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TAKTCOM

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Everything posted by TAKTCOM

  1. Reduce ammunition, increase damage?
  2. As we know, the developers have as a landmark “Rule the Waves” (which I personally find encouraging), so that we can watch how does it work RtW and expect something like that
  3. I have bad news for you. The main thing that people want is interesting story. “Representation ” is important, but without a good story,it's like a beautiful but empty dish in a restaurant. And yes reality is unreal. Regarding the game, increasing the accuracy of casemate 2-6 inch guns at a distance of one mile or less is definitely necessary.
  4. Naming of Warships in the Imperial Japanese Navy, by William Lise
  5. You don't need penetrate armor if you don't use AP-shells
  6. I'm glad for Mother Russia, but why do I need twenty minutes to sink ship with 0 structure?
  7. CV and subs is good but what about corvettes? Since they are not in the game, will we use large destroyers and tiny cruisers instead? Or will corvettes be added at least to the compaign?
  8. It's OK because BC+BB= Fast battleship. That mean what difference between BB and BC in UA:D for the most part is relative. You can construct as slow, heavily armored battlecruisers but also fast, weakly protected battleships.
  9. You ship go at flank speed. Which means that she fires with accuracy penalty. Reduce speed to “full” to fire more accurately. Second. At the moment, secondary guns are useless, it is a waste of money and tonnage. Thirdly. As Nick correctly noted, one funnel is a bad idea. Not only because slowly accelerates, but also because as soon alone funnel was destroyed, ship start turns into a sitting duck. P.S. How do you make a screenshot with interface? For some reason, my screenshots without them :-/
  10. I finished "SuperDreadnought or Battlecuriser" mission a few minutes ago, on the first try. Everything seems to be working as it should.
  11. Restriction on the time compression is extra annoying. Secondaries still useless. I like AP and floating changes. New hull, "battleship III" from demi-Dred have 13'' forvard turret bug.
  12. As you can see, due to lack of space, installation 13'' forward turret is blocked by a bridge. But! You can turn turret! And...now it's fine? It needs to be fixed, I completed this mission with 11 inch cannons, it was pure misery.
  13. How it works? I can put the turret anywhere with enough space, it doesn't matter press CTRL or not. The same goes for barbettes, there are few hard points for install barbettes. Press CTRL I am still limited by these hard points. We some sort already have this
  14. 1) All covoy mission for opportunity to build not only battleships/battle cruisers. "Pre-dreadnought conflict" for retro style and believability of what is happening on the screen. 2) "Torpedo the dreadnought" because AI BB have lot of big guns and in time acceleration mode pulverize attackers to the dust. And 10 torpedo hit not enough to victory. " Destroyers against torpedo boats", as destroyers have huge problems with hit TD. "Destroy the full fleet" since the enemy has radars, more ships and guns than player and only way to win is sink them all. This is worse than the Hochseeflotte vs Grand Fleet. 3) History-inspired missions, access to all hull class and designs.
  15. More weapons? Yes, please, but only if they add something special, like japanese oxygen torpedoes, soviet 180mm B-1-K, german homing torpedoes (only for submarines?) and etcetera. I don’t see the point of adding for example 130mm russian guns, 138mm french, 135mm italian and 140mm japanese guns when there are five-inch and six-inch guns in the game.
  16. Problem of secondary guns not rate of fire . Problem secondary guns is that they cannot hit small ships due to poor accuracy, and cannot penetrate armor large ships . Poor accuracyis mainly about casemate guns, but turret guns also far from ideal, there is not much space on the deck where you can put them. So secondary guns are ineffective and this will not help But maybe this will help?
  17. Hello. Thanks for the quick response. Found this file. I may send you now or i must restart this mission again that everything worked out right? Done.
  18. Same problem with "SuperDreadnought or Battlecuriser" - start three times and
  19. What do you think about "citadel protection"? This seems to be a different armor scheme, but in fact they all do the same thing - reduce the chance to stay dead in the water and explode from detonation of the ammunition but at the same time increase the overall resistance, price and weight of the ship. Although in reality all armor schemes, from a protected cruiser to “all or nothing”, pursued one idea - how to protect the ship better, using as little armor as possible. Which seems to be the opposite of how it works in the game. For example if you use the philosophy of the "all or nothing" scheme, removing the armor of the extended deck and belt, AI fast destroys unarmored elements , ship loses structure points, constantly burns, compartments are flooded. Thus, it turns out that the main advantage of "all or nothing" will be manifested for ... fast light cruiser ??? And the battleship makes better use of the weight that the citadel’s defense would take away in the raw weight of the armor. It's somehow ... weird. Correct me if I misunderstood something.
  20. This mission about firepower AND survivability. So my third and successful attempt was 20 knots, 4x3x13'' with heavy shells, no secondares. I don’t remember how thick the armor was, but it provided 100% protection from 10 inches and lower at almost all distances except pistol. At the end of the battle, the ship turned into ruins, so the money spent on additional bulkheads, advanced repairs and flood control tools were also useful. Damn, I would even take anti-torpedo protection, AI capital ships are usually hung with underwater torpedo tubes. As a result, I got something like this, but with a lot of armor.
  21. I realy enjoy shipbuilder but сombat sometimes causes frustration. The first is how the division operates. Ships do not hold the formation, they crash into each other, most of them cannot reach their own maximum speed, torpedo boats shoot out with battleships from two-inch cannons, the flagship jumps from one ship to another. This is not good, I'm serious, it is inconvenient and clumsy. It is not surprising that most players on the streams, build a super dreadnought, not a fleet of ships of a lower rank - managing one boob is easier than a herd of boobies. Second, secondary batteries. From 2 inches to 5, these are mainly weapons against torpedo boats. But the best way to destroy TB is shoot them 8 inch guns and above. For some reason, they hit the target far more often than 2-5 inch gun. I was twice building a battleship with a lot of quick-firing guns 4 (1 time) or 5 (second) inch and few 9 inch cannons as main guns. Both times ended the same - AI TB ate my BB alive. Only when all guns on battleship less than 6 '' was gone and main battery was pair 2x12 , I completed this mission. I test in "Speed basic 2" with LC full of 4'' and this bunch of guns did nothing. And yes my LC was faster when test destroyer so the distance was far from the maximum. Now, the main guns. It's some kind... of magic, I suppose? For example, I have a typical heavy ship with two turrets at the bow and one at the stern. Ship goes to the enemy, opens fire, the turrets in front shoot, the rear turret is silent, that's OK. Then the ship turns round to add fire from the aft turret and auxiliary batteries. This is where the magic begins. The stern battery is aimed at the enemy, but does not shoot. Okay, there was a rumor that all the big guns were recharging at the same time. But here, despite the fact that the reload indicator of the main caliber is far from ready to fire, one of the bow turret shoots. Again. Did the crew from the stern turret run into the bow turret? After a while, the aft turret starts firing, then it fires and one of the bow turrets, but only one, although recently both turrets on the bow fired simultaneously. Another fun moment with the main guns is their incredible accuracy in the accelerated time mode. Without acceleration, you can bring a bunch of destroyers close to the battleship almost untouched but just try to turn on the acceleration of time and this same BB will cover your tincans if not with a second salvo, so the fifth is almost certain. I had similar experience. I not use cannons less then 6'' now.
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