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SKurj

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Everything posted by SKurj

  1. ahh never thought to try custom, i was using the missions as a way to learn the game and builds etc
  2. #2 is destroy it... which i am stuck on, i managed #1 which i think was chase it down
  3. i am still new to the game but do find moving around in combat to be rather clunky, to be honest I would rather use a tactical map for orders and then the 3d to watch the battle unfold. In combat i find myself zoomed way out so i can view what is actually happening. Heh and I have barely scratched the surface and haven't made it to fleet engagements yet... i can't imagine what that will be like to distribute orders... amongst multiple ships/divisions...
  4. ok... i am struggling... currently sitting at 5/51... yup.. i have been telling myself if i can't get this mission done i shouldn't keep moving down the list. That being said I did try First Casemates a few times and then skip passed it after failing a few times. Now I am at Speed basics 2.. I am guessing it isn't as hard as I think it is... but I am being given a CL to destroy a DD... if i build it fast enough to keep the dd within range I am lucky to even hit the DD let alone do enough damage before the time runs out. If i put enough guns on the cl to actually stand a chance of hurting the DD, i am often out of visual range of the DD by the time my ship has dodged the starting torp salvo from the dd.. and do not have the speed to catch up... arggg I have become frustrated with the difficulty overall, and the slightly clunky shipbuilding UI, it gets in the way of my enjoyment and i have given up on the game soo many times.. The subject matter is awesome, and i loved Naval Action (great game, i just burnt out) help...
  5. it runs fine on all 3 monitors individually and on all 3 spanned as 1 display yes, just the labeling in the launcher.. which as you say will go away.
  6. no idea, if i span monitors my display would be 5760x1080 or soemthing like that but i haven't tried in game, will report back if i can manage it. It ran at 5760x1080p just fine, though not really playable like that..
  7. I went back to review the ship and found the only way I could get around it was to put the rear gun out of position.. or at least so it seems... See screen... if I put the rear gun in the more traditional location I get the fore weight imbalance. oh my guess it doesn't matter... auto-design gave me a ship with a 17.7% fore weight offset, so i will just ignore it for now.
  8. Guns were not highlighted - i put 11" guns 2 turrets with 2 guns each on the 1st hull. It was not intuitive in what needed to be changed, but I was able to continue anyways, it let me put to sea so i assume it was minor... though I do not know for sure. I tried to move the main guns at the front back and forth I also moved funnels about and it made no difference. Now I think about it, perhaps i used different weight towers between front and rear... perhaps that was it. Thanks, i see a lot of warning messages about weights and such that appear after placing something, that just go away when you select something else from the component selections.
  9. This is pretty trivial, but I figured I would report anyways... I run 3 displays on an nVidia rtx 2070 (not spanned). I only purchased the game last night and was surprised to see that the game lets me choose my display. This is where the small issues begin... 1st of all the easiest one to get out of the way... In most cases I always prefer to game in windowed borderless mode at my desktop resolution, it would be nice to see this added as an option. Now, multiple monitor support, in the screen below... there are 2 "right" displays. in my case #1 is the center display, 2 is left, and 3 is right. I think if there is a way of recognizing which display is "primary" i would use that terminology for the user's primary display. I am sure there are multiple ways of figuring out which is left and right perhaps... though I think it is a minor issue. I was just pleased to have the option to choose which display to use. I may have to test to see what will happen if i try to span all 3 displays...
  10. are you saying apart from having to login to steam occasionally, you expect UA:Dreadnoughts to be playable in offline mode in steam @admin?
  11. Just curious if the game will be playable in offline mode on steam? Not an issue for me, but a friend was asking if it will be possible. I know steam offers an offline mode just never used it myself, or if it works with all steam games... obviously not as some are online multiplayer only lol.
  12. Grabbed the game last night and managed the 1st tutorial mission. Some feedback on the shipyard: No easy way to compare modules: It would be nice once a module, let's say front tower 1, is fitted, that when mousing over front tower 2 in the yard, will show the specs of the tower fitted side by side with green/red highlighting the differences Ship problems in the yard: Received a couple of messages in the fitting screen: "some guns have poor firing arc" and "weight too far forward or something along those lines" but no obvious highlights on which guns, or hints of what to change to correct the problems.
  13. New guy!! to Dreadnoughts as of about an hour ago... The loading screens with historical information go by too fast, a confirmation button would be good and/or a "library" or "encyclopedia" the player can read through at their leisure would be good. Even if the information had to be "unlocked" by progress in the game, sort of like achievements
  14. losing sound in open world, i think its related to if i alt tab out and back again...
  15. Just pointing out a downside, perhaps if this is acceptable, there should be a seperate cost to ingame name change and not included with the forged paper.
  16. yeah for $20 you should be able to rob your clan bank and then hide behind a new name, great idea.
  17. why not perk reset goes up with player rank, for the first 2 ranks have it fixed at 10 cm, and increasing from there, with finally at rear admiral its up to 100 cm (max)
  18. when you can earn 20+ cm's in one battle...? If anything raise the cost and allow lower level/newer players to be able to do it for free until they reach flag capt or x hours in game.
  19. This isn't going to go away. Sure the better players have this figured out, but the new player may not even realize he can loot ships, let alone be able to maneuver into place in time. And then there are the encounters with OW fleets - where all the good loot comes from - one player vs many, boarding and looting 4-5 ships in one engagement? likely not, only way to loot is sink and maneuver while under fire alongside if possible... Or it ends up like a chess match.... where you have to plan the battle around looting...
  20. I'd say the ship information be displayed based on range... by the time the ship is within 1km you should be able to tell ship and fleet composition, while at the limit of detection you should just see ship info as "Sail on the horizon"
  21. i don't use f11 now and navigate just fine with tools provided.
  22. Not likely when you can only tow one ship/day. Lets say you login and the action is near your other outpost where you have no ships... do you sail the hour+ to get there or do you logout and do something else?
  23. This can be exploited from both sides.... If lets say hostility is being raised at a GB port by Russians, and a dutch hops in as GB to sacrifice himself to allow the russians to gain hostility... I`d go so far as to say the only way to counter exploits here is to not allow other nations in at all And further to that even the simple point that they would be taking one of the limited number of player slots.
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