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Jatzi

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Posts posted by Jatzi

  1. So when the first version released there was a bug that let you play the campaign. You couldn't save at all and it was very much a work in  progress but yeah you could play it. I and I think a few others mentioned it on here obviously awhile ago. Probably why it got patched, my bad. But yeah unless they made massive changes it'll be basically RTW 1 with 3d graphics. I saw some things that looked like they were gonna expand on some stuff a little more. I think somewhere I saw a screenshot from someone, one of the devs or someone else, that showed the start of a war. The player was building ships for a minor nation and had siezed those ships at the start of the war in order to use them. This is a vague memory and for the life of me I cannot find the screenshot so take that with a grain of salt. But that sort of thing happened quite a bit so I hope it's actually a thing

  2. So I just did this mission and I didn't really think it was that hard. If you're having issues with the destroyers drop one of the main turrets and increase the caliber of your secondary turrets from 4 to 5 inches and make them double or triple mounts. I had a similar design actually, entirely by accident really or just the kind of hull you're given (I think it's the latter which kinda pisses me off but not gonna get into that), except I used double 14's rather than triples. You often take an accuracy penalty from triple mounts so I don't always like using them. So I had one less turret and less guns per turret. Use the weight savings to get max torpedo protection and whatnot. Add more secondaries as I said. Add a torpedo mount maybe? My biggest issue during the mission was that one of the American BB's had 28.1 inches of base armor on the citadel. I didn't bring torpedoes so I had to close to like 1km to get good hits in. But yeah I sank the destroyers without even trying. They didn't even get within 5 km of me

  3. I mean there's a reason escorts exist. Unescorted battleships tangling with destroyers at close range is almost always a bad idea. I know the scenario doesn't give you escorts but you also don't have to kill the destroyers. Ignore them and focus on the enemy battleships. If the destroyers try to close you back off. Do S-turns a lot, that'll make it hard to hit you with torpedoes from a distance. And the whole being unable to target them thing sounds like a bug so report it? And you can control every ship individually so you can micro your own formation if you want. On the top of the screen there are silhouettes of the enemy ships. Click on them to open a list of the enemy ships of that class, hover over a specific ship and it tells you their speed. The heading you gotta guess which sucks but it's not the end of the world. 

    Also if you're not liking the mission then just don't play it? The academy missions aren't even really the point of the game so you can just ignore them, they're just meant to show off and test the game.  

  4. Its been said like a thousand times that better placement for towers, funnels, barbettes, and secondary guns is needed. They've added some but I also think at times they've stated that restrictions on our ability to design is because the AI can't properly design ships without heavy restrictions. Which is lame imo but I'm not a game dev so what do I know about coding and all that. That might not be related to the towers and barbettes and whatnot but maybe it is. 

  5. Just gonna say about the light cruisers having more armor. Going through the list of light cruisers in WWII on wikipedia and looking at the different classes I can only find one class that had armor over 5in, the Cleveland class. That was exclusively on her turrets and honestly the Cleveland was just a beastly light cruiser all around. From what I can see most light cruisers had belts of 3 inches or less and the Cleveland was unusual in having a 5in belt. And the fact that we can put 5in on light cruisers now is better than in RTW where you're limited to 3in so I'd say it's good as it is

  6. I get what he's saying. 16, 17, and 18 in guns were all kinda similar in performance irl. A lot of that is probably due to quality of guns and shells more than anything else though. Things are half finished and balance honestly shouldn't be considered right now. Ignore balance issues no matter how much ppl complain and just get the mechanics out. Then after everything is finished go back and tweak it to make everything balanced correctly. Cuz there's a lot of stuff missing that would affect combat, most importantly crew mechanics. I mean armor is totally messed up and because of that armor penetration values are also messed up. But citadels aren't finished and all that is still getting worked on so just wait. Balance is the last thing to do and trying to keep things balanced and working before everything is finished is a bad idea imo. 

  7. 1 hour ago, ThatOneBounced said:

    I dont seem to have this issue with deck torpedo tubes, which torpedo tubes do you use when you encounter this?

     

    Definitely agree especially with adding secondaries to the new cruisers 

    Ive used 3x, 4x, and 5x deck mounts and I have yet to see a mount on side fire after firing the other side and turning. This is on light and heavy cruisers as DD's only have the one hull so I haven't messed with them very much. 

  8. Just some things I've noticed from playing, sorry if they were already mentioned.

    First, torpedo tubes on one side don't fire after the other side fires when you turn. Which doesn't make any sense of course. Second, during design when you place turrets on the side of the ship and rotate it the mirrored turret on the other side sin't rotated when it is placed automatically. Very annoying and time consuming to fix. I'm sure it's already a known issue and it's totally just a quality of life thing but yeah. 

    Other than that I've noticed on many designs it's hard to place funnels. On the Italian modern BB there's only a few tower/tower placement combos that work with funnels and even then only the first crappiest funnel out of the 3 offered. This is during custom battle btw. I've noticed on other designs too that some towers just don't fit, which I guess is fine if they weren't designed for that hull. But that just goes back to the whole issue of being limited to these historical hulls but whatever I guess. And as someone pointed out barbettes don't always fit, same with turrets. 

  9. Please focus on the campaign more than naval academy. I know you probably are and it probably doesn't need to be said but i just want it said anyways. Balancing combat is obviously very important but combat is naval academy is wonky in large part due to the weird tech bonuses and incomplete mechanics. Some things like HE and torpedoes and armor obviously need work but without the full mechanics it's hard to really judge it well. The meat of the game is gonna be the campaign where everything comes together so that needs the most attention. I know it's kinda already been said and you likely understand all this very well. But still for others it might need to be said. Thanks for the update and keep up the good work! 

    • Like 1
  10. 7 hours ago, Jay Gatsby said:

    I don't think so, because in the "The modern battleship" mission all the technologies are unlocked and the triple turrets are still less accurate and have slower reload than the single turrets

    But not all the tech is available. Just all the tech they're willing to give you or all the tech they've implemented in the game. It's early alpha, not all of the tech is finalized or implemented for sure. So perhaps they just haven't put the triple turret tech in. 

  11. 1 hour ago, Jay Gatsby said:

    Exactly this is how it should be👍

    Pretty sure that's how it is. If you get triple turrets and look at the aiming modifiers it says triple turret technology -10% or whatever. Basically in the naval academy you don't have access to that tech. In the campaign you will. Seriously the campaign will be super different. Balanced tech progression rather than the random boosts you get in the missions changes a lot. You can actually play the campaign right not by using the left alt key when you click on it. It's very buggy and crashy and not polished or finished but you can totally see a difference in the combat in 1890 vs in the missions. I had a legacy BB take two torpedoes midships and die in seconds when everyone was complaining about torpedoes in the naval academy. Yeah they have serious issues with torpedoes and other things but just having balanced tech vs random upgrades in specific areas will help a lot in soothing people's concerns 

  12. Oh I've noticed something about ammo. On the design screen when you hover over a turret it'll say so many rounds per gun. Then in combat that number doesn't add up to the number of rounds you get. Is it actually number of rounds per turret rather than per gun? Cuz I saw like 200 rounds per gun and only had like 600 rounds when I had 9 guns. 200 per the three turrets makes sense but not per 9 guns. That being said 200 rounds per turret sounds really low so if that's the case maybe it should be upped?

  13. Ok a compromise between the lego system and the preset hull system. Could we at least have the option to change out upper decks? Like the preset hull you could have preset upper decks/superstructures that we could switch between, without switching between entire hulls. Different presets don't have to change anything except available hardpoints and space for funnels and towers and whatnot. 

    • Like 5
  14. You know I'm not sure if it's totally torpedo damage that needs to be increased. I was playing the campaign, someone told me how to do it, and a light cruiser hit my legacy BB with like two torpedoes and it sank. The same thing happened to one of my legacy light cruisers. And in the Naval Academy I've seen plenty off pre-dread era ships only take like two or 3 torpedoes and die. Part of it might be torpedo protection being too good. Just a thought.

  15. When you change settings, like torp and gun aggressiveness, it only affects on ship in a division. It should change that setting for all of them. And then if we want an individual ship to be different we can select just that ship and change it. And another thing about that, you can't tell different ships in the same division to target different ships. You have to detach them from the division to get them to target another ship. You should be able to have individual ships target different enemies. They'll target different ships on their own sometimes but usually not.

  16. I kinda disagree about the whole less complex ship design thing. Now I don't know about implementing things like hull customization and if you guys don't put it in cuz it's hard to do from a technical standpoint then ok. But not doing it because you want the ship designer less complex is a mistake I think. Being able to change the hull, even a little, in order to fit what we want would be really nice. And in some cases it just makes sense. For example, in a lot of the pre-dread hulls there's dedicated space for funnels with casemates on the sides but I, at least, haven't used all space yet in any design. I can't get rid of it though and am stuck with empty space, in some cases quite a bit of space too. Why would a ship be designed with all that empty space? Let us be able to change if we have the tech for it, centerline turret tech for example. You can make it a tech thing if you want, idk. But just let us be able to change the hulls a little bit, to add more space or main guns, or casemates, or whatever. Complexity is good, we like complexity. Please

    • Like 7
  17. On 10/6/2019 at 5:00 PM, TBRSIM said:

    One very important reinforcement of a statement in one of the previous posts, since I played some more naval academy scenarios:

    Ditch visual "detection range" and "spotting bonus" balancing! It is ludicrous for ships to have thousands of metres disadvantage in visual sighting versus others due to "technology". Have you ever been at sea? In clear weather you can litterally see to the visual horizon (which depends on your eye height). While there were (and are) some advantages to higher masts for visual detecting ships their main purpose within game timeframe was spotting fall of shot. Any "sighting advantage" is at most for initial detection, in general, if one ship could see another in daytime it could be seen in turn. Mast tops etc. are quite visible, especially if you have smoke (including gunsmoke) and gunfire noise to give you a cue and bearing to search. The differences in bad visual conditions (rain, fog, night) are more a matter of training than design of the ships, with a minor excetion for small DD/TB.

    The current visual detection mechanism is one major element in retarding the major potential of thius game to "arcade" status. Mast design could represent additional fire control capability and things like easier estimation of contact course, quicker identification etc. and result in boni on identification speed and hit chance if you want to play with stats.

    The one exception where major differences in vice versa detection range can exist within game timeframe (barely) is radar, once that is available it may become a one-sided detection capability at night and in bad visual conditions for the side which has it against the one which does not have it.

    Well like you said seeing to the horizon depends on eye height. Smaller ships with smaller masts wouldn't be able to spot ships as soon, I'm thinking light cruisers and lower but it's probably a minimal difference so I get what you're saying. 

    Unrelated to the above in the future will it be possible to know the speed of enemy ships in combat cuz right now I don't think it is.

    EDIT: Nevermind about the speed thing I found it. On the top of the screen there are the number of enemy ships and if you expand those boxes to see the individual unit cards for the enemy it tells you their speed.

  18. 1 hour ago, Onearmy said:

    Yeah so I just attempted to purchase the limited edition and was met with the same verification. I was hoping the charge would show up immediately, but alas it has not. 

     

    Should I just keep the window open and occasionally check my bank account? Do I try again? How long is a reasonable time to wait before trying again?

    Just talk to your bank. I'm sure they already have the charge in their system. Mine did even though it didn't ever show up for me

  19. So this is a UI thing during combat. When you select a ship, any ship, you get a list of it's weapons right? It doesn't list the amount of those weapons when you hover over it. You get all this info about the weapon except how many there are. The diagram of the ship of course shows the number of weapons but sometimes it can be hard to actually tell how many there are and if they're destroyed or not, especially when they're casemates or just secondaries in general. 

    Second, I'm guessing the game isn't well optimized? I have a good laptop with a 1660Ti, 16gb of RAM, an SSD, and it kinda struggles when there are a lot of rounds flying and this is just between two pre-dreads. I lowered the graphics setting which kinda helped but yeah. Another thing, I have to exit the game and restart it to change the graphics. I know that's not related to combat but yeah that's mildly annoying though it's not the end of the world. 

    Also in regards to torpedoes, I got hit with two torpedoes during that gun basics 1 mission with a pre-dread vs a light cruiser. With few or minimum bulkheads and no torpedo protection they did a lot of damage. My floatability dropped insanely fast, especially from the second one which hit center mass. I saw on Tortuga's stream his last Yamato-style BB got hit by a ton of torps and they did very little damage. But he also had max bulkheads, torp protection, citadel, triple-bottom hull, all that. Plus it was a 90k ton ship. So that makes sense. Maybe they are under powered but I don't think they're crazy bad

  20. 18 hours ago, fremen said:

    Continue to fight new battles and bravo, great game.

    However....😁

    In my last battle was fighting a huge enemy fleet (several ships, half battleships with 9 16" i think).

    I was with six "simple" battleships, does mean ships with only main guns, not secondary, to save weight.

    The game give me warning that the enemy was aproaching from south and order my ships go south. After that, the enemy start to puncture my ships with heavy fire. In this moment i cannot see nor select, any of the enemy ships. This was strange but imagine the cause was the enemy guns are heavy than mine and for that reason had more range. 

    But wait...the enemy can SEE my ships and me NOT??? 

    Lost something? 

     

    Maybe they had radar. I haven't played the game since that stupid second verification small charge thing isn't showing up for me but I watched a stream by tortuga and he put radar on a battleship and it allowed him to fire "blind" as it were. The enemy had two BB's with 16 and 17 inch guns while he had 18 in guns so I don't think he out ranged them but since he had radar he could fire over the horizon so to speak. 

  21. 6 hours ago, Aetius said:

    It's been 24 hours and there's no small charge on my card.

    Same. I even redid it a few hours after I tried the first time and double-checked that my card info was correct the second time. I haven't even gotten the first small charge let alone the second one yet. 

    EDIT: Ok so I had to talk to my bank to get the amount of the small verification charge and it still didn't work. So I talked to xsolla themselves and they said they removed the whole verification thing from my account but then my bank flagged it as fraud I guess. I tried my credit card and that finally worked after it took half an hour to pass some security check. So I got the game now but that was super frustrating.

  22. 3 hours ago, Wurstsalat said:

    High Caliber 11"+ AP rounds seem to be very weak compared to HE when used on BBs or even most CAs. AP rounds ricochet a hella lot and have very little damage potential wwhen they actually pen. HE on the otherhand seems to deal moderate ammounts of damage on every hit and is far better to take down Capitals.

    Well I know during the pre-dread era AP shells weren't super effective against other pre-dreads unless you were super close so maybe you're just seeing that. When the full game is released and you can advance your tech I'm sure AP shells will get more effective. Unless they're under performing more than they should be.

  23. 8 hours ago, Anolytic said:

    In my bank this information appears instantly.

    This is not Game-Labs' method btw, but Xsolla's, the service they use to distribute their new alpha early access games. I didn't have to go through this process this time, since my card is now attached to my account, but back when I bought TLIML I also had to verify my card. It was done very quickly. 

    With my bank at least (and most banks), sure it may take 24 hours if you have money coming into your account. But rest assured, if there's money going out they'll be right on that. Even if it's just a mere dollar.

    Maybe I'm just unlucky then cuz I've been waiting for hours and it hasn't appeared

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