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Posts posted by Absolute0CA
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Yeah honestly what we need is the level maker and a way to share levels so not only one person plays them on their own machine. Since like many things what works on one doesn’t work on another. Also great for testing shit like just how bad exactly secondaries are when you got a TB and a BB sitting side by side at set starting ranges and recording the results.
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10 minutes ago, goduranus said:
Wait a minute, stern belt extended should lead to ammo detonation! It's less armored, so people just don't put any important stuff there. I shouldn't even do the full structural damage imo, seeing how it is out of the way of most things.
So you mean shouldn’t? But I think it’s a case of the ship lacks the traverse bulkheads that AoN and later ships doo. So then an AP shell can go in on an angle through the stern belt into the part usually covered by the main belt where the magazine’s are... which well... we all know what happened to many British BC’s.
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Keep them but we need i much better AO that will actually fight semi competently and also a victory condition of all hostile forces are in full retreat.
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Try 5" also I bet they will be the next best thing to useless. @Nereng
Edit: And be sure to keep track of gun quality too!
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4 minutes ago, RedParadize said:
Also, when you hit it does 5 dmg lol
That I can accept for a low caliber gun, just the hit rate is so low you can't even sand blast them into nothingness.
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Really the issue is that the large guns in game are too good at tracking up close where secondaries should shine. And secondaries are way too hilariously inaccurate. Like I had a fleet of 10 DDs with 7x4" guns each and they were achieving a hit rate of about one in 1140 shots against a torpedo boat at 2 km in that destroyers vs torpedo boats mission. Like my torpedoes achieved a hit rate of one in 7.5 against the same torpedo boats. Something is entirely wonky with this, and yes I was checking on the torpedo boats logs.
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34 minutes ago, RedParadize said:
@Absolute0CA You cant wish for a 18" that can pen 76" inch of armor and at the same time wish to make secondary guns relevant!
I want realistic stats and that would do both, 18" guns couldn't track small targets for shit.
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AP still isn't strong enough actually the 18" with super heavy shells should have around 76" of penetration (as its measured in game against iron, not the KC IV equal that the IRL yamato's gun would have been.)
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You guys missed a decimal.
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It was just auto corrupt for armies I meant armor.
But right now I’ll have to check the specs but IMHO radar isn’t too OP especially since this will be mostly a single player.
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6 minutes ago, RedParadize said:
Restarting the game ? Btw, do I am the only one to have a display bug with the log?
I mean restarting the mission then, maybe try turning targeting to some other setting than normal?
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6 minutes ago, RedParadize said:
There is only one target in that scenario lol
Oof well restart then that’s the only thing you can do.
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6 minutes ago, RedParadize said:
I just did a defend the convoy with 20x6 inch guns as main. Guess what, it shoot only two guns. Guns actually never lock on, that might be the problem.
Can someone replicate this just to be sure?That’s the ladder aiming bug, not the per ship shell limit, switch targets and it will resolve itself.
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5 minutes ago, RedParadize said:
@Evil4Zerggin I use white powder. It increase range and doing so increase accuracy. The Buff on penetration is nice too, specially when combined with heavy/super heavy shell.
Yeah White Powder is my go to. It’s cheeper and has better penetration and muzzle velocity. TNT I only use for HE spamming super BBs.
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But that’s kinda the point of them? They are revolutionary and game breaking. In the single player we want these technologies because they are fun to have, and it’s not just radar it’s stuff like SUper heavy shells, turbines, oil fired boilers, small tube high pressure boilers, and many many more. And I disagree on the Krupp IV because there’s incremental improvements until that point with all the other armies in between.
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Could be we’re running into a per ship projectile limit and they are despawning.
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Took me 20 or so this last time I tried and that was with radar against a 21 and 23 knot ships, with a 42 knot scouting DD, this is by far one of the most boring missions currently available.
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8 minutes ago, OldSaltyOne said:
If you are playing in a destroyer class ship the best ammunition you can use is High Explosive and aim at the super structure. 152 mm guns can do a quite a bit of damage. With torpedoes you more or less kind of have to lead the shots. 12 inch guns try aiming at the water line of the ship for a citadel hit which will do a ton of damage if you hit the right spot. Lead the target. The other games that I do play with those types of ships I can cripple cruisers and or delete them from the game in a single salvo. I suggest work on your aiming a bit more and you should be able to work that out. The other thing is 12 inch guns are best at around a range of 14 KM away too far out trying to snipe your dispersion goes to literally garbage in a trash pile.
This isn't wows they don't got shit quite right for that, and we can't manually aim at all its all RNG. So actually play the game before you comment on something.
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1 hour ago, Tankaxe said:
I can confirm the maximum allowed gun caliber is 11". I have a theory that it was made to fit the more earlier round turrets and the more advanced turrets cant fit.
On the same not please devs give us the option to customize our turrets. It doesn't has to be a priority but it can go a long way of giving a flavor to player designed ships
Don't just say it actually give a picture, though I did manage to get 13" to fit with some shenanigans.
And the 13" Armed ship:
Edit: Yes I'm taking advantage of a glaring design flaw with the model not having the barbette cap to place it in a way that really shouldn't work at all.
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The thing is in the BB vs Torpedo boats I loaded that ship stem to stern in 6", 5" and 3" guns plus 3x2 9" and the 9" Did almost all the damage and killing even though all the other guns combined out numbered them like 6:1.
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6 hours ago, Nick Thomadis said:
I have to remind that small damage is not shown in floating info. Secondaries might hit often, making small structural damage, igniting fires and flooding, but this is now not visible in UI. You can check the ship damage window and it should include the full update of damage according to sections being hit.
I understand this... its just and even when we select the enemy ship the hit rate is just pathetic, like I had a battleship with damn near countless 6",5",3" guns and 3x2 9" on that torpedo boat mission, the torpedo boats were all mostly damaged and killed by the 9" guns not the 20+ casemates a side that I had.
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Not only that, have turrets able to fire over the ones in front of them at sufficient range.
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Gun range is sight range most of the time.
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Has anyone else found this mission insufferably boring? Like I'm hoping for a running gun duel and yet I spend half the time not even in sight and after that I only find one ship and kill it and am totally unable to find the other one. And before you mention that I might have made my ship too slow its 29 knots, and I had a 42 knot scouting DD, which only caught the one and couldn't find the other at all. Eventually I timed out having not even seen the second BB.
Crew accomodations
in General Discussions
Posted
We are given crew counts in the designer, so it’s likely they will play a big part in the campaign.