, 2024 12:24 pm Playing as Allied against AI, I’m noticing that some of my subs have become far less effective/productive, I.e. sinking way less ships and missing ships often when attacking. It’s July ‘42. They have plenty of torpedoes. I wondered if there was a fatigue factor built in I haven’t noticed before, as some of them have been at sea for a few months. But checking the info screen for each sub, I don’t see a number for fatigue.
Is this a thing?
- Platoonist
- Posts: 3042
- Joined: Sun May 11, 2003 4:53 am
- Location: Yoyodyne Propulsion Systems
Re: Fatigue on subs and ships
I've often wished it was a thing. It would enhance realism for a ship's crew to lose effectiveness over time without a break.
Re: Fatigue on subs and ships
Don't forget the torpedoes high dud rate early in the game....GP
Last edited by btd64 on Wed Aug 14, 2024 3:51 pm, edited 1 time in total.
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: Fatigue on subs and ships
And that is just the commanders and not even the torpedoes!
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: Fatigue on subs and ships
Yup, I know about the sub being spotted thing, keep shifting them around if they are detected/spotted. Might just be a cold spell, probability speaking. Only been three turns, but maddening when attack after attack yields nothing.Chris21wen wrote: Wed Aug 14, 2024 12:29 pmNo. There are number of possible reasons which include, no targets, luck, leader, weather etc etc. You may not be aware but if a sub is known to be in the area the AI will route around it if that is possible.Bella wrote: Wed Aug 14, 2024 12:24 pm Playing as Allied against AI, I’m noticing that some of my subs have become far less effective/productive, I.e. sinking way less ships and missing ships often when attacking. It’s July ‘42. They have plenty of torpedoes. I wondered if there was a fatigue factor built in I haven’t noticed before, as some of them have been at sea for a few months. But checking the info screen for each sub, I don’t see a number for fatigue.
Is this a thing?
Re: Fatigue on subs and ships
What is the dud rate for the Mark 14 torpedoes at this time? How good are your submarine captains?Bella wrote: Wed Aug 14, 2024 9:55 pmYup, I know about the sub being spotted thing, keep shifting them around if they are detected/spotted. Might just be a cold spell, probability speaking. Only been three turns, but maddening when attack after attack yields nothing.Chris21wen wrote: Wed Aug 14, 2024 12:29 pmNo. There are number of possible reasons which include, no targets, luck, leader, weather etc etc. You may not be aware but if a sub is known to be in the area the AI will route around it if that is possible.Bella wrote: Wed Aug 14, 2024 12:24 pm Playing as Allied against AI, I’m noticing that some of my subs have become far less effective/productive, I.e. sinking way less ships and missing ships often when attacking. It’s July ‘42. They have plenty of torpedoes. I wondered if there was a fatigue factor built in I haven’t noticed before, as some of them have been at sea for a few months. But checking the info screen for each sub, I don’t see a number for fatigue.
Is this a thing?
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: Fatigue on subs and ships
The issue is that I was sinking 2-4 ships a day. Now I’m lucky to get one hit a turn.RangerJoe wrote: Thu Aug 15, 2024 2:27 amWhat is the dud rate for the Mark 14 torpedoes at this time? How good are your submarine captains?Bella wrote: Wed Aug 14, 2024 9:55 pmYup, I know about the sub being spotted thing, keep shifting them around if they are detected/spotted. Might just be a cold spell, probability speaking. Only been three turns, but maddening when attack after attack yields nothing.Chris21wen wrote: Wed Aug 14, 2024 12:29 pm
No. There are number of possible reasons which include, no targets, luck, leader, weather etc etc. You may not be aware but if a sub is known to be in the area the AI will route around it if that is possible.
Re: Fatigue on subs and ships
IJN ASW gets better year by year.
USN "happy days" in game are 1943, when Mk 14 dud rate goes down to 60% and in September to 10%.
Also, more your subs are in contact with IJN ships, both gain experience. Same with their ASW planes.
USN "happy days" in game are 1943, when Mk 14 dud rate goes down to 60% and in September to 10%.
Also, more your subs are in contact with IJN ships, both gain experience. Same with their ASW planes.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: Fatigue on subs and ships
To add (and to pad my post count on out way to 1 million posts on forum), I always try to change sub skippers yo best available.
- best naval skill with one caveat
- don't put high aggression skippers into low experience subs (I think in my current game O'Kane (aggr. 90) has lost at least one sub, maybe 2, but he still survived to command next...).
- as above, aggressiveness 50-60 is ok, often even as low as 35, since they tend to live longer...which is good for skill advancement of sub crew (day/night). 60+ crew skills is good, 70+ very good, 80 absolute elite).
- best naval skill with one caveat
- don't put high aggression skippers into low experience subs (I think in my current game O'Kane (aggr. 90) has lost at least one sub, maybe 2, but he still survived to command next...).
- as above, aggressiveness 50-60 is ok, often even as low as 35, since they tend to live longer...which is good for skill advancement of sub crew (day/night). 60+ crew skills is good, 70+ very good, 80 absolute elite).
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: Fatigue on subs and ships
Interesting. I’ll look into that.Sardaukar wrote: Thu Aug 15, 2024 8:19 am To add (and to pad my post count on out way to 1 million posts on forum), I always try to change sub skippers yo best available.
- best naval skill with one caveat
- don't put high aggression skippers into low experience subs (I think in my current game O'Kane (aggr. 90) has lost at least one sub, maybe 2, but he still survived to command next...).
- as above, aggressiveness 50-60 is ok, often even as low as 35, since they tend to live longer...which is good for skill advancement of sub crew (day/night). 60+ crew skills is good, 70+ very good, 80 absolute elite).
Re: Fatigue on subs and ships
If they are super-aggressive (80+) as some are, they tend to make unwise decisions like attack more on surface etc. and often pay the price when crew is just 55/55.Bella wrote: Thu Aug 15, 2024 12:31 pmInteresting. I’ll look into that.Sardaukar wrote: Thu Aug 15, 2024 8:19 am To add (and to pad my post count on out way to 1 million posts on forum), I always try to change sub skippers yo best available.
- best naval skill with one caveat
- don't put high aggression skippers into low experience subs (I think in my current game O'Kane (aggr. 90) has lost at least one sub, maybe 2, but he still survived to command next...).
- as above, aggressiveness 50-60 is ok, often even as low as 35, since they tend to live longer...which is good for skill advancement of sub crew (day/night). 60+ crew skills is good, 70+ very good, 80 absolute elite).
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: Fatigue on subs and ships
Prime example of forgetting more than you know about this game. I now remember this info from years back. Thanks SardaukarSardaukar wrote: Thu Aug 15, 2024 12:34 pmIf they are super-aggressive (80+) as some are, they tend to make unwise decisions like attack more on surface etc. and often pay the price when crew is just 55/55.Bella wrote: Thu Aug 15, 2024 12:31 pmInteresting. I’ll look into that.Sardaukar wrote: Thu Aug 15, 2024 8:19 am To add (and to pad my post count on out way to 1 million posts on forum), I always try to change sub skippers yo best available.
- best naval skill with one caveat
- don't put high aggression skippers into low experience subs (I think in my current game O'Kane (aggr. 90) has lost at least one sub, maybe 2, but he still survived to command next...).
- as above, aggressiveness 50-60 is ok, often even as low as 35, since they tend to live longer...which is good for skill advancement of sub crew (day/night). 60+ crew skills is good, 70+ very good, 80 absolute elite).

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
-
- Posts: 26
- Joined: Fri Jul 23, 2021 8:07 pm
Re: Fatigue on subs and ships
I've never really thought about this before. I've always selected for aggression. Good to knowSardaukar wrote: Thu Aug 15, 2024 12:34 pmIf they are super-aggressive (80+) as some are, they tend to make unwise decisions like attack more on surface etc. and often pay the price when crew is just 55/55.Bella wrote: Thu Aug 15, 2024 12:31 pmInteresting. I’ll look into that.Sardaukar wrote: Thu Aug 15, 2024 8:19 am To add (and to pad my post count on out way to 1 million posts on forum), I always try to change sub skippers yo best available.
- best naval skill with one caveat
- don't put high aggression skippers into low experience subs (I think in my current game O'Kane (aggr. 90) has lost at least one sub, maybe 2, but he still survived to command next...).
- as above, aggressiveness 50-60 is ok, often even as low as 35, since they tend to live longer...which is good for skill advancement of sub crew (day/night). 60+ crew skills is good, 70+ very good, 80 absolute elite).
Re: Fatigue on subs and ships
Should always primarily select for naval skill, bit less aggressiveness keeps subs alive.GivingUpTheGhost wrote: Sun Aug 18, 2024 2:48 pmI've never really thought about this before. I've always selected for aggression. Good to know
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

