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Kasuga

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  1. This and add a 2D battle map like in Fighting Steel... when you are in a big battle you control your fleet by divisions and this needs a 2D map.... apart introduce division orders.
  2. My only true complain about game now is how in academy missions where you need destroy enemy after loose a few ships simple leave battlefield and this combined with the incredible hard way to send a BB to bottom.... i refer if you charge lights made you holes with torpedos and secondary weapons are very random, i see battles where under 10km hits nothing and battles where they destroy targets even over their attack range using agresive posture. I prefer see secondary weapons be more consistent with their own ammo selection (even use star shells like in Fighting Steel) and an option to made heavy damage BBs count as destroyed when they are under 20% of structural of flotation damage... for example. Other point to improve is made secondaries ammo selecction be independent of main weapons, i want use HE with light guns over BB... not the AP used in big guns. PD: to test guns why not an academy mission where you are free to design what you want to test it VS a target designed by yourself???
  3. Well, i finally buy it and test it. For me main improvements are: 1-Formations: is a really painfull experience control more than 1 ship... lack formations, lack ability to give same instructions to all ships in a division and kaos is the usual result when you want a division works like an unit. 2-Improve target selection-control: here i only can say one thing... "Fighting Steel", you can select for main battery a list of targets, same for secondary guns and when you want you can remove one target from the list... or simple give the order attack closer target, in combination with point 1 is even possible give a division the order to made every ship in the division attack one ship from enemy division... or focus in leader of enemy division for example... but a first step could be kill AI ability to change targets when it wants. 3-add more buttons to control ship direction and fire orders, i find right click in minimap not very well done because many times when i want select a target i find the ship change direction because i change it by accident. 4-More info in the ship panel... i want see how many guns have the ship active with a simple number... for example, imagine the main battery of Bismark... you can see 8/8 under the gun circle that means you have 8 guns to shot port/starboard, same with secondary guns. Other important info is when you select a ship and you see the red line to actual targer show the distance to enemy ship without need selecting enemy ship. 5-optimization, never is enough. 6-More power in ship edition... now is very limited and things like castles are excesive fixed when you want mount them in a hull... you cant recreate Rodney for example. 7-A ship folder where you can save and upload designs, for me a great thing on this game is the power to create historical ships and play with them... remember me all the NWS marvellous work expanding "Fighting Steel" database. 8-Night battles... star shells... And this is all for now but main improvemens for me now are in the tactical control of a battle line or a fleet and info-control of single ships, over expand things like crews and commanders i think is more critical first have the control of ships ready.
  4. When i read you i have in mind this https://en.wikipedia.org/wiki/Siebel_ferry Maybe to big for what you say but i think is viable in game as a defensive cheap option in a port.
  5. Cant wait to see that custom battles... maybe the last push to preorder with early access 😤
  6. I dont say no to modern period but i feel this needs improve a lot formations and a stronger AI control over the ship positions... player can place them in a grid and AI move then following players preferences. I prefer a game cover to from 1850/60 to 1890 with a new campaing set on this period of very fast changes and very WTF new designs. But if campaign works fine... i dont see bad at all be more creative and cover something missing in all naval games i know... subwar, from a operational-strategic point of view, you can add submarines to tactical battles to BUT for me the interest is give players a pure submarine war campaign inside the normal campaign, imagine one player controlling the over sea war and other under sea war, even is possible add some RPG component with both players fighting between them for the same resources!!! your submarines fight enemy ships and you fight surface commander... marvellous 👌
  7. When i say pre 1900 i think in the "dark" period between first armored ship to the complete set of 1898-1905 ships... well and all the french WTF is this ships 😁 If campaign works fine imagine one starting in... 1850-60 until 1900, here even small nations could be playable and more small to medium conflicts could be fun... more design ships to made other nation build them for you, with politic warfare, you can pay to delay enemy ships and oposite. Something i want see is that UA:D be a BASE GAME where you can install future new content instead have 2 or more different games installed, like in other games you launch it, enter and select the campaign you want and is possible avoid multiple installs. PD: yep, japanese late war CLs were really fine but i have special love for Yubari is so.... kawaiiiii 💋
  8. Planes? in a ship? BURN THEM BEFORE LAY EGGS!!!! 💥 I prefer first game move backward and cover pre 1900 ships, apart add more models and even WWII models, here i want the WWII CA models and Yubari 💖
  9. Well, for me WoWS is more about duels and hand-eye coordination skills and not battles, UA:D is a true game about battles. For multiplayer you can use real time with both players setting speed and tactical pause... or play using real time turns like in Combat Mission here you can play PBEM or hotseat. Who knows but i am waiting scen editor and specially skirmish a lot more than multi or campaign.
  10. I prefer first a strong simulation and add a good scen editor + skirmish mode over rush multiplayer. In the end if you have the 3 first things, lack of multiplayer is not a drama oposite is dont have a good game, simple another rushed pile of digital crap, i have in mind certain air combat wargame that die days after release because even with multiplayer in release it lacks the other 3 key features and in a month was abandoned by dev team in a horrible status and today, even for free i play it and a lot less buy it. I want see, as now, more focus in GAME and less in multiplayer because you can have a great game without multiplayer but not necesary a great game with multiplayer.
  11. Nice, maybe with roadmap i can take a decision, normal preorder or early access preorder ⚓ I am curious, buy is still a pain in the ass or was improved? i think this is a very weak point, to much complex and to much problems... i dont know if preorder for early access is going to be active in Steam or only as is now.
  12. You can slope frontal armor and dont limit the vehicle design (even Hetzer was usable with the extreme angled armor... or that rumanian Stug that is practically flat in front) but not same with lateral armor, think that if you slop lateral armor to you reduce a lot internal space unless you made vehicle excesive width something that increase weight and well post WWII tanks become a lot heavier and bigger angle lateral amor increase this even more. Modern tanks are more "volvo design" because slope is not increasing a lot the protection VS modern ammo and offensive systems and well, is easier a box design over a sloped one, new armor and all the extra protection modules outside with all modular concept adapt better to a box base vehicle to made easier mount them and replace when appear new tech... in general armor size today is bigger because is more based in non steel armor, a simple composite armor needs more space, see the T-72 and the first modernizations like the B model... the bulge in turret and the reactive armor outside. In sea size is not a problem, turrets are over bigger plataforms and can angle without affect the base design.
  13. I want game avoids like hell WoWs and evolution like a TRUE wargame. I see it like "Fighting Steel", a game with focus in tactical surface combat with more work to offer skirmish-battle generator apart campaign, i like see a game that made i can create the battle i want fast to have a good tactical battle, apart this add a good battle editor to help game could offer historical battle or what ifs made by players. Apart this? well: 1-improve the UI to made it more complete, now is to over simplified (Fighting steel has an excellent UI to control main and secondary guns with the ability to set for example more than 1 target for your guns, when a target is destroyed jumps to next and ability to made guns change target based in parameters you decide, for example distance). 2-improve damage model like turrets damage and disabled X time but they can return to combat, in general add a timer to know when a destroyed module is going to be again ok or at least working. 3-made graphics for damage better, now is a little... strange see a ship with different graphics by zone based in the damage... i prefer see holes and destroyed superestructures... here the Jutland game from Storm Eagle offer a good one (like the detail of wooden pieces flying after a hit) because damage over ships looks more natural.
  14. All good questions, for me the core of my gameplay is going to be in skirmish and editor... like in my old times in Fighting Steel.
  15. I see, thank you for the reply. Maybe the way to sell the game in preorder is a little strange and with a lot of problems for what i read in forums... maybe something easier is better but... Maybe not join both games in a launcher but... what about a pack with both titles???
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