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ston5883

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Posts posted by ston5883

  1. When I started this thread I didn't realize all the depth different nations put into it or some of the tricks they used to try and stay within the treaty. I am happy it has taken off though because I get to learn and it shows an intrest from the player base. I have not seen one clear "no this shouldn't be allowed" it's been more of what is viable and what isn't. If the developers are reading the forums this puts another option into their idea box and if they have the time and money to develop a refit system it will be interesting to see how they will handle it. Keep the ideas coming guys because the more we talk about it the more things the developers will have to pull from.

  2. 2 hours ago, SweatyPenguin said:

    That's really not the right mission to discuss the issue around. The goal is to get Walpole to safety, not defeat the enemy fleet. You are specifically meant to be mounting a desperate defence to keep the enemy to your leeward and allow Walpole to get out of dodge before they can cross her path.

    I did the same thing you did on one of my playthroughs. Bought a 5th rate, could just about afford to equip it and suddenly I was facing 3. A problem further exacerbated by the fact that to save weight I only mounted 9pds on her gundeck, meaning she was left more or less toothless against ships with that kind of planking. Despite that, I enjoyed the mission a great deal. It forces you to think, to sacrifice, to salvage the best out of a terrible situation. Anyone can get through the first or second naval missions where you are anything but handed the victory... But Priority felt like the first time my skill of commanding a ship was actually challenged, and I enjoyed that very much. 

    I would definitely like to see more of this type of gameplay, for example having to retreat your land forces back onto ships and sailing them out fending off enemy attacks.

    Ok granted I was in a very tight situation and I adapted. But I have not went very far into the game and was more worried about later down the road in development. Like I said I get scaling to a point but I also don't think the best way to add depth and challenge is simply give the AI more and better stuff than what you as a player can ever produce. 

  3. Have we even got into the idea of a shell shattering. HE shells had a thinner wall than AP and I know at least in tank combat (which the shells was based of naval shells) sometimes if the armor was thick enough the shell would hit at a bad angle or the fuse failed and the shell would shatter against the armor. Since some things are simplified in this game, I wonder if some of the bounces we see out of the HE shells is basically them shattering?

  4. I did part of what you are talking about. I ran the walpole out and up and placed my 5th rate between it and the enemies. I ran a fighting retreat by s turning and working their sails. I'm curious about what you mean about the libra though.

  5. Granted I'm still new to this and don't have all the knowledge of the game yet so it might just be me. So I get scaling to a degree so we don't just walk all over the AI but can we keep it from getting to the point UGCW got. I did quite a bit of reorganizing to be able to afford and crew a 5th rate. I ran the mission on the British side where you had to withdraw the transport and I was surprised to see I was facing three 5th rates. I would have been fine with facing one 5th rate and then a couple of 6th rates but it's like the AI ignored the battle rating all together. I would have still faced three enemy ships and even a ship that was the same rate though better overall. Like I said it might just be me but it would be nice if the AI followed some form of BR instead of just trying to throw overkill at you.

  6. 14 minutes ago, NoZaku said:

    Doubling of caliber is a bit ridiculous in a realistic sense, however increase of caliber in exchange for reduced number of guns has been done as refits historically. The most obvious example is the refit of the Mogami class from 15 155mm guns in five triple turrets to 10 203mm guns in five twin turrets. Another would be the refitting of some American submarines to carry 102mm or 127mm deck guns instead of the previously common 75mm guns.

    Right which is why I was saying some things I can see new hulls. Do we know how much cutting they had to do to mount those guns or was it a case that the holes in the hull was the same diameter?

  7. 2 minutes ago, RedParadize said:

    Asked myself the same question in here. I do not see much solution to this, not without upgrade applied to models.

    Well in the quick mission design we can have whatever foremast we choose and mount radar so it's not like the one we choose limits us on if we can install it. It just seems to limit us on weight, funds, and size. So no matter what the model looks like, as long as we have the spare weight on the ship I would think we should be able to mount that upgrade. Same with propellants. I think it would come down to what we are trying to upgrade. Some of them don't seem feasible like taking a ship with 6 inch turrets and slapping 12 inch on it but then again I don't know how big of a gun upgrade some ships got historically. 

  8. So a last night I was thinking about the campaign of this game and a question arose. As we research new tech will we be able to refit existing ships we already built or will we have to start from scratch? I know there are quite a few things that you simply couldn't refit but other things like the powder or radar shouldn't be a problem to install into an existing hull. This would help to extend the life of our designs and save some money in the process. It just doesn't make much sense to create a whole new ship just because you invented a better way to propel your shells.

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  9. Ok I just ran a test with 10 inch guns and lydite the one with the +50% HE damage, super heavy shells and I used it against a BB with 1900 tech. I did not see the same effects I got with the 14 inch and up with high tnt. It did bring the structure of the ship down and covered it in flames but it didn't do it in large chunks. Also with the aft of the ship facing me I seen quite a bit of rounds bouncing off where as with the bigger guns I see pens. Next test will be lydite with 14 inch to 18 inch guns.

  10. I would like to see spotter aircraft and also have the ability to shoot them down. I'm on the fence though about the whole CV thing and ground based aircraft. I think many players though would like to see the AA guns in action and it also brings up the question of using some of the mid sized AA against lighter skinned surface vessels. Something like a 40mm and up against transports and maybe some torp boats.

  11. Arkhangelsk and Steeltrap it was an extreme range plunging fire though I don't think the game models these base fused HE. Also I think the deck had to be at least 4 inch since if I remember correctly that's what the game give us base wise when we start building a new ship. This is just a guess though since I never even had time to identify the ship. I think historically and I could be wrong the idea was to start out firing HE at long range and then switch to AP as the target got closer. I have been trying to follow that standard but with the way it sets up I devastate my targets before they get close enough that I'm comfortable using AP. This only seems to work though using High TNT and with the later guns such as 14in and up. I have not tested it on 10 to 12 inch guns using a earlier HE powder. The other powder I have gravitated towards is white powder since it adds so many small bonuses without any real trade offs. With it my AP seems to work better and my HE becomes marginal. So maybe it's all in the powder we choose.

  12. Hanger18 I did it again today. I played the mission where it is your high tech battleship against one of theirs (I think it was called there can be only one). I ran 18 inch guns in triple mounts with High TNT and super heavy shells. I started the battle and switched to HE then sped the game up to 5x to make contact.  My ship fired it's aiming shots from the two front turrets and I slowed the game back down to normal. Upon the second shot which would have been my first full salvo it destroyed the other ship. I have no clue what happened or even how and with the RNG of gunnery I have no way to replicate the situation other than using my same set up. You seem to have quite a bit of knowledge about this game already so I'll ask, is there a possibility of having a Hood type of situation happen in this game?

  13. Others have covered some very good ideas so far and I like them. I have a simple request though. Being fairly new to the whole ship designing in this detail it's hard for me to visualize where armor starts and stops at. I know there is a description when I hover my mouse over the sections on the left. Would be quite helpful for me if it highlighted on the 3D model of the ship what sections are covered when the description pops up. 

  14. Have not tried the perks part yet but just read though it. If some of that stacks up it seems you can boost your melee damage up 150% to 200%. That seems a little much to me and might end up in steam roll charges depending on how you build your Corps. Also it could end up the same if the AI is using the same bonus as you. Will take some major testing to see how so much focus on the charges affect the outcome. 

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