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Latur Husky

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Everything posted by Latur Husky

  1. You haven't released A6 yet, and you're already giving us spoilers of A7 xP So kind of you. I look forward to see crew management and most importantly campaign, it will definitely spice things up. Anyway, it would be actually pretty useful to see secondaries to fire at multiple targets if they can't hit main target.
  2. 1.) Don't push so aggressively towards enemy if you know he has weapons your ships have a hard time defending against i.e torpedoes. 2.) Plan your maneuvers ahead to control engagement distance. 3.) Read carefully information the game is providing you to position yourself against enemy ships in most efficient way both in regards to defence and offence. 4.) All changes to course will affect your and enemy aim, changes needs some time to settle to take effect. 5.) There is randomness related to many things in the game, low chance doesn't mean it won't happen and high chance doesn't guarantee you things either. 6.) Keep practicing and experimenting to find solution that works best for your play style. They might not be ideal, but the game is all about making trade offs. Have fun.
  3. I don't really think armour is that big of a problem. Maybe top values can be a bit lower than they are for some ship types, but the game is designed not to be 100% recreation of history, but to give players as much freedom and variety in designs as possible. Obviously some designs will feel way too powerful, but we also have very limited testing ground and we can't tell how campaign missions/goals will interact with current design options. Surely you can build heavily armoured warship with big guns but you have to sacrifice the speed and many other things to fit that stuff in or if you don't the whole project will be overwhelmingly expensive. Custom battles are also not the best testing grounds atm because you can't design enemy ships to find out what results you'll get when clashing various designs with each other.
  4. Nice one! I knew it would be big... 33 new hulls means many new cool designs of DD's. I can feel those crazy DD only battles now You'd be surprised but even historically ships in formations often collided with each other... Game seems to perfectly reflect that.
  5. I also hope that next patch will drop in soon, would be nice to see what’s cooking... Hype is real boys xD
  6. 1. True, at small ranges FCS shouldn't matter, but it should affect long range accuracy for stereoscopic and medium for the other one. Ranges of below 5 maybe 7.5km should not be affected at all by loss of FCS at least for some gun calibers and tech levels. 2. Your ship was on roughly 30% structure, XD I guess that's your damage instability. 3. I think at the moment each time you fire you get separate chance for each gun as you can't decide on fire mode i.e salvo or gradual.
  7. The game is doing it intentionally so that designs are not absolutely boring. It lets you go beyond was historically accurate, but they need to balance the cost of such so going too fast would be more punishing or require more sacrifices in other areas. A true test of how well those designs work will be seen in campaign when economy will be actual factor. Right now we are limited to pre-designed scenarios that are meant to be challenging but they don't really include how it will impact players or AI's economic situation.
  8. I can’t wait to see next update, I sense it will be something big this time xD
  9. Try to finish Super US battleship with max 16” guns, I failed so far, DD’s are a real issue here but mission seems doable with that setting, though it’s super challenging.
  10. Some missions are really hard, but they can be beaten. Also if enemy can hit you consecutively and you can't hit the enemy, that means you might look at modifiers and adjust to eliminate them. Or maybe you just need to change something in your design. If your guns get's eliminated by plunging shots, maybe get more armor on turret tops, reduce the distance (push a bit more aggressively), get thicker barbettes, and change propellant. Maybe grab heavier or lighter ammunition etc...
  11. If anyone is wondering what those poor 2" guns can do here is a video
  12. I don't know, for me that mission seems fine, and definitely It places you in a situation where you can't win against escort if you engage them in direct combat. Transports even if they have max bulkheads are not an issue, they got no armor after all, so anything that hits, does damage. However it is also one of those missions where apart from good and adequate build, player needs to improve or have skills in maneuvering and distance control, you can't get too close or you'll beg wasted, you can't be too far or you won't make it in time and you have to outrun and outmaneuver the escorts. Player also needs to be able to quickly weight the odds and make the right decision to push or fall back a bit at the right moment. That mission would be a huge issue if transports would have like 2 -3" armor but now it's doable in my opinion.
  13. Academy missions are supposed to teach you what solutions will give you best result in certain situation. It let's you ignore other factors of the ship and focus just on your goal. Wait until there will be missions or when campaign comes out where you have to design multiple ships and classes and compose a working fleet. In academy missions you also often get advantages based on bonus you've chosen.
  14. Considering current complexity of the maps in the game, I'd say it's most needed feature. If you need to quickly find any of your vessels, just double click on it (gui) and camera will jump to it, works better than minimap...
  15. Barbette should be applied automatically when you place the gun, based on technology player should be just able to raise the gun by one or 2 steps. I guess it would also help AI to build ships and would remove the need for hard points for barbettes too. Many hull's doesn't have them or have them in ridiculous places anyway.
  16. Nations will most likely have their specific strengths when it comes to technological advance. Some nations will have cheaper technologies of certain kind, some will have access to them earlier and others will not have access to some at all. Eventually some nations might have specific economic perks like cheaper hulls, cheaper guns, cheaper upkeep or faster build time etc... In campaign it will make a huge difference while in custom battle you might not be able to see that.
  17. I wouldn't be surprised if enemy CA and BC had radar in this mission, and the main purpose of it is to extend visibility range and allow for firing at targets hidden in smoke or fog. Flagship bonus was not worth the risk in this case, my strategy was based on the fact that even if enemy would decide to chase me, having two targets in two different places means that you need significantly more time to deal with them. So expectations were to let only one CL to harass/kill Tr's while other one would delay enemy and keep them engaged in a firefight. Unfortunately escorts were not too eager to get involved in a chase so I just took my chances. Same goes to accuracy bonus you get from cruising speed. not worth making myself easier target, so I haven't used it that much. As for 4" guns, they seemed to have a good balance between damage, rate of fire, and accuracy for this job. They also reduced a chance for over pens because of smaller caliber. Their main downside was that it would be nearly impossible for me to stand a chance in a gunfight with enemy escorts. I won't be commenting on a weather conditions, because I haven't played this mission before A5 was released. My first attempt was in A5 - v70 and second was in A5 - v71 which you can see on the videos. I was also never even bothered to really pay attention to the weather to be honest xD (If you look carefully though, in a first vid I've been getting -10% Accuracy for cloudy weather - 2.5 for gentle breeze, -4.7 for Smooth sea waves, and in the second one I got +3.5% for Clear Weather and - 3.9% for smooth sea waves) And that's why I like this game and some missions for, there are few different approaches you can take, and especially in convoy missions, you don't have to fight to sink everything on the map. In some cases you don't have to sink anything at all in fact. (Prove your might, Sink the Raiders, Defend your Convoy)
  18. Done it. I went for firepower. Displacement at minimum Designed speed 5 kts Many bulkheads 9" main and 8" casemate guns (fill what you can) Ballistite Super Heavy Shells Armor: Belt - 6.9" Extended - 4" Deck - 2.2" Extended - 1.1" CT - 0" Turret - 10" Top - 1.5" Sec. - 10" At the start of the mission: Order "All Stop" Set time compression to x3 Go make my self a cup of coffee Victory 😎 In general enemy will come at you one by one for some reason, sooner or later you'll set enough fires or cause enough floodings to sink first enemy. Second one will then proceed to circle around you and all you have to do is wait.
  19. Shimose powder is upgraded Lyddite. Russians also used it in Russo-Japanese war, but shimose had higher burn temperature and was technically a bit more stable. And it is in your text xD So Japan used Lyddite or (Picric acid) in HE shells and Russians used Gun cotton and AP shells. When it comes to reliability of fuses it's not that hard, they require certain force to be activated, and they're hidden somewhere behind shell cap. If Armor is too thin, the cap will not deformate enough and won't activate the fuse, so shell won't explode. On the other hand if the fuse needs too much force or is faulty and just don't work it will also not activate even if armor is hard enough to cause the cap to deformate enough. HE shells just have very thin cap compared to AP shells. But it also needs to be thick enough to survive the blast of shell being fired to prevent them being detonated before they leave gun barrel. That's why Higher caliber HE shells needs thicker Cap than lower caliber ones. Shock of firing that heavy shell is just too large to keep it too thin and thus those can still over penetrate. Later on, cap shape changed to improve AP shell's performance but principle is the same.
  20. Apparently HE shells can over penetrate. Fuses have their reaction time, even though it's shorter than the one in AP shells it's still there so if armor is super thin shell will just pass through and fuse won't make it to activate on time. Path finding of ships in convoys is bad, because there is no correct formation programmed and AI get's confused. Instead of having correct box formation they got multiple line formations with screening order on lead ship/formation, so if one ship needs to turn, other line formations doesn't take that into account while performing their maneuvers. But on the other hand there were issues in the history where ships rammed each other because of poor communication/vision/navigation skills.
  21. AI is not limited to put that operational range slider fully down so it might be able to make lighter ships. There might also be difference in modules that AI was using. And finally Armor that is described in the game on enemy card refers to highest and lowest value among all armor zones not only Belt. AI might have taken high turret armor, but his belt is thin. If you hoover your mouse over the target it will show you effective armor based on thickness and angle so values can go even higher.
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