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sarrumac

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Everything posted by sarrumac

  1. Hello, As an early purchaser of the game i would like to know if it is possible to get a steam key, i would like to try the new beta, but it's not available on the other lancher, i only have V2.4.4. Thank you very much.
  2. Not gonna lie, with the quarantine and all, I'd love to see the update drop soon.
  3. Keep accuracy more realistic please. A good reference for Jutland: https://web.archive.org/web/20051214235741/http://webpages.charter.net/abacus/news/jutland/18/CHAPTER 18.htm
  4. This is a scandal, it's monday since as much as 25 minutes over there and I still can't see the patch!!! REEEEEEEE! Can't wait though.
  5. I want it to be campaign testing. One can hope
  6. I would like to be able to move the machines in order to move the center of mass too.
  7. Bigger ships are far superior firing platforms, with superior firing direction and heavier guns. Of course they are more accurate.
  8. There might be something there indeed.
  9. I would suggest reading his book as linked by myself then. It is detailed how many shots were fired per ships as recorded by the two navies arsenals and also a combination of hits recorded by both forces. It is also mentionned in the book which ships were hit and how many times, and which ships recorded hits. I can't see of a better method besides also breaking every hit by range. However such an information can be estimated through the study of both fleet courses to some extent. I stand by my comment, accuracy is VERY generous in UAD. And I'm fine with it as I don't want each battle to last an entire day.
  10. Yes, that's my point. But that's not what sunk her.
  11. Remarks about HE and damage. -they still are comparatively too effective Vs AP --they have illogical effects: they will more easily than AP be able too destroy the machine room. -I tend to believe that superstructure damage du to HE sould be limited to what can be actually destroyed, a steaming pile of burned steel can still float. -fires that declares themselves in machine room or near ammo stores would be susceptible to provoke catastrophic failures: machines stopping, detonnation and so on.
  12. I tend to agree, secondaries do work pretty well.
  13. For anyone interested, my source: https://web.archive.org/web/20080527132243/http://webpages.charter.net/abacus/news/jutland/cont.htm
  14. I would say the game is very generous with accuracy, which i'm fine with as it would be boring otherwise.
  15. hit rate data from Campell’s tome ‘Jutland’. It has just emerged with the following information on heavy calibre shooting:Germany1st Scout Group - 1,670 shots, 65 hits (3.89% hit rate),HSF Battleships - 1,900 shots, 45 hits (2.37% hit rate),Total - 3,570 shots fired, 110 hits (3.08% hit rate).(excludes shots fired at HMS Black Prince)Great Britain1st & 2nd BCS - 1,469 shots, 21 hits (1.43% hit rate),3rd BCS - 373 shots, 16 hits (4.29% hit rate),5th BS - 1,099 shots, 29 hits (2.64% hit rate),Rest of GF - 1,593 shots, 57 hits (3.58% hit rate),Total - 4,534 shots fired, 123 hits (2.71% hit rate).Overall, not that good by modern standards. Also, 3rd BCS appears to have the best results – probably due to their recent gunnery practise up at Scapa Flow just prior to the battle.
  16. Taking a german approach to the modern battleship mission I go for an optimized 4x2 18" turrets Yamato. Firing super heavy shells, Armor is pretty solid, 6"on the deck, 16 on the belt, same for turrets, 20" on the conning tower. The ship sacrifies the number of gun and a little bit of speed (only 24kn top) for optimized firepower. Auto loader, turret rotation, auxiliary engines, best shaft. I end up with a monstrously accurate ship that annihilated the ennemy with surgical precision, i still Had 600 shells when the game ended and not a single scratch. Definitely a validated concept.
  17. Developpers have oppened the game for testing, and want feed-back, its good. But is there a way to organize that a bit? -A bulletin published each patch with testing guidelines would be interesting. -Involve the community by creating standardized feed back loops through questionnaries for instance. (you cannot have missed the threads going in every direction according to the imagination of players, and I can't imagine that being very useful for the dev team). What do you guys think, how could we increase the impact of our help/good will/time spent to the team?
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