Planes bugged?

Am i doing something wrong or are planes bugged. I send my units out on patrol right at the max distance they can fly and when they reach there they just turn back to base refuel and then head back out to begin patrolling.

Also while im here is it a new feature that tanks can attack naval units close to shore? Also i havent played alot of 1.5, i took a break around the end of 1.0 and started back playing not too long ago. I use to be able to use 1 sub to attack a convoy of almost any amout and kill them all now even if its just 1 militia the sub would almost always die or be very heavely damaged.

1 Replies

General Killamanjaro wrote:

Am i doing something wrong or are planes bugged. I send my units out on patrol right at the max distance they can fly and when they reach there they just turn back to base refuel and then head back out to begin patrolling.
Hi, I think I was North Argentina in your British Columbia WaW game...

Yes, this bug has been around for months and I suggested a solution, knowing the workload with WebGL though, we'll have to wait some weeks before that's fixed;D I also like to patrol at the edge of my range. To prevent the bug, never let planes start patrolling, just re-order them before they arrive at the patrol destination.

General Killamanjaro wrote:

Also while im here is it a new feature that tanks can attack naval units close to shore? Also i havent played alot of 1.5, i took a break around the end of 1.0 and started back playing not too long ago.
It's not a new feature and I do think it's been around before 1.5. Every unit has damage values against every other armour class, though some aren't displayed in research stats. So if a close combat unit gets within the distance of 5 (close combat range, 1/10 Artillery range) of another unit, they can engage in close combat even if one is a land unit, and the latter a ship.

So any land unit can fight ships, just the close combat ones like tanks need to get within the distance of 5. Normal close combat rules apply (can't retreat or heal with gold, can't stop attacking once ordered to etc.) Similarly, a destroyer/submarine could engage any land unit. Just get within 5 of each other.

General Killamanjaro wrote:

I use to be able to use 1 sub to attack a convoy of almost any amout and kill them all now even if its just 1 militia the sub would almost always die or be very heavely damaged.
You can see that lv4 transports still can't 1v1 a lv1 sub and win.

Using the Axis tech tree, a lv1 sub has 28 health and 8.5 damage vs. ships. A lv4 transport has 29 health and 2.3 damage against subs.

28 * 8.5 = 238 (sub) vs. 29 * 2.3 = 75.7 (transport) - clearly, the sub wins.

Even if we assume the convoy is Axis and sub Comintern...

A Comintern sub has -27.75% damage and -23.5% health compared to Axis. So we're at 72.25 * 76.5 = 55.27% strength of an Axis sub.

Let's take it one step further and assume the sub has awful RNG, so it happens to do 80%, the transport 120% damage.

238 * 80% * 55.27% = 105.23 (sub) vs. 75.7 * 120% = 90.84 (transport).

Even in the literal worst 1 sub vs 1 transport matchup, the sub just wins. But remember that numbers advantage is squared, so for example a sub fighting a stack of 3 transports would lose as much health as when attacking 9 transports one by one. So numbers disadvantage may be the reason you're losing subs to transports; another would be the enemy being sneaky and stacking subs in the convoys. Common high-level practice...

If you have above 10k manpower, you're not investing properly. A good player never has many resources.
Larger armies destroy enemies faster without taking damage from them.
Build only: 1 military building in each city, airstrips, and recruiting stations to boost manpower.
Minimize research, 2 unit types early, 6 types in late game. Upgrade old units, but: artillery lv1 to lv2 is a waste, only lv1 to lv4 is worth it.
Enjoy
Hornetkeeper

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