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mcmurphy man

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  1. in the mission, sink the cruiser killer. remove all the other ships both allied and enemy. As I was fighting the BC I would occasionally get reports of a DD sinking, when they were nowhere in sight. They are simply cluttering up the mission at this point if the AI won't bother to keep a formation.
  2. The combat balance of the large ships seems to be in a good spot CA and greater. There are still issues with the small ships however. I have found most of the missions available to be enjoyable. The few restricting the player to small ships are frustrating at best and I've just given up on them after hours of failed attempts. The AI is too responsive to torpedoes is the issue in my opinion. The thing is, if I have to trust the AI to have control as to when and in what direction to fire the torpedoes, then they should have a good chance of hitting their target. Also I would really like to see the ability to change targets of the various guns that I have. For example, I would like to target a battleship 18km away and target a destroyer closing in at 5km with my secondary or casemate guns simultaneously at my discretion, by clicking the applicable gun in the window that opens when I select my ship and selecting a target. If no gun group has been issued a target, then it should default to aiming for the vessel that it stand the greatest chance of hitting or proximity.
  3. I've played through the scenario and it went well, sinking the enemy fleet minus a single torpedo boat that fled early in the engagement. I'm pretty sure that I've sunk over 75% of the enemy fleet, otherwise why wouldn't it say sink 100% or all enemies? I've set my fleet to AI control so we'll see if it finds the TB in the 50 minutes remaining. Sort of a letdown to think that I'll have to try again because of one boat running god knows how many kilometers away and won't re-engage.
  4. Awesome news! I'm very eager to see this patch drop. One thing I noticed that wasn't on the list, but I hope will be in a future update is that the player can manually set targets for main guns apart from the secondary guns.
  5. I feel that locking the naval academy missions aside from beating the prior mission is a bad move as far as gathering feedback goes. I for one, would be hopelessly stuck at a mission where you have to torpedo a dreadnaught. I've tried this mission along with the other missions focused around small ships and found them not winnable aside form one or two of the missions. If you want to have a sense of progression when it comes to the naval academy, I understand that, but when it comes to the naval academy as a training course, I was left no more informed as to the mechanics of the game aside from how to build my ship by slapping x instead of y. There's no real explanation as to what some of the terms mean or what they do. The tooltips do help, but there's not a clear indication as to in what circumstance will something be more useful. In the end, the naval academy as it stand is a try until it works type of tutorial and isn't much in regards of teaching the player anything in an academic prospective. To round this back out, don't lock off the naval academy missions, unless you've beaten the prior missions. The game at this point is skewed towards big ships with big guns. The only time where small ships are a threat is where I manually control my ships and neglect to maneuver for torpedoes.
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