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Zuikaku

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Everything posted by Zuikaku

  1. So with power situation deteriorating rapidly in Ukraine I guess the pace of future updates is going to be significantly slowed?
  2. Calm your nerves or return in a year when, hopefully, all the issues are going to be adressed!
  3. You know, subs had a difficult time engaging rather fast combat task forces. It was allways a matter of lucky positioning during initial sighting. So chances for early subs to successfully engage fast moving (escorted) warship was kinda like winning a lottery. Anyway, where is the first hotfix?
  4. Would be a good thing to know a roadmap for the next updates so that we know which issues are going to be fixed and how campaign gameplay is going to improve/change.
  5. I can agree with this. But... Even with one month turn you have a bunch of players crying (a river) that the campaign is too slow
  6. Great update! I specially like new smoke mechanics and hidden flaws- very realistic. Issues: - map mechanics needs to be fixed - ships not returning to assigned port after battle needs urgent fix - maybe add ability to toggle off hidden flaws feature to please WoW and fantasy ship fanatics - AI tends to be overly cautious/cowardly in battles. Maybe it is time to implement admirals and captains to impact AI behaviour
  7. Subs are needed but gun length is overpowered feature at the moment.
  8. Shore batteries are not cheap but can be devastating.
  9. I still fail to understand why are you insisting on this mega-gun improvements while we stll do not have basic game elements functioning properly? I can hardly see this stuff as priority along with 100k superhulls. For me this is in the same fantasy category like quad 20" super long guns. And yes, most of the time things didn't worked as planned on drawing boards.
  10. "In reality" in the same sentence with the guns that only existed on the drawing boards...
  11. @Nick Thomadis How many updates away are weather effects and different sea states?
  12. This patch is going to be a big step away from dumbing up the game into another WoW arcade clone. Can't wait for it! Hope captains and admirals are planned too in the near future.
  13. Someties smoke not only affected gun accuracy but prevented guns from firing at all. Wind change or lack of wind resulted with ship being engulfed in smoke ,either from funnels or firing guns. Ships were unable to fire after few salvoes if wind was unfavourable and smoke obscured target. So this is a great improvement!
  14. I'm being increasingly worried about the future of this game. There has been no word from the devs for a while now and overall progress of the development seems slow anyway. After almost 4 years of following development of this promising game I'm disheartened and increasingly pesimistic.
  15. Switching to oil from coal should mean significant reduction of hull crew numbers and reduced maintenance costs.
  16. Way to go! With the nonfunctioning campaign which even lacks basic elements and some historically based features like...you know... shore batteries what we need right now are some more fantasy turrets with 6 or 10 barrels sticking out and, why not, some 22" ,24" or, hell, why not 50" guns.
  17. I have read german report stating diesels interfered quite a bit on the gunnery. Enough that Kriegsmarine never considered poweri g other capital ships with them. They were ideal for raider ships though.
  18. And diesels also do not affect gunnery and in reality vibrations of diesels had certain impact on gun accuracy. Also is this project dead again?
  19. But isn't that what you asked for? You wanted to have almost free long sniper guns. You were anxient to pack ships with them. And now it is, ofcourse, unrealistic and not fun. Something similar happened with 20' quad turrets a year ago. I don't see the problem with custom long barreled guns, but make them costly. There was a reason these guns were not fielded! Make them require considerable research effort and make them very costly to produce and maintain. If someone wants to invest heavily on them, let it be possible. But some other things must be sacrified then.
  20. Some suggestions: - different crew quarters sizes shouldn't add a few men more but rather affect morale and crew efficiency at sea. - spotting as is has nothing to do with dreadnought age fire control and solutions. Lack of weather implementation only adds to this problem - fire directors and computers should be separate stations and not melded with towers - coal and fuel availability should depend on provinces held - possibility to build fueling and coaling stations on remote islands and tankers/coilers for fleet resupply And are we going to get proper weather effects in the next patch?
  21. Not by that numbers but the odds were overwhelming. Speaking about that, campaign needs some raider mechanics and missions. One raider can force AI or player to keep significant forces on concoy/sea lanes protection duties.
  22. Well, there is war going on where the devs are. Maybe there is no power there. Just hope they are not drafted and are all safe.
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