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Showing content with the highest reputation on 01/31/2021 in all areas

  1. To be fair - we shouldn’t lose faith. Saving a design already works in Scenarios - now they only need to find a way to organize the feature in a way it will find you the designs which match the scenario Settings in a somewhat easy to read form. On the other hand: For the campaign I would assume we need some sort of fleet management tool in any case. Repair, refit, assign and organize ships. I don’t think though that I need a design save feature for the campaign. For that a tool to change some things on ships later on / refitting would be more important in my opinion
    3 points
  2. I just jumped back into the game for the first time in weeks to see if the problems I mentioned in my previous comment (and by @coalminer more recently) had been fixed. Nope. I set up a battle of 5v5 with BCs, and it started me with four in a div and one alone. I attached the lone one to the division, but it just wandered off for a while. Once it finally decided to start vaguely following the rest of the column, it just crabbed its way along at very low speed. I also noticed that, while my flagship was moving at full speed, the next three were following its track, but at much lower speeds so t
    3 points
  3. We need a division maker pre-battle and also able to give orders pre-battle too with a 3d or 2d top down view of the battle screen and then once ships are assigned their roles and ranks (flag ship for example) then the player can hit play/continue/begin/battle etc.
    2 points
  4. Let's hear some "After Action" reports from people with detailed descriptions of your tactics, victories and loses, ships involved and so forth.
    1 point
  5. How exactly do you choose which guns are the best to use? This is probably one of the first things you think about when starting your design! This will be a pretty long post, but I've spent a couple of days (slowly) gathering the data and darn it if I'm not going to share! If this has already been done, my apologies! I'm going to split this into a few parts on this post, so feel free to jump around. CONTENTS: What are the stats that affect gun effectiveness? Which of those are the best guide for a designer? How can one test this? Conclusions and Suggestions for Ga
    1 point
  6. Nice post, great analysis and info! I agree that the 15 inch guns are underrated, most definetly.
    1 point
  7. Very nice tip, I will take that into account! I agree! I used to go for the 508s at first, then 432, then 406... until I realized, 381s are very polivalent and good overall! Also, just read your post. Great analysis and info!
    1 point
  8. I tend to have a really hard time focusing on any element more than the others. I tend to up-armor a lot but not a ridiculous amount. I tend to try for between 27 and 30 knots, only faster if going for a battlecruiser or real fast platform and only going less if need be due to efficiency. I try to get four or five turrets, and I try to get either three forward or three aft. My weapon of choice, unless going for a super battleship, is the quad 15" gun (see my post on gun effectiveness for why). Basically, I try to get as many of those on a hull as I can, armor and speed are secondary but not ig
    1 point
  9. Makes sense. If it works across multiple campaigns it’d be golden but for sure having a ship design saver would be magical. I’m one of those nuts who would go to custom battles to see how many less half an inch increments of armor I need lol
    1 point
  10. Hello, It is very good to know that you passed all missions, it is an accomplishment! You can share your feedback in this forum and this thread. We read and acknowledge everything!
    1 point
  11. Autogenerated reports would be great. The game already tracks hits in the events tab, so it should really be visible and collated at the end of the match.
    1 point
  12. Still loving this! I know that developing AI, campaign, and crew features are priority, but please still keep considering ways to unlock certain designer options for players but locking them for AI if it breaks the AI. We still really need moveable barbettes and more rational limitations on where things can go. I'm trying to play with the IJN 8/8 Plan ships (so building and having fun with Nagato, Tosa, Kii, Nr. 13, Amagi, and a Nr 13 BC variant), and while the hulls look great for that, you can't get the Pagoda tower on a hull small enough for Nagato and Tosa, and you also really need an
    1 point
  13. At the rate the patches are coming out and just breaking things, i've all but given up hope on this. Devs got to tell the community atleast what are they looking at and what are the visions for the game. A quick custom battle of 5 x CAs (1940s) pretty much max tech and just a wee bit below maximum bulkheads (quantity and the other option) vs 1 BB 1 BC, 2 CAs, 5 CLs, 5 DDs (1915), unrealistic as hell but what the heck should be a fun kerb stomp just for the lulz. First start of the game, i merge the 5 CAs into one single division because for some reason it started off with 4 CA in 1
    1 point
  14. Yes. If you want to support the project then I recommend it since there is enough content (gameplay) to cover your initial outlay, i.e. 50+ 'Academy Missions' and a 'Custom Battle' editor.
    1 point
  15. If OP is still around could you add my own suggestions regarding turrets/guns to the list? I agree with so much of this and it would be nice to have everything in one place to refer back to.
    1 point
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