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Fatigue on subs and ships

Posted: Wed Aug 14, 2024 12:24 pm
by Bella
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

Posted: Wed Aug 14, 2024 12:29 pm
by Chris21wen
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?
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

Posted: Wed Aug 14, 2024 12:42 pm
by Platoonist
Bella wrote: Wed Aug 14, 2024 12:24 pm Is this a thing?
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

Posted: Wed Aug 14, 2024 1:58 pm
by btd64
Don't forget the torpedoes high dud rate early in the game....GP

Re: Fatigue on subs and ships

Posted: Wed Aug 14, 2024 2:03 pm
by RangerJoe
btd64 wrote: Wed Aug 14, 2024 1:58 pm Don't forget the high dud rate early in the game....GP
And that is just the commanders and not even the torpedoes!

Re: Fatigue on subs and ships

Posted: Wed Aug 14, 2024 9:55 pm
by Bella
Chris21wen wrote: Wed Aug 14, 2024 12:29 pm
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?
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.
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.

Re: Fatigue on subs and ships

Posted: Thu Aug 15, 2024 2:27 am
by RangerJoe
Bella wrote: Wed Aug 14, 2024 9:55 pm
Chris21wen wrote: Wed Aug 14, 2024 12:29 pm
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?
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.
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.
What is the dud rate for the Mark 14 torpedoes at this time? How good are your submarine captains?

Re: Fatigue on subs and ships

Posted: Thu Aug 15, 2024 3:49 am
by Bella
RangerJoe wrote: Thu Aug 15, 2024 2:27 am
Bella wrote: Wed Aug 14, 2024 9:55 pm
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.
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.
What is the dud rate for the Mark 14 torpedoes at this time? How good are your submarine captains?
The issue is that I was sinking 2-4 ships a day. Now I’m lucky to get one hit a turn.

Re: Fatigue on subs and ships

Posted: Thu Aug 15, 2024 8:07 am
by Sardaukar
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.

Re: Fatigue on subs and ships

Posted: Thu Aug 15, 2024 8:19 am
by Sardaukar
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

Posted: Thu Aug 15, 2024 12:31 pm
by Bella
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).
Interesting. I’ll look into that.

Re: Fatigue on subs and ships

Posted: Thu Aug 15, 2024 12:34 pm
by Sardaukar
Bella wrote: Thu Aug 15, 2024 12:31 pm
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).
Interesting. I’ll look into that.
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.

Re: Fatigue on subs and ships

Posted: Sat Aug 17, 2024 1:45 pm
by btd64
Sardaukar wrote: Thu Aug 15, 2024 12:34 pm
Bella wrote: Thu Aug 15, 2024 12:31 pm
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).
Interesting. I’ll look into that.
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.
Prime example of forgetting more than you know about this game. I now remember this info from years back. Thanks Sardaukar ;) ....GP

Re: Fatigue on subs and ships

Posted: Sun Aug 18, 2024 2:48 pm
by GivingUpTheGhost
Sardaukar wrote: Thu Aug 15, 2024 12:34 pm
Bella wrote: Thu Aug 15, 2024 12:31 pm
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).
Interesting. I’ll look into that.
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.
I've never really thought about this before. I've always selected for aggression. Good to know

Re: Fatigue on subs and ships

Posted: Sun Aug 18, 2024 4:06 pm
by Sardaukar
GivingUpTheGhost wrote: Sun Aug 18, 2024 2:48 pm
Sardaukar wrote: Thu Aug 15, 2024 12:34 pm
Bella wrote: Thu Aug 15, 2024 12:31 pm

Interesting. I’ll look into that.
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.
I've never really thought about this before. I've always selected for aggression. Good to know
Should always primarily select for naval skill, bit less aggressiveness keeps subs alive.