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Name

 Hearts of Iron IV 

 

Developer

 Paradox Development Studios 

 

Publisher

 Paradox Interactive 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2016-06-06 

 

Steam

 9,99€ 8,74£ 9,99$ / 75 % 

 

News

 437 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 37298 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/394360 

 

How long to Beat

Main Story

 32 Hours 

 

Main Story + Extras

 100 Hours 

 

Completionist

 250 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 1,000,000 .. 2,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 10632  

Average playtime (last 2 weeks)

 813 

Median playtime (forever)

 4402 

Median playtime (last 2 weeks)

 750 

Public Linux depots

 Hearts of Iron IV Linux [135.44 M] 


DLC

 Hearts of Iron IV: Sabaton Soundtrack 


 Hearts of Iron IV: Together for Victory 


 Hearts of Iron IV: Death or Dishonor 


 Hearts of Iron IV: Sabaton Soundtrack Vol. 2 


 Hearts of Iron IV: Waking the Tiger 


 Hearts of Iron IV: Man the Guns 


 Hearts of Iron IV: Axis Armor Pack 


 Hearts of Iron IV: Radio Pack 


 Hearts of Iron IV: La RĂ©sistance 


 Hearts of Iron IV: Allied Armor Pack 


 Hearts of Iron IV: Allied Speeches Music Pack 


 Hearts of Iron IV: Battle for the Bosporus 


 Hearts of Iron IV: Eastern Front Planes Pack 


 Hearts of Iron IV: Eastern Front Music Pack 


 Hearts of Iron IV: No Step Back 


 Hearts of Iron IV - Expansion Subscription 


 Hearts of Iron IV: By Blood Alone 




LINUX STREAMERS (11)
guyvernksittingduck01nofoxgiwnfee_modelbuilding
bananas369zergviph4ckd3veelix7
besserwisserersilentkenny093kuraihakurei_




Designer Corner | Naval Rebalance


Hello there, C0RAX here. Welcome aboard to my dev corner, in this thread I'll be going over the core introduction of the planned changes to naval gameplay.

[h3]
Why? The Live System:[/h3]


  • Good ship design is unintuitive.
  • Combat revolves around exploiting oversights
  • Ahistorical meta




[h3]Goals[/h3]

  • Clearer design process
  • Meta based upon good structure and multiple key values
  • Making historic choices in naval design and composition work well in game


[h3]Rebalance Overview[/h3]

  • Tech Tree
  • Ship Designer
  • Hit profiles
  • Spotting
  • Fleet composition

[h2]
Tech tree[/h2]

The most obvious change is our first port of call today, this is the tech tree. There are a number of changes here that will be explained in further detail further to the aft of the dev corner.



So firstly the naval tech tree has been split into 2, the naval tab contains hulls and tech directly linked to hulls. Let's take a look at what that looks like.




As you can see it's much more concise than before, armor techs have been combined so each level will unlock both heavy and cruiser armours and are not linked to any specific hulls. SH armor still remains part of the super heavy battleship.

Moving on to the new Naval Support tab.




Here you will see quite a difference from the old tech tree. Gone are the secondary battery techs as they are now research via the medium gun techs



Additionally the naval shell upgrades are now part of the gun lines acting as an intermediary tech between new modules. But don't worry about having to research more techs, XP reductions are gone but base research times are down.



Dual Purpose Guns

And let's finally address that big elephant in the room Dual purpose guns now branch off the light gun line. They are a 1939 onward tech, with the UK,USA,Japan & France starting with the Basic dual purpose Battery Researched and historic ships starting equipped with dual purpose Batteries and dual purpose Secondaries. Dual purpose guns lack the piercing of regular guns but make up for it by also providing AA.




The current values for the dual purpose batteries are not final and are currently aligned with their non AA equivalents.



Finally we have the 1944 Advanced medium dual purpose battery which packs a punch both to ships and planes, which should you reach it could wreak havoc for enemy aircraft and destroyers alike.



Hit profiles & damage ("well the front fell off")

Quick primer on hit profile in case you don't know what they are. A Hit profile is the calculation used to determine how easy it is to hit a ship. This hit profile is then divided by the accuracy of the weapon type a ship is firing (10 * (Hitprofile/weaponaccuracy)^2).

Any other effects that affect hit chances such as weather/time of day are applied to the final value. Currently the live game calculation for a hit profile is the ( (visibility * 100) / speed) .

So a ship with a high hit profile will be easier to hit than one with a small hit profile.

A change to the hit profile calculation is aimed to reduce the impact of speed on hit chance and should flatten the effect of speed for much slower ships. The current but not final working formula is:

( (visibility * 100) / ( (speed/2) + 15) )

In addition to this there have been some other changes for hit chance

New hit chance modifiers that affect hit chance in the same way that weather affects hit chance. The new modifiers replace existing stat modifiers for modules/tech.

  • Radar and fire control increase light and heavy guns hit chance
  • homing torpedoes now increase torpedo hit chance
  • Base critical chance is reduced





Spotting

  • Spotting is now min capped at 0.01% progress per hour, so you will always spot a task force after 10,000 hours (417 days)
  • Random chance to instantly spot (encounter) equal to your hourly progress, so if you have a 4% hourly progress you also have a 4% chance to encounter a task force.
  • Sub and surface detections for a task force are now listed in the task force information tooltip.




Fleet Composition

First joining an ongoing battle was very painful and making strike forces much less useful this should be much less of an issue with much lower and shorter lived penalties for positioning.



Additionally SUPREMACY_PER_SHIP_BASE has been reduced from 100>75 so that IC and manpower have a greater impact on naval supremacy.

[h2]Ship Designer[/h2]

The ship designer has some of the most major changes to existing ships and modules. Let's go through them by groupings..

Firstly I want to say that you can no longer have both medium cruiser and light cruiser guns on the same design, fitting both will invalidate the design. This will eliminate one of the largest exploits in current ship design and should prevent ships being unintentionally protected by screening.

Now we will get into some gritty details of the current value changes for the rebalance.

(RED=changed values, BLUE=New values and BLACK=unchanged)

Changes to speed,reliability and Production cost.







Changes to speed for hulls




On speed it should be much harder to get 40kt ships now - faster ships hover around ~35kt with slower ships being in the 30kt range. Some older ships and submarines remain well below 30kt and will need upgrading if you want their speed to match modern ships.

Submarine Visibility



Now these are the normal changes to modules and ships, but that's not all we have some new modifiers that are replacing or adding to existing modules too.

Fire control/Radar





Torpedoes



Armor

In addition to the new modifiers below for armor a review of armor values and piercing is planned, but I dont have a completed set of changes for that yet so you will have to wait for future announcements on how that looks.




As always If you have any questions feel free to ask here.

JOIN THE DISCUSSION


[ 2022-06-01 15:00:26 CET ] [ Original post ]