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KiloZulu

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  1. This problem persists and occurs frequently. What I see is that some turrets will fire every time the reload cycle completes, while the remaining turrets will only fire every other reload cycle. To the best of my recollection, bow turrets forward of the main tower are the most reliable, and all others seem susceptible to the bug. I have found that manually selecting a target again after an incomplete salvo will sometimes result in an additional turret firing its guns; rinse and repeat based on the number of turrets remaining to fire.
  2. I've seen this quite often, myself. Not so much "half the turrets," as only one turret actually fires. This is despite never losing lock on the targeted ship between salvos, nor changing course and losing gun arc. I'm paused in a battle as I write this where my Hull H with four turrets has been alternating every other salvo between firing all turrets and only firing one for the entire engagement thus far. I would also point out that this is nothing new - I brought this subject up on the forums last fall.
  3. Thank you! I never knew that, and it explains a lot. In the battle I just described, his speed gives me a -76.4%, and his maneuvering adds a further -19%. Holy moly.
  4. Following up, I switched from the stereoscopic rangefinder V to the ? rangefinder ? - switching long range accuracy for base accuracy, essentially. All else being the same for the ship, in this new battle I'm facing a BC with three turrets identical to mine. He's maneuvering while running at 33.7 kn (41.5 kn top speed.) My accuracy at 13.6 km, while at half speed and maintaining course, is 2.8%. The enemy BC's accuracy is at 13%. I'm really scratching my head.
  5. To test the ideas I saw in responses, I built a BC that tried to mimic the BB I listed above. It had the same speed and armor, as close as I could match to towers (slight loss of accuracy,) same rangefinder/radar, and same 15" guns. I am again facing a BC with 15" triple gun turrets, and... at a range of 14.3 km, my current accuracy (nearly half speed) is 2.8%, while the enemy BC has an accuracy of 8.2%. I'd point out that as I write this, the BC is turning, and therefore has a maneuver penalty. I also note that the new BC doesn't have the best towers. I do see that he has a higher top speed this time (39.9 kn,) and is going at about 3/4 speed (31.8 kn.) I think the previous BC had a top speed of 35 kn and was around 26 kn when I wrote the OP. So, the hull type doesn't seem to be a factor. Speed seems to be the main difference between us - could the enemy's speed create such a disparity?
  6. I'm in a battle where my BB has three 15" twin-barrel turrets. I have the best main and secondary tower available, stereoscopic rangefinder V (best), and Gen II radar. Basically, I've maxed out the accuracy on my ship. During the battle, I've cut my speed to 2/3 to further improve accuracy, and have been maintaining a straight line to avoid maneuver penalties. Okay, so the enemy BC that I'm firing at has four 15" triple-barrel turrets. He's also averaging about 2/3 speed, but making constant loopty-loops. I can't tell what kind of equipment he might have to modify accuracy, but the best it could do is match what I have. Now here's the kicker - he's held nearly twice the accuracy percentage with his main guns during the fight as I have. It's gotten infuriating to watch, I've crept my accuracy up to about 12% while he's at about 24%. I don't get it. I would think he'd have penalties for having triple barrels, plus all the maneuvering he's doing (at least.) Can anyone point to what I'm missing that would account for such a huge disparity in accuracy between the two ships? Thanks.
  7. I only come back to the forums rarely, so I apologize if these observations have been discussed at length already. I merely wish to pass on my observations from playing the current build. With the current patch, I've encountered the following on a regular basis: Retreating ships are incredibly difficult to defeat. This is a combination of things. By keeping their stern pointed towards your ship, nothing forward of their midships seems to be capable of being damaged. You end up damaging the same modules over and over, which does no further damage to the ship after their destruction. Meanwhile, some modules are thus completely protected from attack. I can destroy one funnel, but not two. I can destroy the aft tower, but rarely the main tower. I can destroy some of the main guns, but will forever hit the same ones rather than any of the others shooting me. The engines and rudder seem to be immune, too. Depending on the enemy's armor thickness, HE can circumvent this problem. With lighter armor, HE will quickly cause flooding that slows and sinks the opponent. If the enemy has sufficient armor, proper anti-flooding, and/or bulkheads, they can often ignore HE, as well. You are forced to chase into their return fire - limiting the number of guns you can bring to bear, and oftentimes leaving you at a disadvantage in firepower. Withering fire from the enemy in this manner leads to destroyed modules that slow your own ship. All the modules that I couldn't hit from astern are easy targets from the bow. Frequently this can slow you to the point that you'll be unable to chase down other fleeing ships. This is made awkward if your own ship isn't designed for such head-on combat (cruiser vs dreadnought for example.) So many of my battles have ended with me simply exiting in disgust - the enemy BB's decks red from bow to stern, but the hull beneath is green aside from any early damage I delivered prior to their retreating. Enemy destroyers and light cruisers are fleeing at flank speeds in opposite directions. Meanwhile, my forward sections are flooded and I've lost multiple engines after hours spent in pursuit. In general, I suggest either a change to AI or some new game mechanic needs to be implemented to address fleeing ships. I'd recommend that the player be granted victory if all enemy ships are in retreat. Alternatively, any ship that retreats for x minutes is automatically removed from the map and considered to be defeated. I recognize that fleeing when damaged/outmatched is a viable tactic, but the mission objectives don't account for victory by retreat, and there are issues with the combat system that give an unfair advantage to retreating ships. --- Enemy AI seems to be capable of repairing damaged modules, while the player is unable to do so. I frequently see the AI repair a damaged rudder or engine, for example, while my own ships have never recovered from a damaged module. Pairing this with the previous issue can lead to some absurd situations. No matter how many times you destroy the enemy rudder, they always seem capable of turning to keep you behind them. They can cause flooding/engine damage that slows your ship such that they're eventually able to draw away from you and retreat altogether. --- I've encountered times where my guns will stop firing on a target, or only one turret will fire. I've also seen them switch from a target I've specified. In either case, the enemy suddenly gets "free" shots on me. Similarly, multi-tube torpedo launchers will sometimes only fire from one tube rather than firing a full spread. It will not launch the rest until it has finished a full reload cycle. --- The percentage to hit shown does not seem to reflect reality. As an example, I might have five turrets with three guns each, that supposedly have a 20% chance to hit a target x km away. It's very common to see multiple salvos miss the target, even though my ship should get three hits per salvo on average. Conversely, I've come to accept that the enemy which only has a 3% chance to hit with its return fire will hit (repeatedly bypassing 24" of armor to cause flooding with its 9" guns in my most recent game.)
  8. I built two BB's, and maxed out their vision range - towers, radio, radar. They were both sunk before they could close to within visual range of an enemy ship. Is there maybe a decimal error in the enemy's accuracy with the new update?
  9. It would be nice to see ship damage displayed more accurately, or at least less blatantly. What I mean is, it would be nice if the ship didn't look like a gray blob after a few minor structural hits.
  10. Yeah, that's been my evolved approach. I stripped the armor down as much as possible, used single barrel 9" guns, all the casemates possible, boosted speed, maxed accuracy wherever possible. Getting close was done out of frustration. It was to verify the insanity of the inaccuracy on display. No matter the range, long, medium, short, point blank, the accuracy never reached a point where I could attain confidence that I could kill all three TB's. For my part, I don't recall that I have ever sunk a single TB in the match. I think the best I ever achieved was to reduce one to about 20% structure, but I also quit the match in disgust, as I think I only had about 5-10 minutes left at that point, and could clearly see that I was never going to sink the other 2 TB's at that rate. In my early attempts at the match, I used larger turrets - expecting that their longer range accuracy and big punch would knock the TB's out while I stayed outside torpedo range. Their poor accuracy and lack of turret traverse speed didn't work. I began switching to smaller and smaller guns, hoping that boosting traverse speed would help. It didn't, but instead just forced me to get ever closer to torpedo range. Thus, I increased ship speed and mobility so that I could dodge the torpedoes. I stand by my original statement. Congratulations to those that have beaten the match - go buy a PowerBall ticket while your luck holds.
  11. I assume that there are a lot of ship weapons/equipment that will be added by the time of official release. They've already stated that there are a lot more hull shapes to come, for example. I'm keeping my fingers crossed that we see such standard equipment as sea plane catapult launchers.
  12. I have brought a BB to within 0.1 km of a TB (practically kissing bumpers,) and I don't think my chance to hit ever got beyond about 13%. Of course, at that range, their torpedoes can't miss. The best strategy I've come up with is to use a full compliment of 6" casemate guns to spam targets with as many hits as possible. Essentially, I cannot see that there is any skill or strategy to be found in the mission. It all comes down to playing the match repeatedly until I get some lucky dice rolls. The amount of time wasted before I understood this fact has left a very bad taste in my mouth.
  13. Clicking on the ship icon did the trick - I was clicking on the actual ships. Thanks for the tip. There are still some suggestions that I offered for helpful camera controls that I don't think are currently in the game.
  14. As to your questions: During construction, use the speed slider to adjust the top speed of your ship. The funnels affect the functionality of your engine's acceleration. The amount of smoke they produce makes you more visible (and easier to target?) The amount of smoke produced also obscures your own gun accuracy. There is a help icon in the upper right corner of the game screen that provides details on each ship component, as well as game play in general. I'm sure you'll find more answers, and more details on those that I responded to, by looking there. I'm new to the game myself, and found it to be very useful.
  15. Are you saying they can't do more than one campaign type?
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