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Tankaxe

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About Tankaxe

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  1. Major issue with the Hood hull and towers. It doesn't allow you to fit any secondary below the towers and the max you can place is only 4x3 5" guns. Also I am seconding on the survivability issues pointed in this thread. I am seeing BBs in the 1930s tanking multiple 18" broadsides at close range with negligible damage.
  2. Perhaps feel was not the proper word to use but Roach was correct that I reevaluated my opinions once its been pointed out. What I was trying to say with the damage model as it is now the lower hit rate would make sinking ships a more tedious action unless both were changed together. akd did point out that it can be inconsistent like the 9" one shot example but then require ludicrous amount of ordinance to sink the next game. However the Pre-dread era is much more easy to sink ships because all the background dam con techs hadn't kicked in yet and can be quite fun. Enjoyed these dis
  3. Perhaps, I do know that IRL hit rates were in %5 and that's including advanced radar and fire control. However since the bulkhead damage model in-game requires alot more ordinance to damage the lower hit rates makes it feel unwelcome. We already have ships that can 32 large caliber penetrations and still chug along once the proper dam con tech is aquired. Maybe the hit rate is fine but in that case penetrating hits should be of more consequence.
  4. Light forces (heavy cruiser and below) are still a major contention this update. They are unable to have accuracy above %20 regardless the range and their hulls are tanky enough to withstand a hail of medium gunfire that is 11" the only semi-useful cruiser gun. Accuracy for lower caliber guns need a major overhaul rather than a light step we had this patch. Torpedoes also make cruiser action unfun since everyone is throwing torpedo spam at each other with reload times. All sense of tactics and positioning is useless besides the ungodly micro of dodging torps because formations makes evas
  5. Recently back from a custom battle between a 1v1 battleship fight with 1918 tech and the results were concerning. AP damage and ship survivability is constantly beaten horse during the Alpha but its still something to take a look at. during my little test the enemy ship took over 32 penetrating hits from 14" guns in 1918. this is quite ridiculous as some can see and I wasn't able to sink the ship because it turned around leaving nothing to shoot at but the stern. As anyone knows when a battle turns into a stern chase it will be impossible to catch them because all of your penetrating hits
  6. 2nd tower is superior really because you have alot more space to place secondaries of your choosing.
  7. I hope everyone enjoys the new update but I feel it only tip toed to the larger issues. I recently experimented in the custom battles of a task force cruiser battle (1926) and unfortunately it was a mess. ships that were set to screen abandoned their charges and sailed bow first into the enemy. Since their were a lot of light forces present they all proceed to get hit by torpedoes and due to how clunky the formation system is their is nothing I could do about it. My personally designed heavy cruisers armed with 11" guns were pitiful when it came to engage the enemy. Starting at 12000m ap
  8. I think it's important to remember that UA:D is already running a bit of alternate history. For an example "what if China was a competent naval power?" That's even stated in the main website Obviously this wasn't the case IRL the government was too corrupt and incompetent to wield a navy. But in this game is different enough that Spain and China wielding competent Navies isn't such a hard thing to believe. It seems in UA:D timeline the Spanish and the Chinese were able to be relatively put together with enough competence to wield a navy.
  9. USA would be unique as well Industry leader: the nations economic capacity grows at a faster rate than other countries. +%5 shipbuilding, constant economic growth. +%5 research bonus And for the negatives Money pinching government: The government is very reluctant in giving the Navy funding and prefer to keep it low for other programs. -%15 less funding than normal at low tension (will go away or be reduced when tensions become higher). Perhaps the negatives can be overcome by going to war multiple times and have an event where Congress recognizes the importance of a navy
  10. Neat but I was thinking more of a hit going through the hull
  11. Neat, does anyone has any example of what an over penetration from capital ship armnements does to a lightly armored target be it a protected cruiser or destroyer. Having a visual effect of it would be worthwhile
  12. The ability to choose which nations flag you can fly on your ships would be a nice option to add
  13. Yes the RNG in RtW is a pain (don't you just love when the battle generator feeds your CLs to enemy CAs and having to convoy raid with a grand total of 3 destroyers that's escorted by CLs) One of my major beef with it is how it handles cruiser battles. You don't get a proper cruiser task force and instead get these incredibly odd 1v1 or 2v2 cruiser battles with a destroyer escort here and there. It doesn't make sense and since the AI can have up to 20 CAs and more CLs all these single cruiser actions can be very exhausting. Things like convoy raiding and bombartment missions should r
  14. Another advice is to slow your ships to full speed for the aiming bonus and you should start landing hits. I don't know about the above advice but I've had the enemy fleet completely focus on my CLs making them good to bait leaving my B unmolested. (Also check their speeds of it's 18kts restart as they can't do anything) If your using a BB only use 12" and above. You can fit these guns on the battleship hull by rotating it with the R key. But just as above you must knock out those CL because right when you start landing hits on the B the entire enemy fleet will run. Worse case scenario yo
  15. Note that once Battlecruisers hit the scene they made armored cruisers virtually obselete and most nations had stopped production of such ships to focus on building battlecruisers. so the only thing that would remain relevant is Mass produced light cruisers and destroyers to cover regions and screen the battlefleet Light and heavy cruisers were only a thing because of the Washington naval treaty and without it cruisers would just be further enlarged Battlecruisers. While the player can also make enlarged armored cruisers as some sort of 'anti-cruiser cruiser' the time and money the
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