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Showing content with the highest reputation on 11/27/2020 in all areas

  1. Try a scenario where you shoot transports. Even 6" HE over-pen left, right and centre, regardless of the angle from which they strike. I don't know how a 6" HE shell is imagined to penetrate the flat side of a transport (what would be its belt) and not get fused by SOMETHING. I'm not convinced the normal hull plate of even a merchant ship of the period wouldn't be enough to fuse a 6" HE shell, let alone one that's clearly going to bump into all sorts of things in the ship (which I see frequently). I see this even when it's entered from directly astern and MUST be going to pass along
    1 point
  2. Thanks Madham, but I am still bored to death with trying that third mission and I cannot be bothered to keep at it. They should all be released so I can pick and choose.
    1 point
  3. There are no actual difficulty levels implemented yet. The toggle is there but doesn't do anything, hence it being "locked" when you try to change it.
    1 point
  4. Well, basic physics would appear to dictate that underwater explosions outside the hull are not likely to set fire to anything. Torpedoes are so much more deadly than shells for their size because the explosion shock is transmitted through water, which does not compress, rather than dissipated through the air. Furthermore, as far as I'm aware magazines were nearly always protected at least by coal bunkers and then by torpedo bulges. If any fires are going to be caused it would be because of shock damage to electrical systems or sympathetic detonation; not impossible with the unstable propel
    1 point
  5. Tried this more, also noticed your BB being a derp with it's speed. It helps to refres it's status somehow, for example put it into division with BC or out of it, or change it's current order (straight/screen/follow etc), some of these manipulations will reset the speed bug. Still cannot beat the mission though. In latest version, enemies tend to field a Bismarck with couple of mini-Bismarcks as cruisers, and those have magic vision, while my ships are completely blind. I can easily save the transports by pulling enemies on my warships. I can lure them as far as i want. But i cannot sink
    1 point
  6. Three new battlecruisers made in France: BC Lancelot The new flagship of the French Imperial Navy. She has strong long-range support firepower, hard armor, and excellent mobility. When she was launched, she was the largest and fastest battleship in the world. BC Roland A lightweight version was built at the same time as the Lancelot, which has the same armor protection capability but fewer barrels. Usually used as an escort for large battleships. BC Stalingrad As an ally of the anti-German alliance, France built thi
    1 point
  7. Everyone I speak to strongly dislikes the new Ships Auction search feature, introduced a few days ago. Please scrap it and revert the Ships Auction it to how it was before. Or you could add a button which enables us to browse ships as before the change.
    1 point
  8. I've been raising this for the best part of a year. In fact I've a bunch of screen snips of various scenarios aimed directly at questioning the interaction of the armour, pen and damage systems I was going to lay out in the "Issues" thread, but haven't raised the enthusiasm to take the time required. You'll see the same thing even with 4" to 6" HE shells hitting transports. I believe it is due to the crude mechanism regarding how pen/overpen/ricochet is calculated. Have you noticed HE shells NEVER ricochet? Same issue. 1. When a hit is scored, the system seems to check for ricoc
    1 point
  9. I vote for "Fleet" or "Company" - anything but "Clan"!! And also, the "Map" should be called the "Chart". (Maps are for land lubbers.)
    1 point
  10. Appreciate that this ship designer limitations would be getting some attention but with a statement on machinery and probably relating to deck penetration of the guns requiring a certain hull beam to fit the guns as the justification for limiting the placement of weapons does not work in this case: 1. We cannot see what is underneath the deck nor influence machinery placement. Predreads and older ships tend to come with all sorts of funny arrangements such as wing turrets, AQX mounts as it was historically restricted by technology and machinery space (i.e, room needed for boilers and turb
    1 point
  11. Since the new update I have been experimenting with different gun turrets on ships of the same caliber (KGV style etc), and I was wondering if there could be a button introduced that links guns of the same caliber to a single gun salvo (or let the player manually choose which guns to link to a salvo)? Because the twins fire faster than the quads, so leaving everything alone in battle results in quads and twins firing their own salvos, not together, hence reducing the hit chance and defeating the whole point of a broadside salvo. The only way to stop this is to manually disable the guns between
    1 point
  12. I feel like its more of a "game logic" its better therefore it has drawbacks. all or nothing is not something you select as a module. all or nothing is how you armor your ship via sliders. eg: (disclaimer, I use mm instead if inch sorry) 320mm main belt and only 100mm on the secondary, 150mm main deck and 50mm secondary. 380mm turret armor and 100mm secondary turrets. get the idea? the armor types are basicly buffs, but you decide on your armor scheme. i quite like the system, but it means that we can use the best scheme from the get go. another feature that needs balancing and probably
    1 point
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