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Fess21

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Everything posted by Fess21

  1. Better pathfinding and some option for dmg ships to turn away from enemy instead of into? Seems a very solid patch looking forward to it.
  2. HMS hello kitty torpedo boats reporting with 12 9 in guns 216 2in guns and 8 tubes for 236
  3. With how the game goes RNG im not sure how that would work. Someone could keep reloading till they get an ammo detonation.
  4. Welcome to the game. Quite a bit is coming soon in terms of custom options but this game is in Alpha 2 and hasn't been available for more than a month yet. Much of the more major work is going into finishing then campaign and bug squashing atm. More options will come in time just give it that time.
  5. Nah theres a good spot about 5 to 8 km where my short fat ugly shoes can make mincemeat of quite alot.
  6. I keep replaying all the missions as they change I have too much fun in brawley battleships to be bothered with all those pesky light units.
  7. Sorry Illya I'm not saying remove them from the game just from the objectives of many of the missions.
  8. Being worked on according to devs.
  9. change torp to off then move to aggressive when you want them to shoot.
  10. If you let the biggest two forces out of a fleet get away its hard to call that a victory. Also sometimes a retreat really is the best option I just hate losing missions being one ship short because i didn't go after the destroyers.
  11. Ive played more of those tutorial missions than I want to admit testing things like that.
  12. As of right now we have a liniar main and secondary tower set and one of two rangefinding options. Are more tower options planed for specializing in things like accuracy coms range or damage control? Would be cool to have that be its own little triangle. Picking between speed firepower and protection for the ship as a whole is cool but adding options to chance tower components to compensate for other design decisions would be a neat feature. Right now there are no drawbacks from taking radio radar and a rangefinder but add a flag bridge and secondary CIC and being forced to pick two or three could be a cool choice.
  13. Considering the rate the more active members of this forum eat up content a sandbox or test campaign has to be on the horizon. The early access bit on steam is bookmarked for mid 2020 so if that's the beta i'm hoping for after christmas.
  14. Its fun to fight both sides of that engagement. First you play as goliath and then as the swarm. Loving the late game tech and new spotting range but other than vague details I honestly dont know what all I have is there a full tech list out there? Not talking components but things like double turret tech and anti roll/pitch techs?
  15. More or less the title. I can imagine it being a bit hard to balance things around tonnages with the AI auto designs and setting it to just BBs seems a bit wrong with cruisers around. Could many of the sink 70% of ships be reworked around lighter combadance not being ships?
  16. Quite a bit of this game is going to be those handful of game breaking techs though. Things like cross deck fire centerline turrets and improvements in fire control will all be big steps in terms of ship capability.
  17. I mean you can scale down the crew with things like fewer guns and better designed damage control. Its more the advent of ultimate dakka AA guns that upped crew compliments.
  18. Best accuracy wind bow (blue arrow top left) on steady ship (not turning) at cruising speed (little box on throttle) with a lot of bonuses from building the ship with the right number of guns in a turret and ranger finders ect. What nick was saying is right, the AI knows all this and uses it.
  19. Could we use the fuel slider to increase timers on missions?
  20. I guess depends on how many orders you want to give the game? Other than dodging tordeepdos this game can be played at 3x speed and only giveing about 10 actions a minute. Micro becomes more important the closer your ships are so if you don't like it use escorts to screen well and keep distance.
  21. 1) Academy Missions you like the most and why? What would you change to make it more interesting for you 21 Modern battleship: Endgame mission showing all this game can be. Yes you should have a screen yes spotting is kinda wonky but massive ship and massive guns laying waste to all before you was worth the price of admission. 19 Pre dreadnought conflict: From late game to early game i like this one forces a compromise somewhere in construction. With so few techs designing a perfect ship is out of the question so choices in enough room for funnels at the cost of armor or being forced into lighter or single turret guns to get the ships you need was nice. 12 Battle crusor vs Dreadnaught. First "real" mission for big ships on big ships. plus everyone gets to feel smart for using speed and taking advantage of wind dmg ect... 2) Academy missions you hate the most and why? What is causing frustration? 13 Torpeedo the Dreadnaught: Torps do so little dmg and destroyers go up like matchboxes one of 3 missions I have yet to finish. I care far less for the realism of any given scenario but this one is just unfun. 17 Destroy a full fleet: Crashes. oh so many crashes. 15 Destroyers vs Torpedo boats. This should be an easy mission the name torpedo boat destroyers should make this one of the hardest counters in the game. Cut to 2 hours of trying to mirco around swarms of torpedoes and never hitting the little buggers with 4" guns 3) Please propose new missions or challenges (historical or fictional), share your ideas for missions you would enjoy playing, by describing the situations and the difficulties you want to face. Maybe your suggestion can be the next mission you will play in Ultimate Admiral: Dreadnoughts! Some form of radar cruiser shadowing a Battle cruisers and trying to slow it down for battleships to catch up. This happened repeatedly in the second world war and I would love to see something like it here. Breakout! all of the missions involve sinking the enemy but what about trying to make it out or into a blocked harbor? I dont know how hard it would be to add a victory condition of being in a set spot but that could be tons of fun. Not all battles were winnable. I feel an early battle set at night or in a massive storm would be good for teaching the importance of weather. Some times success of failure can depend on those accuracy modifiers and it took me entirely to long to start checking them at the start of missions.
  22. https://en.wikipedia.org/wiki/Royal_Netherlands_Navy#World_War_II Based on this I cant imagine that doing much. In 1910 the Netherlands had 3 Protected cruisers a destroyer a dozen coastal defence ships and a dozen subs. Even Brazil only had 6 cruisers and three battleships which is the largest power not on the list.
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