Jump to content
Game-Labs Forum


  • Content Count

  • Joined

  • Last visited

Community Reputation

14 Good

About ston5883

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Okay Skekis trust me dude I trust everything you are saying but something seems off to me man. I get what you said about thinking of DS as a wows idea but something seems off to me as just that gamer as to why a BC can remain invisible while the mission only gives me two DS to spot with and two BCs with are nothing more than very heavy cruisers. A BC firing with 16" guns should be visible. Im sorry man just something feels off to me.
  2. Ok so looking at this post I'm now back and looking at my pocket battleship mission design. Surface vis is 7500, tower spot is 8450, and Vis range is 10,078. So understanding everything as you put it i will always be outspotted before I spot. Now what is often times shooting at me is a BC. My ship is bare basic. We are talking a displacement of only 17,900 on an advanced armored cruiser II hull. Now I take into consideration the other ships spotting. Ok acceptable until once again we see that my DDs can't see his BC. So what is it in this program that is allowing a large ship with no smaller t
  3. I think I get what you're saying and I never thought about that. If the ship is just a blob on the horizon whatever armament that is casemate or mounted on the superstructure isn't going to matter. Now doing something like adding a radar will increase because even though it's also mounted on the superstructure it will technically increase the height even if we don't visually see it on the model.
  4. This is still a major problem and probably the one that will make me sit this down until the fix comes along. To me this is gamebreaking when I run a mission 5 times and get the same result. I did the pocket battleship mission. Now each time I tried to get my detection down while still maintaining a decent fighting ship. Even had the design down to the lowest tonnage possible for the hull. Still the enemy outspotted me and every time it would turn into I can't see them but they can shoot everything at me all day. I even had my DDs forward to spot. Look the system of open water stealth firing i
  5. Just looking at this as a average dumb gamer this could save so much work in the long run. You guys talked about how high the priority was and though it's not high, I wouldn't call it low either. They'd have to get started on it pretty soon to keep from wasting time on programming each and every new gun. As far as what Hissy said about the odd calibers, the only things I can see is the historical guys can get closer to recreation of their favorite ships and the let me build what I want guys can really play around. I mean why not mount a 82mm on a DD instead of a 76mm. 😁
  6. What about using the famous people as the AI type for the countries you don't control. Choose a few different ones for each country and then give them all different types of strategies. One might be cautious, one aggressive, so on and so forth. Then each campaign it ends up random who and what personality type you will face.
  7. So I think you guys are on to something here. I like the idea of being able to tie guns to a director over what we have now. We could assign the guns to a director in ship building. Otherwise any other gun would be self aiming. As far as the directors go I could see front, back, and secondary. I would go as far as saying the type of gun has to match director type. This would make front and back for main gun types only and they would automatically come on any superstructure we place after researching it. This way it could just be some text letting us know it's on there and what mark it is and j
  8. This looks as though the ship is more of a burned out hull than any real perforations in the hull. The structural integrity of the hull is weakened by the fires but the metal is still one piece.
  9. I could see them implementing something like this but on a simpler scale. So much total crew and then just things slowing down as crew die. As far as things like aiming we already have if a tower is knocked out it reduces our aim so all they would have to do is add a bit of crew loss to slow all other processes down and they have a basic crew system. I know you are recommending having a deeper system but I could easily see them going for the simple system over all the extras.
  10. I have no intrest in the wows style of a bunch of players. On the other hand of that a grand campaign would be of interest. Though I don't always want to control the enemy fleet. One thing I enjoyed about total war is I could sit back and watch how my friend handled his battles. Now if the AI government decides that our two nations go to war, well all bets are off and may the best one win.
  11. I honestly found this one easier than the monitor mission. I placed my main guns outside the hull and used the biggest available. I think they are 10 inch. This gave them almost a 360 degree of firing angle. I did kinda cheat the system by placing my rudder hard over and left it there. My ship basically became a floating fort. Between the main guns and the secondary guns I was able to sink one with fire and flooded out the other. I can only guess the flood was from waterline hits. I left the ammo choice on auto and from the color of the tracers I can guess it was AP that was hitting. The AP ev
  12. Just ran a little fast test on this. I can see where the concern for the campaign could come into play. I used a single DD against 5 BBs just to see how much damage I could put out before being sunk. I had torpedoes that could reach out to over 20km and I could carry 81 of them. I capped myself at 40knts though I could have gotten more out of her. I was able to sink 3 ships with one salvo each by staying out around 15 to 16 km. I got careless and decided to see how close I could get and was finally sunk at around 10km. At the loss of 1 DD to 3 Capitol ships there isn't much of a reason to buil
  13. Maybe someone can gave me a little insight here since I feel like something is way off. Just for testing I threw together a custom battle. 1940s tech on both of us 1 vs 1 battleships. I built a pure tanky ship. It is a very simple design with four turrets of triple 18s, has 20 inch (508mm) armor all over it with a +118% modifier. Now the enemy ship shows up with 14s they are mark 4 and TNT for the propellant. At 20km it says he can pen 18.3 / 16.4 and has an accuracy of 1.5%. Thing is the ship is easily penning me and hitting quite often. What gives? This was supposed to be just to test propel
  14. Not really sure what is going on with the damage in this patch. Yes I like that large ships can take a beating not but it just feels off to see a 14inch over pen for 17 dmg and then turn around and see an 18 inch full pen for only 27 dmg. Correct me if I'm wrong but a full pen in this is the shell penetrated, fused correctly, and then exploded inside. If that is the proper way of looking at a full pen then I don't see how that warrants only 10 more dmg unless there is something else I am missing.
  15. Thank you. I have to head to work but I can't wait to test this tonight when I get home.
  • Create New...