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Alcar

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Everything posted by Alcar

  1. I couldn't be more disappointed. We expected the campaign with Alpha 7. Instead, Alpha 7 gave us.. nothing. So we assumed it would be the next patch. I'm a teacher; summer is gaming time. With this new timeline, I expect to not be playing this game, or checking this forum, again for a year. If ever. 😥
  2. This is a reasonable point. Instead of construction speed, the USA could simply have the largest capacity. Maybe a radar tech advantage.
  3. If anyone is getting a buff to construction speed, it should be 'Murica.
  4. Would love to see screenshots of the campaign map!
  5. Updates have been averaging 5-8 weeks. Have not seen a thorough road map, but there have been posts by developers indicating that the campaign will be in the next one.
  6. Pretty much this. Sure, it would be amazing to have UA:D, Silent Hunter, Sturmovik, and Task Force Admiral all melded into one super game, but let's recognize the amount of work that would require. Lots of man hours! This is a battleship game. And it will be glorious. Also, LOL @ skycancer. 😆
  7. The second ship did start to retreat, but it had gotten pretty close by that point. It would have been a long haul before clearing the range of my 18' guns. Just kept the big guns on it until it sank.
  8. Bumping this thread because this mission gets mentioned often in multiple threads. I have been confused because I remembered it being a really fun mission when I bought the game during Alpha 5. I remembered it being like shooting fish in a barrel; in most of the missions, if you let me build a hulking beast with all the tech, they seem easy. This morning I decided to play it again and see if anything changed. My Ship: When the mission started, I did not get the usual "enemy smoke to the north" message. Instead, three battleships were already detected. There was no message about it, and I couldn't see them in the distance and haze, but the icon at the top was clickable and zoomed me to them. Perhaps some folks don't notice this. I opened fire on the lead ship. Started getting smashing hits after the second salvo. I had my ship on a parallel course at cruising speed. No return fire yet. Lead ship heads to the bottom before any shells are fired at me. Second ship in line is more durable. I score hits but no big penetrations or detonations. Darn thing won't flood, but the structure wears down. I made the mistake of letting them close the distance more than I meant to, and they are firing back with 14' shells. USS New Hampshire giggles at those. Then the destroyers come into focus, but my 6' and 4' secondaries carve them up. I make some course changes occasionally in anticipation of torpedo spreads, but dead men tell no tales and fire no torpedoes. Finally BB #2 sinks due to structural damage. In the last act, I am taking some damage and am at about 70% structure but no flooding. The fourth enemy BB as arrived, and it hits a lot harder with 17' guns. Due to my maneuvers, it is this tougher target that is facing my broadside, so I target it rather than the weaker BB to my stern. It is basically a 1v1 at this point, and the New Hampshire makes fairly quick work of her. Screen fades to victory, and the enemy had one BB and one DD surviving. I was down to 40-50% structure and 80% float, so I am glad to not have to finish them off.
  9. Also, might the second ship of the same class be cheaper? Lots of games model this, that the lead ship costs more because of the design process and the industrial capabilities being brought to bear on it. Each ship after should get a slight price saving since that capacity already exists.
  10. While talking turrets, it would be cool to be able to put secondaries on top of them like this. I think the North Carolina had a 40-mm quad up there, so obviously some size restrictions would apply. I know secondaries aren't very popular on the forums, but I have had success with them, and ships look empty without them.
  11. I'd love to see those old screenshots if anyone has them. Or maybe the devs could share some teasers, like a screenshot of the map screen or something. 🙏
  12. How long did 'BB Wettin' survive? 😆
  13. 1. Agree completely. 2. I enjoy them, but I doubt it I will touch them. Perhaps I will clear them all again when it is released on Steam just to get my green check marks back.
  14. Yes, it is the Mark5 for the 9', Mark3 for the 8', and Mark4 for the 10'. Seems some might be out of place in the tech progression.
  15. The 9' turrets seem a bit too big on this 1925 heavy cruiser. Shown with an 8' to the left and a 10' to the right.
  16. So far my record for "Mission Impossible" is to put 21 24-inch torpedoes into the BB and have it just smile back at me. The rest of the new ones have been easy enough. Any tips on this one? Only needed one try to beat each of these: Near Jutland Modern vs. Old Destroyers Torpedo Bonzai
  17. Known, albeit hilarious, bug that they are fixing soon. 😁
  18. My first thought was that you were mistaken in some way. But I just exited a custom battle in which a light cruiser, listed as having just a single underwater tube, fired a spread of three torpedoes at me. Perhaps there is a bug.
  19. So...what would be a normal number of times to refresh this forum each day in the hopes of seeing an "Alpha-6 Feedback" thread? Asking for a friend.
  20. Perhaps I am in the minority, but I do find my secondaries useful against smaller vessels. I love putting the big guns on a primary target and the secondaries on a destroyer. Usually they take care of business. That said, I do find a destroyer much scarier to my capital ships than a battle ship in most missions, so that indicates a problem...
  21. That is a good point I had not thought of, the sneaky ship! I almost always select my towers based on the accuracy modifiers. You're certainly correct as well about the utility of some towers, either giving more deck room or having a built in gun mounts. Often with those they restrict my main guns to smaller than I want, however. I am merely suggesting some effectively equal towers in technology or footprint but with varying bonuses, i.e. long range versus base accuracy, etc. and different cosmetic options. Perhaps this is easier to do than new hulls.
  22. Lots of threads asking for more hulls, but another avenue for ship variety would be adding additional tower options. This would be particularly interesting if there were real choices to be made rather than a linear progression of 'newer = better'. For example, looking at USA battleships, the 'Modern Tower I' is available at much earlier years than any secondary towers that visually match it. The 'Modern Sec Tower I' and 'Modern Sec Tower II' look really odd next to it. Living in North Carolina and having a museum ship to visit nearby, I'd love to be able to build her. Existing hulls work fine, but some tower options could bring her to life.
  23. You are right, that AI behavior is pretty odd, leaving the smaller ships behind. Perhaps we can explain it away in that the capital ship is worth so much that the enemy admiral wants to preserve it at all costs. Coincidentally I was just reading last night about the Italian battleship Vittorio Veneto effectively leaving its cruisers behind to be slaughtered by British battleships, but in their defense, they didn't know the strength of the British force. I'm confident that in a campaign setting that outcome would be a win for the player, forcing the enemy to flee.
  24. I've read a lot of discussion on the campaign and what people expect or want to see, so I'll add a few ideas of my own. My hope is that these are not overly complex or game-breaking. Diplomatic use of naval assets: It would be fun to 'show the flag' by sending ships to various parts of the world. Lots of history of this, most memorably for my country, our Great White Fleet circling the globe. Christening ceremonies: This doesn't have to be much, even just picture popping up showing the launch of a capital ship or a bottle breaking on a bow with a little message. The little event messages that pop up even in very old Total War titles is what I am thinking here. Naval intelligence: It would be fun to get messages about rivals like, "This nation is planning a new class of large battleships," or, "This navy is expanding its destroyer fleet in the coming years," so that we can respond with our own plans. Flag ships: I know we have a mechanic about this in battles, but the thing I most look forward to is designing ships and then coveting them for years and many battles to come. The current missions are great, but I do not feel invested in my ships since they will be gone whether I win or lose. The capital ships should feel special, and the loss of key ones should have a profound impact. Start or end date flexibility: When I first heard about this title, I was only mildly excited because the name and bits of information I heard pointed towards WWI and earlier technology. Granted, just playing this has made that era much more interesting. When I learned that WWII tech and the evolution to it was going into the game, it became a must have. I just hope that later tech, that we all enjoy so much in our academy and custom missions, isn't relegated to the very end of the campaign. Perhaps an options to start a campaign in 1918 to get there sooner, or if the grand campaign will give me time with my shiny toys, I'm all set. Loving the game so far. Can't wait to see how the campaign is structured.
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