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Finnwolf88

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Everything posted by Finnwolf88

  1. Refits should be fairly simple to do. Just lock the displacement, hull and armor scheme. You can change pretty much everything else as was done historically. Even armor was added on.
  2. Thank you for your in-depth response. Can't really argue with your points. I don't see AI designs being removed, but like you said, machine learning from player designs might be just the way to go. Or maybe use designs made by alpha players as to not over saturate the system. That way the devs could determine what kind of designs we should make. I'd be glad to design several ships for campaign/AI learning. Been playing ever since the first playable alpha (though on and off) and I think the AI is the way to go, but the dumb designs need to be addressed. 117000t superbattleship with 3x3 14" is just useless. The system isn't as bad as some seem to think as I've had some 10 or so custom battles in a row with good or really good designs. Though I generally play in the 1900-1925 area.
  3. I really don't understand all these comments how the game is dead because of the AI designs. If they are too easy for you, how about not building super battleships with very limited range that cost your countries GDP and instead build something that is actually viable in the campaign. I do admit the AI still builds some very questionable designs, but sometimes the designs are really good. The system isn't bad, it just needs some more work. I just wish we had the system which lead me to buy this game, which is the modular system they advertised.
  4. Can't wait to get my hands on the initial campaign. Going to playtest the living shells off of it. But do we have any kind of rough estimate as to when it should be out?
  5. I agree on both arguments. Mechanical failures would be furiating, but at the same time, in my opinion, needed for the realism. This game is very much about realism. Having some 10-15 14" barrels firing at 10km range and landing a hit every 20 minutes is also frustrating, but people are not complaining about that too much. IMO having failure mechanics for engines, guns and torpedoes would be needed, but in order to appeal to a larger audience, add the option to disable them. I would like to see failures to be quite rare and much less frequent the more you research the technologies.
  6. Ok so these scenarios are more of a challenge than a realistic scenario. I played all three and all of them give a different kind of challenge. On all scenarios you will be playing against the british or the japanese (your choice). Starting range on all scenarios is 12km. Scenario 1 "The glass cannon" You are to build two battlecruisers. They can have no more than 6" of armour and max Krupp 1. Tech level 1935. Must use biggest guns available and atleast 12 barrels of main calibre. If using torpedoes, they must be long range. Operational range of medium or higher. Nation french or japanese You will fight two battleships, one light cruiser, one heavy cruiser and five destroyers. Enemy tech level 1925. You win if the enemy force is annihilated. Two points for victory, one point for very long range, one point for each enemy killed with a torpedo, one point for death by flash fire or ammo detonation (max one point per ship), two extra points for victory if only HE shells used, two extra points for victory if no secondary guns, negative 3 points for ship lost. Scenario 2 "The sea turtle" You are to build two battleships. Must use turtleback armour scheme, atleast 15" belt armour and 10" extended belt, Krupp 4, tech level 1935. Can have as many guns as you like but gun size is limited to 12". Torpedoes are free game. Operational range short or higher. Nation british, german or russian. You will fight two battleships, one battlecruiser and two heavy cruisers. Enemy tech level 1925. Two points for victory, two points for no critical damage (on either ship), two points for atleast 18 main calibre barrels, two points for atleast 8 22" torpedoes, one point for each ship killed by extensive fire, one point for each ship killed by torpedo, two points for over 20" armour on belt AND over 15" belt extended. 1 point for a max speed of 28 knots or more. Negative two points for ship lost. Scenario 3 "The testing platform" You are to build two battleships, battlecruisers or heavy cruisers. Only requirements are atleast five main calibre guns of different calibres and atleast 3 different calibre secondary guns. Any tech level you want and any nation you want. You will fight two heavy cruisers, three light cruisers and five destroyers. Enemy tech level 1930. Two points for victory, one point for enemy ship sunk, two points for over 80 barrels total per ship, three points if battle over in less than one ingame hour, one point for no torpedoes, one point for no torpedo hits on your ships, negative three points for ship lost.
  7. Tried a quick search but didn't see this topic discussed. Are there any plans to add duds and launch failures etc to torpedoes since aforementioned weapons system was far from reliable for quite some time? Failure rates could be mitigated by research and by spending more money for better quality torpedoes. New tech advancements could also have a small negative impact for the first few years in service since generally new tech isn't that reliable until some changes can be made and problems solved that arise from testing and actual use of the system. I would also like to see different detonation mechanisms like contact or magnetic pistol, which would also add the possibility for (contact) pistol torpedoes to ricochet off a ships side if they hit it with too much of an angle.
  8. I think that would take away from the immersion of the game. Every nations didnt know what every other nations guns / shells could do. Hell they didnt even have all the info for their own creations. The game takes place long before computer simulations were a thing and IMHO there needs to be a certain level of trial and error.
  9. Well weight will always be an issue. There is only so much weight a hull can take.
  10. Excellent challenge idea. Definately gonna give it a go. Just finished the pesky DD vs TB mission and got to 23/23 so now is a good time to try the hard mode
  11. I made an UNOFFICIAL discord server for us who want to discuss about the game and naval history. If this is not allowed and the dev team wants me to remove the sercer I will do so. Anywho here's the link https://discord.gg/EFDF3FR
  12. Bow and stern underwater torps can only fire bow and stern with a little bit of firing arc. Either add broadside torpedo tubes or deck torpedoes to fire broadside. Also easiest way currently to choose when to fire torpedoes is to set them to off (you have to do this separately for every ship you control) and then set them to aggressive when you want to launch.
  13. I played that mission twice, winning both times. Second time I beat it while only getting hit once and I used 16" guns with AP plunging fire. People tend to make their ships huge with tons of turrets which both increases your target signature (enemy gets bonus accuracy towards you) and causes you to have bad roll/pitch which negatively affects your accuracy. Also use cruising speed and try not to sail downwind as your funnel smoke will interfere with your targeting.
  14. Its a bug that can be fixed by switching targets for a while.
  15. I'd like the game to be balanced around ww1. I wouldnt mind having ww2 tech in the endgame, but that should not be the balancing point. And people please remember that the game starts from 1890.
  16. I actually tested the idea of smaller ships by taking some CA hulls andsetting the displacement to lowest, putting two of the largest turrest i cojld get on it and armouring it as much as possible. And hot damn are they good. Enemy takes forever to spot them while, them being cheap, I managed to bombard the enemies for a long time without retaliation. Bigger isnt always better.
  17. Do we even have information wether we "pick techs" or just assign a portion of our budget towards researchs and just get randomized techs.
  18. On the left where it shows text on who hit whom and for how much, there is a setting for high, medium and low. Tick the low box aswell and it will show basically everything.
  19. You can kinda cheat with finding the enemy by clicking open the enemy icon on the top of the screen and double clicking an enemy. Camera will go straight to that enemy. Used this method to find the enemies in the chase mission.
  20. In the pursuit mission I had two battlecruisers that targeted one enemy battleship. It got stuck to ladder aiming and didnt get the cruising speed accuracy modifier at all for some reason when i had tight formation selected. In normal formation it locked on after two salvos, but when i tried tight again with the other BB it got stuck to ladder aiming again until i set it to normal. Tight is supposed to give you a 5% accuracy buff ( which it did) but losing the speed and locked buffs render it kinda useless.
  21. Devs already responded to this many times. Time is slowed closer to enemies to avoid crashes caused by time acceleration AND to find crashes that are happen in battles but are not caused by it. EDIT: forgot to add that they also said time acceleration will go back to what it was last patch once they are happy with bug squishing.
  22. I dont think restricting time compression is a bad idea but you should always be allowed to accelerate to atleast double speed. Retreating enemies should be counted as defeated or escaped and count towards destroyed enemy ships in academy.
  23. Crew is coming and it should affect ship death conditions aswell.
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