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JaM

Ultimate General Focus Tester
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JaM last won the day on June 11 2023

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  1. Problem with this formulae is, that sometimes, certain countries might not have sizeable navy.. so getting to 10000 VP id quite problematic.. Also, sometimes, its very hard to blockade them because they have ports on all oceans (russia for example) I think there should be some bonus to VP value, based on number of ships country has. some dynamic value, where value of the ship is increased in small navies, and values of ships is smaller for huge navies.. after all, historically speaking - if small nation loses a CL its a sizeable bigger problem for them to replace it, than losing a BB for Great Britain..
  2. Well, That should be something they should fix as first..
  3. Yeah, i think if you move through their zone of control, there should be always battle following.. AI can always decide to run, but force them do so on the battlefield.
  4. Game is quite less responsive now with latest patch.. Clicking on research priorities results in 1sec delay, turns seems to take a lot longer with AI ship building or mission generating in the background..
  5. These are technicalities of the ship design, i'm talking about gun ballistics. Muzzle velocity simply allows you to hit moving target easier, because time it takes for shell to fly to a distance is shorter for faster shells, therefore any particular aiming mistakes are less pronounced with faster shells.. Its practically same thing with Tank on Tank combat - high muzzle velocity means that at certain distances fire control system is not as impactful as it is at long distances.. typically, 1200m is seen as "boresight range" - distance at which any particular aiming errors don't play as much role, as projectile will hit within 1 second and if gunner fires with target in sight, there is a high probability he will hit. At longer ranges fire control system is required to properly adjust for distance, as gun dispersion plays bigger role, and getting the target distance right is a lot more important. (and mind you, tanks are a lot smaller than ships, so it would be a lot easier to hit enemy ship at 1000m than it is with tanks |assuming calm weather of course)
  6. I think Short range accuracy is very bad in the game right now. Heavy guns are more accurate at short ranges than medium ones, which makes them ideal at killing fast small ships. Destroyers in particular have a huge problem surviving close to enemy BBs, but not because of secondary battery, but because of main guns, which just doesnt make sense. In real world, short range (1000-2000m) accuracy against moving target is more of a function of Muzzle speed than gun dispersion. High muzzle speed compensates for enemy movement better, as you hit target as it gets in your sights - If shell has speed of 1000m/s and you are firing at 1000m distance, then shell will hit the target in approx 1s (slightly more, but lets use this approximation for simplicity), so aiming errors are compensated by it.. As range gets longer, muzzle speed plays less and less role in accuracy formulae, up to be almost irrelevant, while gun dispersion plays major or dominant role at firing at longer distances (5-10km+) Right now, 12inch guns despite having muzzle speed around 500-600m/s have 90%+ accuracy at 1000m.. while 5inch guns with 1000m/s (lengthened barrels) are at best at 40-50%.. If anything, this should be the other way around.. Make muzzle velocity important for accuracy at 1000-2000m, and keep accuracy important for ranges above 3000m.. Short range accuracy was the main goal of secondary weapons on ships, yet currently, main battery does this just fine.. Right now, im often having better accuracy with secondary guns at longer range than main guns due to rate of fire and fast range acquisition, while Main guns are more effective at short range due to their crazy short range accuracy.. It really should be the other way around...
  7. Minor UI thing, but sometimes Ship model (corner) is too big so it obscures damage percentages:
  8. What exactly is going on here? why i have these attachment slots outside of ship hull?? Its US Heavy Cruiser I
  9. Is smoke reducing torpedo spotting? one thing that is quite strange now, is AI smoking the area completely to hide themselves, but then it is still able to dodge torpedoes.. And I'm not playing late game stuff with sonars, but early game around 1900-1910.. during those times, visual spotting was the only way how to spot them, so i would assume using smoke screen would make it harder..
  10. Same fleet took Gibraltar just fine.. had option to start invasion without any issues there... but cant do the same with Cyprus or Malta..
  11. I have a fleet near enemy island, yet there is no chance to initiate invasion. Why?
  12. While generating new campaign, game gets stuck May 1886.. seen this multiple times in the past, but due to fact its during campaign generation, i was unable to generate bug report..
  13. I'm at war with russia, but at peace with China, Germany and Spain.. yet, all of these are present as defending force fighting me.. why?
  14. SUGGESTION - i think supply of OIL should also depend on status of trade fleet. As Oil could be bought from others and then transported home. Controlling Oil resource should be still important, but at the other side, If country has plenty of TRs, it should get a bit of a bonus to its oil input that way.. It would also made losing TRs more problematic even for countries with Oil available from colonies as having healthy trade fleet would be even more important.
  15. What's the purpose of this?? Two research topic back to back with no benefit whatsoever.. (Japan) Not really "Dreadnought improvements" if it doesn't provide any...
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