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Andre Bolkonsky

Dreadnoughts Tester
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Andre Bolkonsky last won the day on January 5 2017

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  1. Yes, it is not difficult to win, but you need to pay attention to the details. The key is the quality of the torpedoes and the speed and acceleration of your ships. Slow ships will be sunk before they get into range, small torpedoes will bounce. If you use cheap torpedoes, you'll get cheap results. Meanwhile, one or two good hits with a legit torpedo will stop the dreadnought dead in the water and allow water and time to do their thing and sink the boat with minimal loss to your own crews.
  2. Please, keep reporting all you see, it is very helpful. I admire your passion, but counsel patience. Torpedoes are already being prioritized, and I rather suspect will be again several more times before the end. If you think all will be fixed with one patch, you might be disappointed. Trial and error, trial and error. You document hits, but not the size or type of torpedo, or mention the armor quality they are impacting. Surely you don't think a generation I 'Fish' torpedo would punch a hole in the USS Texas? Quick example: I invite you to revisit the US Mark 14 torpedo and its real world teething problems when the developers refused to believe the field reports regarding problems. Torpedoes are tricky beasts, and have come a long way since Admiral Howell instituted the first successful US torpedo development program back in 1890 because it was too expensive to buy them from Britain. I'm not speaking for Nick, but this a matter of balancing armor quality and warhead efficacy based on technology. And it isn't happening in a vacuum, there are innumerable moving parts to this issue. This will remain one factor in a massive balancing act until the end of development. Because whenever you change this, it will affect not only what you are looking at but about 12 other things as well. Lots of minor tweaks happen behind the curtain. Game development is a marathon, not a sprint. Some patience is required or you will burn out hyper-focusing on this one issue in a week rather than following the pack to the finish line. Just a suggestion on patterns I have seen before. Good luck, and I hope to see you with us for some time to come.
  3. Autoresolve was kind of hit or miss, more of a placeholder until they turn their full attention back to that aspect of the game. The campaign has a basic form, but it is far from polished. It was an intriguing glimpse at what is coming next. If I am guessing how Nick will procede, he is going to get the basic mechanics working first and then move up the chain of difficulty while constantly shuffling to keep everything balanced. While he was designing The Civil War, I watched him put an AI on the field that was a pushover. It became so ferocious at one point the humans didn't stand a chance, and that evolved into the incredibly fun and well-balanced game we know today. He is exceptional at trying things, listening to feedback, and tweaking what needs to be tweaked. What I like best is he believes in the word 'game' as something that should be fun and as historically accurate as possible without sacrificing enjoyability or play balance to secondary technical concerns. If its not fun, no one cares. Period. Give him some time, I think you'll be pleasantly surprised. I can't wait.
  4. Regarding the campaign: Strategic control of the seas rather than tactical mastery is what I anticipate enjoying about this game. Like a TW campaign, I only fought the crucial battles and autoresolved the rest. But I spent hours crafting the kingdom from which those armies marched. At one point, we had access to the embryonic campaign, and I played it as much as anyone. Each major nation is represented and has a political/diplomatic element, a resource/production element, a research/design element, amongst other details. You design new ships. The dockyards produce them using the national resources and financial resources available to that country to both create and sustain an ocean navy. The world map is very sharp looking. All major nations / seas / areas you would expect to find are represented. Production and technology factor into ship design and production. Upon christening, the ships join the designated fleet with a green level of experience. Basic training over time can bring that to regular level, but elite levels of training can only be accomplished under enemy fire. Your fleets do as you tell them. These fleets protect your shores, or raid the distant shores of far away lands. Commerce raiding, shell a port, many fun ways to keep your enemy busy in many places. What I have not seen is a naval training program, a ship captain promotion system, an admiral creation system, and many other possible enhancements; but I hear rumors. Command and control needs to be tweaked, and will be. When small groups can easily be controlled, we can move to task groups, task forces, and full Jutland size fleet operations that sometimes look like two barbarian hordes running at each other across the open prairie. It should be a very fun ride.
  5. So this was fun. Going through the Naval Academy exercises I stumbled upon the last mission: the modern BB. I built ONE gorgeous battleship, similar to a North Carolina but with a battery of triple 8" guns on each side. Best available options in all areas. Using all the cash and weight allotted. Game opens, the 16" naval rifles start barking at targets WAAAAAY on the other side of the map. Shells start falling among them, they scatter because they can't see me. And I"m the Bismark vs. the Hood. Foolishly, I close to get a better angle, and a couple hundred shots a minute start pinging off my hull. Like Stalin said, quantity has a quality all its own. I felt like the Yamato against Taffy III at the Battle of Savo Island in Leyte Gulf. I took some of their ships out, but they killed me in the end by swarm tactics and a never ending rain of steel from above and fish below. Next up, a North Carolina with two rear facing turrets and absolutely no hurry to catch up to the enemy with the speed to create separation quickly.
  6. @Nick Thomadis Yes, the ability to save ships would be very, very nice for people who want to save their best ships between games. A very good idea here, and I think it has been mentioned by others before.
  7. in an early version, I hit one BB with 50+ torpedoes and did not sink it and reported this to Nick as a bug, who told me to check the armor value of the target and the size of the torpedoes. The torpedoes were ancient and the armor was very high tech. No wonder they bounced. What we learned early was the size and tech of the torpedo matters greatly. Big fat torpedo sink big fat ships, small torpedos scratch the paint unless it hits a vital area. Look at this again is my suggestion, torpedoes are very fun to play with but take some finesse.
  8. Aye, it is. Look for a little bitty check box at the top right corner, iirc.
  9. This game is very good. But even after a tremendous amount of work, is still in its infancy, By the time next few months roll around it will be in kindergarten. Can you imagine what it will look like by the time it gets its PdD? Darth takes his craft very, very seriously. And for that we should all rejoice.
  10. I am loving this game! Target Practice - first ship was sleek with accurate 10" guns and failed. Second ship was slow, mounted 12" guns, and had virtually no armor. We used HE to set the enemy BB on fire, while she burned we used AP to hammer her hull. She sank like a stone. Gun Basics I - Light cruiser sunk on first try using same tactics from previous build. HUGE UPGRADE are the visuals on the left of the screen, things work much more fluidly and seem to behave as one would expect. Gun basics II - built first ship for speed and got whacked. Second ship was heavily armored, carried torpedos and accurate 10" guns with explosives upgrade. Burned him down, immoblized him, finished him with torpedoes. Speed Basics, overtook the DD on the first by maximizing propulsion and discarding armor and weaponry Speed Basics II, built a wicked fast light cruiser mounting a 5" gun that burned down the DD from behind. It was a sleek vessel and fun to design. Torpedo boats - am not doing well. I figured out how to separate the ships into separate groups, but in three tries have maybe gotten 1 torpedo hit on the BB and not close to bringing it down - suggestions? Torpedo Boats, Part Deaux: extra funds, 3x Torpedo Boats carrying 3x 18" torpedos each capable of doing 30.5 Knots. One torpedo boat lost, one damage, BB sunk by two hits and some time to allow water to do its thing. (You would almost think Darth knows what he is talking about, no?) To be continued. Early results: It's fun. And it will be a lot more fun as time goes by!
  11. Add a campaign for US Constitution. That is a fun ship to sail the open waters with. And, yes, only Anglo-American fleets matter. 😎
  12. If I am not on the list, and I assume I am, you know I can't wait to help out with this in any way, shape, form or fashion you may desire.
  13. WoWS has many good parts, but also many maddening points. In particular, the design that allows mass firing of torpedoes 'just because' and hiding, hoping they hit something. And this is encouraged. So gamey. I am looking forward to being able to field the entire fleet, from capital ships to escorts, as one coherent unit.
  14. The internal configuration would be interesting, protection of the citadel and the ammunition / fuel storage areas being crucial. Where the boilers go, the stacks go; where the guns go, the ammunition goes. I can't wait to see how this is being modeled in the game. The naval rifles, ammunition lifts, and ammo compartments will be fun to site around the ship; and the differing gun calibers determine how many rifles a ship will hold. Secondary batteries, torpedo tubes, so many variables. Patience is a virtue. I am told.
  15. Knowing how Gettysburg and Civil War developed over time, I would say this is an excellent guess.
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