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Tankaxe

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Everything posted by Tankaxe

  1. Greeting as the developers are hard at work making the campaign I'd like to call on Rule the Waves players for input regarding campaign as the game took a lot of inspiration from. There are plenty of mechanics in RtW campaign that should be considered implemented but also some quite frustrating features. What part of RtW would like to see in UA:D? What can be improved or what best should be avoided. My suggestion is for the battle generator to have small cruiser actions be together with an actual number of cruiser task forces engaging each other along with escorts besides the various 1v1 and 2v2 cruiser actions RtW likes to throw at you that shouldn't happen unless its raider hunting.
  2. TBs give a -%85 small ship penalty to what ever is firing at it. Also with how the bulkhead system works you need to damage every single bulkhead or the TB wont sink. Which is a problem because if your guns are rocking a pitiful %1.2 the damage they do is almost nothing if they hit an already destroyed bulkhead. Secondaries really need a significantly reduced small ship penalty.
  3. I can confirm the maximum allowed gun caliber is 11". I have a theory that it was made to fit the more earlier round turrets and the more advanced turrets cant fit. On the same not please devs give us the option to customize our turrets. It doesn't has to be a priority but it can go a long way of giving a flavor to player designed ships
  4. Ladder aiming is still in a loop and they wont lock on to the target even when it reaches %100. this bad for triple turrets as ladder aiming forces them to fire two shots and if you entertain a panzerschiffe a ladder loop would cripple a 3rd of your firepower.
  5. By now anyone that used 8" and below will find that these guns are in particularly worthless. They don't aim as well as capital ship guns and the reload doesn't make up for it (especially the sec RoF nerf this patch). The damage they do is negligible as well as i've seen TBs charge through a hail of fire to no effect I've also been seeing TBs taking 2 or 3 salvos of 12" guns and refuse to sink. through out the game its only showing me that investing in secondaries are a waste of space. Sure they can cripple a TB and a destroyer but they cant sink them and if they are still on the battlefield they are still a torpedo hazard. As main guns they hit too weak and just aren't worth the weight for 9" and above gun calibers. So please devs take a look on this issue by having TBs having no bulkheads by default and below capital ship grade guns a satisfactory accuracy and damage.
  6. There is an issue with torpedoes, i've had ships launch torpedoes but nothing came out. This might be the case with multi launcher torps as sometimes if you have a x4 launcher only 2 torpedoes come out. (Especially frustrating with single torpedo boats that launch but no torps come out.)
  7. First bug of the day. Over the displacement limit AI designs! It had at max 13.7" armor with %80 quality 5 17" guns And a 25.5kts top speed
  8. Hey I helped with this part I think. I'll try it out when I get home from work and hopefully you aren't forced to make what's essentially panzerschief to effectively sink transports. Time to give realistic CLs raider a go!
  9. Restricted hull and tower sizes. Some towers are so big (and those with an attached barbette too small for 16"+) that you can't fit your main guns in a reasonable size and number. The Super-Dreadnought mission is a perfect example of this Early game Pre-dread vs Pre-dread is my main concern as well. Anyone that played RtWs can tell you that it's alot of slapping each other with AP and hoping for a BE pen. Or just slugging out HE until you finally get an uncontrollable fire. These factor can really make Pre-dread conflicts unbearable and since we start in the 1890s this is worth looking into. This is my fear as well (we even have an HE spam meta although the devs are working on that next patch).
  10. Yes I agree with this and maybe consider dropping it entirely. Multiplayer would most likely be effecting the single player as modules that were modified to be balanced in multiplayer might make drastic negative changes to single player experience. Besides if we want the game to be realistic they will cause drastic unbalanced issues anyways like any other game that try to mix realism and multiplayer
  11. I recommend more cruiser type missions! This is to prepare players for the campaign as most of their time might be spent on cruiser battles. More missions involving cruisers (or Battlecruisers) would be wise and most relevant to the campaign.
  12. There seems to be a problem with ladder aiming. While it's common to have a ship locked on with one ranging shot the aiming system for ladder aiming is broken. I've had guns that reach %100 ladder aiming and yet refuse to get locked on. This applies to secondaries as well as they also get stuck in a loop of ladder aiming that reaches %100 then for some reason starts decreasing (this occurs during all calibers) If the devs plan to make ranging shots a more common thing I suggest to make sure the ladder aiming loop doesn't affect it
  13. Then a good mechanic to simulate this is if the transports are attacked and all of its escorts are gone each TR will abandon ship when they take damage or a ship gets close
  14. Hello everyone I would like to start the topic on the toughness of transports. For anyone that tried to make a raiding ship that you would most likely build in the campaign would most likely run into issues. That is that if your raiders armed with anything less than 5" they won't deal effective damage to transports and even if you do the transports take alot of ordinance before they actually start sinking. This might just be a similar issues with torpedo boats that refuse to die by secondary fire because of the abundance of bulkheads that tank plenty of shells because the damage bulkheads are absorbing shots for the undamaged bulkheads. Since In campaign we might spend a good amount of time raiding convoys with CLs I recommend that transports damage control ability be drastically turned down. Because right now now they can tank salvo of 11" HE fire and is able to contain the damage in seconds. with the dam con turned down ships would have easier time sinking them
  15. In regards to the secondaries placement above it should be considered if they are armored enough to withstand the shock waves of capital ship armnements. If it was a duel mounted turret armored enough that the ship can fire it's main guns with out worry of killing the crew on the secondary batteries then yes it should be allowed. If it was an open gun with just a gunshield like what we see the single 4" gun then yes it should be restrictive. Albeit in a more clear way like "gun turret is not armored enough to be mounted near main battery guns."
  16. I've just got the game and I'm really enjoying it! But their are some kinda to be worked out. For an example AI CLs, DDs, tend to spam smoke screen immediately while under fire. This hurts the AI as now everyone has an accuracy penalty from the amount of smoke everywhere. Also screening is largely ineffective the ships don't stay in line near the ships their supposed to protect and will charge the enemy despite orders
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