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SKurj

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Posts posted by SKurj

  1. 8 hours ago, HistoricalAccuracyMan said:

    Something that might help, pay attention to what the academy missions actually tell you to do. If the scenario you're talking about is the one I think it is, you don't actually have to sink the DD, you just have to catch up to it, which means you just need to make sure your CL is as fast and maneuverable as possible. (Like I said, I could be wrong as I haven't played the early academy missions in quite a while, but be sure to pay attention to the "Victory/Win Conditions" or the "Main Objective")

    As for struggling in general: just keep experimenting with different fleet compositions, ship designs, tactics, maybe try choosing a different starting bonus on the academy missions (i.e. more funds, increased gun tech, increased speed) or something that helped me...just go mess around in a custom battle that you set up to be similar to said academy mission and find what works there, then try it out in the actual academy mission.

    #2 is destroy it...  which i am stuck on, i managed #1 which i think was chase it down

  2. 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...

    • Like 2
  3. 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...

  4. 1 hour ago, Ink said:

    Greetings, 

    It is not currently on the list but might get in once we start working on options after the Campaign

    Have you tried to test all three? But this is a temporary default game launcher that will be dropped once the game is close to release

    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.

  5. 1 hour ago, Urchin said:

    What's the max resolution is 3440x1440 supported single monitor?  I've asked before in this forum but no replies. 

    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..

  6. 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.

    image.thumb.png.eeec991b96f45d67b4f6bc58ee86b381.png

    image.thumb.png.415ade5a701c5b5cd737820d47b6fdf7.png

  7. 7 hours ago, Aceituna said:

    About those problems: Poor firing arc - those guns with poor firing arc should be shining yellow so try to move these guns a bit

    Weight ofset: I don't relly understand  what help do you need. This massage means that  parts placed at the bow or stern are too heavy, so you have to remove some of these or move them little closer to the center or add some parts to opposite side of the ship.

    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.

    6 hours ago, Norbert Sattler said:

    I also sometimes have the problem that the game complains about guns having poor firing arc, without any turrets or launchers being highlighted in yellow... and with all of them having good arcs.
    Seems to be a UI bug that happens from time to time. Unless it does highlight something in yellow, I just ignore 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.

  8. 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...

     

     

    image.png.f806e251c97b9c99e23da972c6f29ca8.png

  9. 1 hour ago, admin said:

    Offline mode works and I use it often but even then it requires to login from time to time.

    are you saying apart from having to login to steam occasionally,  you expect UA:Dreadnoughts to be playable in offline mode in steam @admin?

  10. 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.

  11. 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.
    • Like 1
  12. 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...  

  13. 51 minutes ago, Fletch67 said:

    A lot of people moan about the safe zones, but what about the towing of ships?  Being able to  teleport a ship around as if by magic and avoid all danger, this has to be a massive factor in keeping people off the open world. If everyone actually had to sail their ships instead of towing them there would be a lot more traffic on the open seas.

    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?

    • Like 2
  14. On 4/21/2018 at 10:07 AM, Sir Texas Sir said:

    Yep but you loose hostility if you get sunk.  We found this out the other week when we where flipping a Brit port and Dutch alts jumped in and ASP was flipping another Brit ports and the French jumped in.  We get no credit for sinking the none british ships, but if they sink any of us we loose points.  I think any one that jumps into a nations side hotility mission counts for agro for that nation or lost of it.  This would also mean that if say a Russian joins our Agro mission his points go towards US only not Russia since we started the mission.

     

    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.

    • Like 2
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