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About Tankaxe

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  1. The US in general needs a standard hull to fill out its rather sparse 1914-20s selection. All we got is bigger South Carolina.
  2. Every update I always load up the same fleet battle to highlight the new stuff we are needed to test and to test out the general gameplay. Three battleships Two light cruisers and four to six destroyers in the 1916-1925 range. In nearly every single update their is one constant variable that always happens. The AI will as always be the first to spot my fleet and will have roughly two to four minutes freely engaging my battleships. Finally when I do spot the AIs battle ships (who have already turned to port and forming a lead advantage leaving me to force a turn to follow) the Romulan warbirds
  3. Yep and now imagine the frustration in campaign when the flighty AI runs from every fight because of how speed they stacked on their ships.
  4. Their is literally nothing the AI can do against a properly player built 21kt ship. It sacrifices too much armor just to go fast. Besides campaign is gonna look really awkward if all other nations are sailing at ridiculous speeds for the eras.
  5. That reminds me who back in the early days got a glimpse at the campaign like I did back in day from an old exploit lol. Buggy, unfinished and in alpha of alphas but it was briefly fun before it crashed.
  6. We've all seen it by now but for some reason the AI just keeps prioritizing speed over everything else. Things like a 26kt BB in 1911-14 is pretty eyebrow raising especially when you find that 9" of armor is the only thing protecting it. Makes sense for battlecruisers but something keeps forcing the AI that their battleships must go this fast as well. My solution is simple is that any design will have a speed limit per year so the AI doesn't waste so much weight on speed. The pre-dread era doesn't have any issues so they will be skipped. Early Dread era (1906-1909) will be har
  7. Curious maybe the designer should have a mechanic on the more turrets the more weight spent on a ships citadels as you have more to protect. Though that would require a armor overhaul.
  8. I've been thinking and I'm really concerned about Stillfronts portfolio and the vocal amount of players who like to do meme builds. The only reason the builds are possible is because the designer is a work on progress and I can totally Stillfront bludgeoning the game in that direction.
  9. I think you are over-estimating the overlap between the audiences of UA:D and World of Warships. They don't really compete one is more marketed as a grand strategy game and the other is more of a tactical MMO game. If anything they might nudge UA:D into the direction WOWS direction and that is going to make no one happy. While their targeted audience is 30+ males I don't think anyone here is going to be impressed if we're going to be forced to buy virtual currency and timers. We already have boat loads of the stuff as crappy mobile games.
  10. Well since we need to wait three patches for R&D to unlock I'm guessing it's gonna be static in the designer until we get tech progression
  11. I'm calling for all player in regards to AI ship design. More specifically the 1908-1920s era. This isn't really a clown car thread but an analysis on what the AI over or underinvested in their ships. for an example in my 1912 custom battle the AI battleship design had a 28 knot top speed. Not a battlecruiser, battleship (though BCs tend to run around with 6" max armor even when IRL GB and GR emphasized more armor). The worst part is it cant even reach that speed. It hasn't invested in the funnel efficiency so it would be impossible to reach these speeds. With a 9" armored belt and
  12. Formation AI is lack luster and they are more efficient than the player at throwing DDs into a mass of ships with a wave of torps. (Again by cloaking and decloaking via smoke and a ridiculous small spotting chance). But yes trying to have a decent fleet formation going is impossible and it makes me worried for campaign when we will have to manage large battlefleets.
  13. But if the AI repeatedly shown to not have the competence on building a ship then something needs to change. Imagine in campaign the AI builds a decently armored battleship with 14" guns and a 25kt speed then it decides a 29kt 6 16" battleship protected by a 7" belt that even your oldest battleship can pop. The AI is still all over the place but I admit its better now but a template system to prevent complete foolish design choice should be considered a valid alternative.
  14. Screening AI needs to be revamp along with usage smokes. For now it seems the first instinct of the AIs screening destroyers is to activate cloaking devices and bum rush the players fleet and run in circles throwing walls and walls of torpedoes. I know their are valid complaints in regards to the anemic torpedo damage to justify reloads once any sort of torpedo protection is mounted. But imagine if the torpedoes had the lethality that we expected and now imagine each and everyone of those accurate torpedo salvos are a kill shot. I honestly recommend that smokes should be removed u
  15. It seems destroyers has once again swung in the other direction of absurd durability... again. For some reason HE shells are not detonating against destroyers and instead just reads me a bunch of over-pens. I understand the issue of DDs being too fragile but their ability to activate romulan cloaking devices (smokes) and are only spotted when they are in torpedo range means this fragility was justifiable. To demonstrate here is the damage log against an enemy destroyer. 10 HE hits on a destroyer from 6" and 14" gunfire should've left nothing bu
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