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Sydd

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About Sydd

  • Birthday 04/17/1995

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  1. Thank you Baron, was eagerly awaiting your mod's update and I honestly expected it to be ready a few weeks from now given the number of hulls that were added. Not only were we treated to an insanely quick update (as usual) but also your sorcery of now being able to build historical ships like the karlsruhe and emden. I've gotten to a point where I cannot play without your mod, thanks (again) for all you do! <3
  2. In the image above, modern german heavy cruiser hull, there are floating boats on the latest funnel and the towers. Foreweight offset is also annoying to balance, but atleast it seems possible now. This is the german scout cruiser hull, still can't fit secondary towers.. I once again urge the dev team to consider allowing users to move the engine room around to help with ship balance, thanks! Edit: The secondary tower issue is still there with the german cl 5 hull as well.
  3. - Create a preset taskforce with certain ships and have them move independently to a location. Beneficial when part of the fleet needs to repair and rearm. - Ability to move engine room to help with balancing the ship. - Ability to sell obsolete ships to allies/minor nations. - Tech sharing with allies. - Bonus to research if an enemy ship "surrenders" - providing its using tech that is not available to you. - More information on requirements for blockading nations as it seems weirdly inconsistent. - Ability to "donate" funds from the naval budget to boost gdp. - Ability to influence government type of your own nation. - Better autoresolve functionality for overwhelming odds. eg- 1tb vs 2bbs, 3ca, 4dds shouldn't really kill 2 dds and heavily damage 1 bb and 2 ca - Ability to use models of older mark guns or ability to use outdated mark guns when attempting refit. - Ability to directly have newer ships be laid down with pre-existing refits.
  4. @Nick Thomadis Hello Nick, First off, thank you to both, you and your team for working tirelessly to fix all the issues. I am very excited and can't wait for this version to be released. With that being said, as was discussed earlier in the thread with regards to weight balancing.... Could the dev team please consider giving the player the option to move the engine room? The way it is now, the engine room seems to sit centered below the funnels in most cases. This means most ships have a foreweight offset and it makes things frustrating to balance. Allowing the player to move the engine room would really help with balancing and would give a lot of freedom with ship designs.
  5. This is true. But it still has a mind of its own, just because I put down a funnel doesn't necessarily mean the engine room will center itself below the stack, from my experience, it has always moved further towards the front and every german ship I've designed thus far has a foreweight offset I need to play around with, usually, just adding an underwater torp tube on the aft helps with that but it also forces me to not use any casemate guns on the front of a lot of hulls, but even that wont help in instances where foreweight offset is upwards of 20% What's the point of having hull cutouts for equipment when the weight distribution is forcing you to not use them? I just think it'd be easier to allow the player to move the engine room rather than try and balance literally every single hull so there's no excessive offset.
  6. Thanks for the wonderful new hulls. I've been having a blast playing as Germany. As others above me have mentioned there are hulls where depth charges are blocking fire arcs of the rear gun, forcing you to put them on a barbette. - DD1, DD2, CL5, CL6, Scout cruiser, Heavy Cruiser, modern dd, modern, dd leader, modern CL2 are among the hulls (for germany) I've noticed where depth charges are blocking firing arcs. - CL5, CL6, Scout cruiser, Heavy cruiser (for germany) are unable to fit some/all secondary towers without having to increase beam. - Some german hulls are also incredibly difficult to balance due to foreweight offset being in excess of 30% + I had an especially hard time with CL1-5 and Scout cruiser, however I faced this issue with dreadnoughts 3-5, BC1-5 and, large armoured cruiser as well. I don't know how difficult it would be to balance weight so I have a suggestion to the dev team to give the player the ability to move the engine room to help with balancing the ship.
  7. If you were somehow in the capital area, ships can join without any timers. I'm assuming thats what happened since the reinforcement fleet... it spawns santis on top of you and they kill you in minutes.
  8. Who the heck is kings clan? They're not there anymore tho' Now decision making is very centralized between a handful of folks and the others just follow without question, all we need now is pvp experience and gb is set to become a strong nation like it once was. I hope I prove myself worthy in the coming months as a pvper.
  9. Pardon me sir, But if it was terrible why would you stay for a year? It means the GB owns you. In all seriousness, op. No nation is going to be perfect, I'm not going to say the GB is all flowers either... we have a lot of inexperienced players, a massive playerbase, some good clans, some pve clans.. etc. Its nothing extraordinary but you could always join and see for yourself, I cant say for other nations but I love being in the GB despite its flaws because its fun. But its subjective and everyone's opinions will be biased.
  10. Hmm... Maybe they could re add it in the OW as an additional conflict for a what's it called? capital province? Idk. Forgive me, I just got back to the game some time ago so I'm not all to familiar with many changes. So it will be similar to how trafalgar was.. the battle I mean. with the goal of killing as many as you can in a given time, I suppose. The consequence of a battle will affect the pb the following day... Say the attacking fleet lost 50% of its fighting force compared to the defending fleet's 10% that could be reflected via BR requirement changing for each faction. Or affecting integrity of fort structures, if defending fleets win, forts could be.. more dangerous as they have a slightly higher RoF.. and supplies such as repairs and other consumables would be available in the port by the ai as they aren't being blockaded... or if the attacking fleet wins maybe the forts will have a lower RoF to show its got less supplies from being cut off? Would be a fun concept to toy around with... regardless of what people argue I think its very much possible to reintegrate into the game but it requires a lot of thought process behind it. And I for one would love to see it make a return.
  11. Oh aye, afaik, its somewhere in the admiralty section. But remember, its PvP marks not your average combat marks
  12. There are 2 ways to get VM's as people above me have mentioned. First, is by converting PvP marks, you require 50x PvP marks in order to get 1 VM, which is darn expensive. Second, can be acquired as long as a few criteria are met. i Your nation must be in the top 3 spots in the conquest board, if you're the first, you get 3x VMs if you're second, you get 2x, if you're third.. you get 1x. (you get the idea) ii In order to get the VMs you must participate in a port battle, and as far as I know, the port battle must be successful. (i.e. you get the message from the clerk) But the requirement to win is something I'm not entirely certain of as some have stated you can acquire them as long as you participate in PBs regardless of the outcome.
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