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Everything posted by Jatzi

  1. Everything you said there just reminds me of SpringSharp, a program to design ships. If they took that style of design and brought it into this game it would be so nice. Like you set up everything in something like that and the game generates everything for you. It's not going to happen at all but I can daydream
  2. Everyone on this forum really seems to like recreating historical ships as already stated above so I can see the nations limited to one style being quite popular. I wouldn't play this game more than once after that. Like if I want to recreate an historical battle or a potential battle between historical ships, like Yamato vs Iowa, then I can do that in custom battles. That's the place to do that sorta stuff. The campaign is supposed to be a sandbox of sorts. The goal shouldn't be to artificially limit nations to a specific style but instead bring the in the factors that led to those styles. Al
  3. I saw this made by the AI during a destroyer battle mission. Good counter to destroyers really. Got wrecked by a long range torp from a damaged friendly AI destroyer way in the back of the battle though
  4. I know pocket battleship, semi-dreadnought, semi-battlecruiser are all not actual classifications. But they do represent in-between ships. I mentioned a specific cruiser I made early on in a RTW game as Italy. I was fighting France in like 1905 and couldn't beat their CA's So I made a kind of semi-battlecruiser or pocket battlecruiser. 16k tons, 11 inch main guns, heavy secondary battery of 8 in casemates and 4 in tertiaries. 24 knots with CA armor. It was really just a CA albeit a large and well-armed one especially in this game. In RTW it's less common to have CA's with such heavy armaments
  5. If you think the AI will ever get good enough to generate the same exact ship twice in a row than I think you're very optimistic. Also tech will totally increase during a war. Also also, without knowing what the AI has built, what their fleet is made of you can't build your own fleet to match. Building a fleet in a vacuum is boring and probably bad. Also also also, you're probably gonna be using ships that are kinda old in some wars. In many cases ships were outdated by the time they were finished and entered service. If the AI just generates designs on command when a battle starts you're igno
  6. Better not be like that. The game should generate designs and have them be built with the full cost and time required that the player would have to pay to build that same design. It shouldn't be some random design only made when a battle happens. Cuz then also if they win that battle or they retreat and the ships aren't sunk then what happens? A brand new totally different design is made when the next battle happens? That's terrible game design and I wouldn't play it if it was like that. I'd just play RTW which doesn't have such a stupid system. EDIT: This would also play into inte
  7. Access to enemy reload timers and even the specific dmg they've taken is something I'm not a fan of. This game is most similar to RTW so I compare them a lot. In this case RTW is better, you don't get notifications of torpedoes being launched and you can't tell how much damage a ship has taken besides a guesstimate, light/medium/heavy dmg that is often wrong. You can see the enemy designs as that information is mostly public but sometimes that information is even wrong, armor values and speed at least. It's easy to see if a ship has 16 in guns or 20in or whatever. You definitely don't get acce
  8. Someone said it a few posts above. Less super dreadnoughts. More of the actual realistic ship hulls and components and whatnot. Based on how everything is I'm kinda expecting to have to build 100k ton battleships during the campaign if only because the AI surely will cuz it's stupid. I don't want to do that though. Super dreadnoughts are, or should be, extremely expensive and honestly they're not worth it. In RTW I never go past 50k tons for my dreadnoughts because after that they start to get prohibitively expensive especially since in RTW it's hard to armor against 16/17/18in guns. Of course
  9. The ability to see machinery and armor would be useful. Something along the lines of WoWs or Warthunder's system where it highlights the different armor sections and shows the machinery and citadel spaces. I'm not even sure if the citadel is a modeled thing that moves depending on your turret placement, as it should, cuz I've always seen some weird hits that are listed as belt/deck extended or really far up hits that are listed as main belt/deck. Also the friendly AI ships being able to auto avoid torpedoes would be very nice. If it messes up a formation that's fine, torpedoes are deadly
  10. That doesn't change the fact that those ads are still out there when the system doesn't exist which is blatant false advertising. Not cool. I wonder how many ppl have gotten excited by that ad and then seen it's not real and understandably completely lost interest in the game
  11. I'd like to believe the concept of the cruiser submarine could've taken off if the treaties hadn't killed it
  12. I'm gonna skip a few pages and say why are ppl so hyped about quad turrets and 20 in guns? You should be hyped about the damage saturation fix. That's one of the biggest things. Changes the game and fixes a serious issue, hopefully.
  13. In RTW 2 as the confederacy I was able to push the US Navy against the shore while getting in between them and their home bases. That allowed me to destroy a large portion of their battle line. Actually I sank every single pre-dread they had over the course of I think 3 battles, two of which I accomplished this.
  14. The game is very much not finished and the Academy missions are a poor place to really figure out tactics and doctrine. Maneuver a lot and try to avoid torpedoes before you see them. Be vigilant about keeping the range or closing if you want to. Don't just ignore it though. As for torpedoes when only small salvoes are launched from a multi-tube mount it's because the firing angle is too sharp. Try to have more of a broadside firing angle for torpedo mounts if you're consistently getting half salvoes. Tech is important and the size of the torpedo changes the range. That could be why you're
  15. Why do ppl like quad turrets so much? Like obviously they're gonna be in the game so I honestly don't understand the constant outcry for them.
  16. Having watched some of Tortuga's Atlantic Fleet videos you don't have to guess. He reliably either hit or straddled his targets after only 1 or 2 ranging salvoes. I'm sure the system is fairly simple in Atlantic Fleet though.
  17. I wonder if it would possible to allow us to modify the hull in some ways. Specifically I want to be able to change the size of casemates on some hulls. Currently casemates are limited max to 6 in from what I've seen. Early on in RTW I really like putting heavy secondaries on my ships, usually 8 in casemates. I wonder if it would be possible to let us like raise or lower the caliber the casemate is set for. The trade off would obviously be weight and also the number of casemates? Like you could have more 4 in casemates than 8 in ones right? I just want heavy secondaries to be a thing and early
  18. Last I checked the role of destroyers were to screen large capital ships not just hunt them down with tons of torpedoes. Very early on you can have torpedo boats and torpedo boat destroyers which do have different roles, one to kill capitals and the other to screen. But when those types merged to become destroyers they took on both roles on the same hull. So a destroyer using up it's precious single torpedo salvo doesn't make it useless. They just screen their parent fleet. And also torpedo boats were bloody bad for most of their existence. Removing reloads adds a very nice tactical laye
  19. I'm sure eventually we'll get battles around the coast rather than just in the open ocean. Not quite sure how that'll be handled but it should make it easier to tell where ships are going if you're fighting near land. I'd like, rather than a separate tactical viewer, a seamless kind of transition between the two. So an expanded zoom out that eventually turns into a sort off 2D tactical viewer. I'm thinking of something like Dragon Age Origins although I know there are other examples.
  20. If you keep your formation normal rather than tight, it's tempting to have it tight since you get an accuracy bonus, than it shouldn't be a huge issue. I don't see tons of issues with it if I detach the ship falling out of line and just have it move forward and back rather than turning around entirely. I think if any ship that isn't the rearmost in the formation takes a hit in speed and is forced to fall out of line than it should automatically be detached. Also don't keep escorts super close to your main battle line. That's just good practice since friendly fire is a thing and enemy fire can
  21. So generally afaik ships fall out of line when they take engine hits and can't maintain the speed of the whole formation. Since everything likes to focus fire right now, which is a bad thing in naval combat and I hope that changes, the flagship is usually the first to take enough dmg to make it lose speed and thus it falls out of line. I hope in the future they automatically detach themselves when this happens so as to not mess up the formation or anything as in RTW. Of course you can reattach it if you want afterwards. I'm sure if it's a ship in the rear it'll lose speed and slowly fall back
  22. I mean it's a 92,000 ton battleship. It kinda makes sense it has ridiculous amounts of armor. Yamato, the largest battleship ever built was only 70,000 tons at full load and had a 16 in belt and 25.6 inches on the turret faces. Imagine what 30,000 more tons would allow. I hope you know that such dreadnoughts are not going to be built in the campaign except for like super late game and probably when it's not really necessary. Maybe the AI goes too far with armor but the player is capable of building an unsinkable dreadnought, the AI should too.
  23. I imagine any carriers and aircraft system would be way simpler than what Task Force Admiral is going for. They're going pretty hard with that game. But yeah this is definitely a years down the line thing. I've just been thinking about it as RTW 1 vs RTW 2. This is RTW 1 and in the future we'll get a RTW 2-esque sequel that adds in aircraft and carriers and other stuff too. For my last post I'm curious were there any historical cruisers that had heavy secondaries that they could use to make such a hull that I want in that specific scenario?
  24. Number of slipways and size of those slipways yeah. Like in Aurora. You have shipyards that have so many slipways rated for so many tons. You can either choose to increase the size of the existing slipways or build new ones. The bigger the shipyard the more costly it is to build a new slipway cuz it's built up to the same size as the others for that particular shipyard. It's customary in that game to have tons of shipyards at different sizes. Capital yards are huge but generally with less slipways while the smaller destroyer and very small FAC yards have lots of slipways. A FAC btw is a fast-a
  25. I really hope the devs eventually make like custom hulls that are perhaps a little weird to allow interesting designs. I like giving early cruisers in RTW 2 a heavy secondary battery of 7 or 8 inches in casemates while using 9 or 10 inches for the main guns. They're very expensive but also very effective against cruisers and not too bad generally against pre-dreads. 2 of them sank a pre-dreadnought outright by themselves in one battle. I'd like to make that kind of ship in this game, and possibly other weird ships and I can't right now. So yeah I hope at some point the devs move away from hist
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