Jump to content
Game-Labs Forum

Niomedes

Members2
  • Posts

    145
  • Joined

  • Last visited

Everything posted by Niomedes

  1. Those guns were usually done away with once it became clear that they couldn't be efficiently operated due to their proximity to the main artillery. Being able to place guns pretty much eberyhwere will just lead to unrealistic and unsensible designs which don't make sense in any way. Nonsense. The point of an argument isn't to win anyways. It's to re-evaluate your own position by the application of new information delovered by the opposition according to the principle of charity. So, I'm not arguing to win. I'm arguing to either convince you guys that unlimited options are not necessarily a good Idea, or to be convinced otherwhise. If you however like your oppinion so much that you'd rather keep it than having it challenged, be my guest.
  2. Not really. Just send him the link and he'll be good.
  3. You realize that the 4inch gun is larger in general and also higher, which means that it has more surface area which is going to be affected by the blast than the 20mm, which in turn means that the effect of the blast on the 4inch will be far stronger than on the smaller 20mm, since less of the blast's energy will be caught by it ? Aside of that, the 4 inch is very definetly a main battle weapon, which means that it is going to be manned during a gun battle, whereas the 20mm is an air defense gun that will only be manned during air defense. As such, the 4 inch will not only probably be ripped off since it will be more affected by the blast, but its crew will also be put at an unnecessary risk during operation. At that point, it might as well not be there.
  4. I mean, this should definetly be a thing if competetive multiplayer ever becomes a thing.
  5. One thing I found to be somewhat immersion breaking and possibly taking away from the strategic aspects of the game is the free camera movement. I personally would prefer it if the camera was locked to one's own units, since that would make manual warship Identification less easy, which at the moment is a major advantage the player has over the AI for no reason, the game more engaging and a little harder.
  6. 145 mm of effective deck armor. You won't take a lot of damage that way.
  7. I get that, don't worry. And since he appearently wants to have a key but doesn't seem to know how to get one, I told you to direct him to this here link: https://www.dreadnoughts.ultimateadmiral.com/pre-order , where he can get a perfectly fine key and full acces to the Alpha.
  8. Dude, you literally asked for a game key for this guy, and I linked you the page where you can get keys. That's quite literally what you asked for. Aside of that, I've read your post/question, and even took a look at the channel. Though I don't really know why you need to be so rude about it.
  9. Alright then. That's just needlessly antagonistic, but okay. Why would you even ask a question in a Forum if you don't want a response ?
  10. He can get his key there. How's that not helpfull ?
  11. If he want's a key, direct him to this site: https://www.dreadnoughts.ultimateadmiral.com/pre-order The reason I'm guessing he didn't get a key yet is that he probably didn't buy one so far.
  12. How did you do destroyers vs. Torpedo boats ?
  13. Edit: Iowa can't fire her A turret at an angle which puts those guns into its blast zones anyways, since it's bow is blocking her shells in any firing angle below 10° in the first place.
  14. The B turret is so far removed from the forward AA guns that its blast isn't threatening them eitherways, unless it specifically lowers its barrels to fire directly at them. The rear AA guns are also far enough removed from the rear turret that it will both be able to fire over them at any reasonable engagement range, while not putting them at risk from its blast. It's almost as if the designers took the blast range of the guns into account in order to specifically place the AA far enough away from the main guns to prevent it from being damaged. As such, there are no firing angles being limited here, and the AA guns are blocking nothing. Apart of 0° shots of course. That's because all those AA guns were specifically placed outside of the blast zones the Heavy Artillery on those ships had during engagements over usual engagement distances. The guns you wanted to place on your battleship in the designer are within the blast zones, and partly even within the barrel traverse of the main Artillery turrets.
  15. It does. Ammunition was usually issued per barrel, and stored in magazines directly below the or very close to the guns.
  16. It's a multiplier, but a percentile one. I.e., 1 inch Krupp IV is equal to 2 inches of Iron plate.
  17. And if you take one knot away, you can even build this absolute beauty.
  18. 1000 displacement, 32 Knots, Very short range, few Bulkheads, Steam M. Expansion engine, Induced draft Boilers, Krupp II Armor, Light shells, Reduced Ammo shells, Reduced Ammo torps, Lyddite I, Electric propulsion, 18 inch torpedos, Rng CII, Advanced Radio and 0 armor in all categories. The Gun is a 76mm.
  19. The destroyers I built had 32 knots. Though balancing weight and cost might be hard, It's not impossible.
  20. I did the mission with 3 destroyers. Try to reduce weight by using other armors and/or less /newer engines.
×
×
  • Create New...