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Cptbarney

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Everything posted by Cptbarney

  1. Ahh that mission drove me insane, Had some italian BB finally rekt the british dd's in the end. Stuck on WIP dreadnought misson now, will post screenies of what happens you don't finish dat toineh cruiser off in the beginnings.
  2. Lol this is litterally the rng stuff you get on world of warships and do'nt get me wrong im quite a gud player but still. Only at very long ranges or long ranges (depending on the firing systems, caliber, quality and edition of the guns and turrets) should shells disperse like that. At that range it should be like close to 90% to 100% hitrates.
  3. I wouldn't mind seeing this. And for sake of ship design have battleship, heavy cruiser, battlecruiser and light cruiser hulls for sake of building ships in non-historical events. And also what if's.
  4. That still doesn't prove subs were king of the seas no matter how you spin it. Like i said its mainly down to skill and good intelligence (sometimes) on the subs part, huge amounts of luck. Underestimation on the enemy's part plus lack of ASW and imcompetance, bad luck, poor intelligence etc. The real kings are CV's. Subs are good, but like i said before sub's would fare extremely poorly in combat where both combatants know the positions of each other and have the ability to sink each other (most ships did). Hense why subs never fought alongside main fleets but usually veer'ed of somewhere else to get a better angle and/or were in a position days/hours before to launch an ambush. Yeah subs sunk a lot but far more were sunk by guns, depth charges and aircraft. USS wahoo being an example. Don't get me wrong i find subs fascinating and wouldn't mind seeing them in game, but they weren't the kings by any stretch. Either way the stuff you said is still pretty interesting regardless. I think we should end this here lol we are getting a tad off topic.😁
  5. Well there literally is. Main armaments are the biggest guns on the ship designed for engaging similar sized in fleet combat and are the primary weapons and most important weapons of a ship. Secondarys are litteraly that, secondary. They supplement the main batteries by either adding low caliber but high ROF's to help take down a big ship, or allow the ship to target other smaller vessels without needing to waste main battery ammo on smaller ships. The names tell you the difference fam, don't see how you fail to make a distinction between both of them. You also fail to understand that a 5inch gun on a DD is still a main gun regardless, wheres as on a bigger ship like a heavy cruiser or bigger its a secondary gun due to how big the main armaments are and what ships those guns can target. I mean this is obvious when the game seperates guns into primary and secondaries regardless of ship class. And the fact both guns have different roles. This being more pronounced on Battleships. You also contridict yourself by saying there is no difference, but then highlight a difference. ok.
  6. Whats the point of secondaries then if my main guns can do everything? Might as well remove them altogether.
  7. Aren't we gonna get one near the time? If i read the email correctly.
  8. So for CV's if they are gonna be added in, just do the following. Limited fuel for planes meaning you cant just tenno henkai banzai your way too victory. Limited ammo for planes for the same reason. Not sure if plane HP and even affectiveness should determine how well they can still perform and how often. Limited planes and reserves (if theres an airbase nearby you get far greater reserves). Limited plane types so you can just dump every plane into yer carrier (i mean you could but it would be just plain werid). With plane hp it can either be the whole squad or individual based. Also planes that don't die get damaged will suffer types of damage and performance issues with them to make it more realistic.
  9. Naughty. You should always allow smoll boutes to damage ya. 🙃
  10. That was due to the allied submarine plans being ineffective at the start and the IJN getting way too overconfident that subs couldn't do anything so ASW was a very low prioity to the japanese, radar and sonar on there end was pretty bad as well and commence defence was a joke. Barham also detected a sub around 1000metres out but disregarded it and all three torpedoes struck pretty close together causing a huge mag explosion. Also kongo was attacked by escort carriers and destroyers not just a lone sub (although badly damaged the escort carrier and some damage was inflicted onto kongo despite being near misses. Still once countermeasures came into play and peeps actually started being aware of their surroundings, torping big ships became pretty difficult afterwards. Subs were effective to a degree, but mainly if the enemy was unaware, poor equipment, imcompetance or poor ship design (or all of them at once). (shinano kept turning into the sub despite detecting it pretty early despite this the zig zag movements were pointless as all they needed to do was kite away and simply allow depth charges to sink her, funnily enough one of the DD's litterally sailed right over the sub but didn't detect her) True, subs did sink a lot of ships but the overwhelming majority were, ocean liners, troopships, hellships. Although almost all AC's sunk by subs were japanese (which either says a lot about their ship design or the competance of american sub crews). I would prefer if the carriers were customisable mainly due to the fact that you will play as nations that never built any (well depending on how the next 5-6 alphas go).
  11. Hopefully it gets noticed! Then i can build miss H44 and H45! 'w' And a chonky ship with 533mm's gun sound would probs blow your speakers out (or eardrums lol). Probs get bonuses depending on tech and the nation your with.
  12. Hope it arrives soon. Toineh 4.32123456956 inch gun needs to be made! But still, sounds like a gud idea. Hope 482mm, 508mm and 533mm guns arrive at somepoint.
  13. Depends on how the game mechanics work in the future.
  14. So what are the objectives then? You can't just win or lose without conditions this the basic fundementals of coding. Otherwise you litterally just proved my point in there needing a timer to prevent a stalemate that can last forever. I mean they can always add an adjustment to the time limit and even have a save function to save the battle (and pause it) so that when you get back the next day you can simply play again from the exact point you left of. (basically RTW's) Also it isn't idiotic tactics if your ships have high belt armour and theres has belt armour thats weak you can close the distance and murder them, if they have high belt but low deck then obviously you kite from them, you just look the enemy ship stats and your own compare them and then figure out the optimal way of killing said ships (as thats the only way to win in most of these engagements atm). Im going of the current iteration of the game so far (remember its only alpha 1). so i have no clue how things will turn out by say alpha 8 or even closed beta 1. Could be kiting meta, brawling, mixture or anything really. Fair enough, If devs add something they will doe, just as they didn't inform the community (not always a good idea to do so, but you can get some really good and logical ideas that way) about the recent secondary changes. Well im talking more or less multiplayer from that qoute, since only your skills and no one elses in a singleplayer game will determine what happens and how fast it will. Although playing a game to lose makes no sense to be honest from my point of view. Don't get the reference unless you mean the empire building that will come maybe alpha 4 or alpha 5. I think the game is solid atm, yes lots of teething but it takes a large amount of time (even when doing work flatout) to get changes done (except spreadsheet changes refer to wargaming with that one lol). I just want more ship hulls, gun designs, turrets and even camos to play around with. Oh well.
  15. Also from a UI point of view it make it less confusing for a new player. Sorry if im a bit angreh in my posts it's just im semi dying from the flu atm.
  16. Yeah but...most peeps who play multiplayer games perfer faster action, this game would bore the hell out of the majority of gamers (well it would since it does since they prefer twitch shooters and the like). Don't get me wrong its a gud gameh (can't wait for moar design choices) but multiplayer would be kinda wasted unless they go mad on advertisement. It's still very early alpha we havent even left alpha 1 yet, just provide decent feedback and if the dev don't listen...riot i guess? Also you forget they havent factored in other nations for example USA 13inch gun only has a rate of fire of 1 round per min while the 305mm had a rate of fire anywhere between 2-3 rounds depending on the type of gun. Uk had their own 13inch with a rate of fire of 0.3-0.5! germans fired slightly faster than the yanks at 2.5 rounds per min. So once they have a gud feel of their smoll mechanics then should be able to implement each individual gun type. (maybe). Gun creator when?
  17. Yeah, ive been waiting ages for a game like this. Too bad these games didn't take up a decent portion of the total income the industry makes in general. But then looking at the gaming im kinda(?) glad that it doesnt (although more wouldn't hurt). Think Alpha 3 is when moarship hulls and fat guns and scenarios will appear (campaign i reckon will be alpha 4).
  18. Think that should be a new mode called, Naval historics or something. Naval academy can be more generic scenarios and also a tut while historics can feature challenging and realistic (up to a reasonable degree) events anyone can take part in! balans! 'w'
  19. Im pretty sure multiplayer won't be a thing in this game. And if so won't arrive untill around what? 2021 at the earliest 2023 at the latest. Hopefully the devs create a copy of each file that can be altered so that singleplayer and multiplayer can then be balanced more effectively without effecting the other.
  20. The scenario you described would be a straight out loss regardless, so you just quit and forfit the match, trying to win against overwhelming fire power (especially when you only have one ship) seems tedious and pointless. Also the timer is there so that battles don't last forever and so that the devs could calculate who would win in a stalemate (depending on structure, guns left, ammo, distance, objectives achieved and failed etc.) It is a good thing, because thats most things and games are like min-maxing, max-mining im just pointing out what peeps would be like, you get the non-competitives and the competitves then these two groups branch out into ever increasing extremes. I never mentioned multiplayer should be added just said what i think if it was. Also server side games are impossible to hack into unless your that sad (due to the fact you could just swipe millions from a bank because of the skills and equipment needed to do so). And if i want to request something from the devs, theres nothing you can do to stop me regardless (nor can i do the same to you). Whether they listen to me or anyone else is another story. I doubt multiplayer will be a thing and even so it will probs be very limited regardless (costs for servers and electricity bills are enough to put off 80% of peeps nevermind everything after dat). Also depends if combat scenarios will regularly field multiple ships on both sides or not.
  21. I would love to see a multi class mission, with maybe 4-6 ships total. Another idea would be too ambush an unsuspecting fleet protecting either a few well armoured transports with important documents, blueprints, information or tech while escorted by any number of ships from 6-10. Protect a beach or an island which you can see and go to that maybe have limited coastal defences that have good accuracy (but kinda low dpm). On the island/beach could have civillian housing, research bases, airfields, military installations and beyond. Maybe escort a CV (with no planes) back to a port. And a large fleet engagment for both sides for mess about.
  22. Hope the devs read our concerns, secondaries need better accuracy mods and base's compared to main guns since they are smaller, lighter and easier to aim with plus not as complex and require less crew, so after a few volleys secondaries should get increasingly accurate as time goes on. Even in world of warships where secondaries are kinda useless the ones with decent range and also gud accuracy (loike miss georgia!) happen to have very good and usable secondaries. Also buffing them (not going widly though), will make the modelling and coding worth while but also allows for a greater opportunity of designs in general. I didnt actually notice the nerf untill others pointed it out too be honest. sorry if this sounds repeatitive.
  23. Miss Zao sailing in the foreground with smoll DD screening her. Miss Zao opening fire on the inbound italian navy. Miss zao having just fired her secondaries and main guns. Miss zao opening up with her 330mm guns 3x4 with 3x3 152mm secondaries on either side and 10-12 (cant remember exactly) 127mm casement secondaries.
  24. Ye, The timer also is there to make sure that you build appropiate ships even if they are a bit speshul. Probably due to the campaign being more hectic than these missions and the bigger variety of ships you will face and how you may have to do several battles in a row so trying to conserve your ships will probs be a big thing. Mainly due to your ships being in combat and taking damage will cost more money and repairs so making effective designs will be important. For multiplayer it will mostly be who can make the most effecient builds (min-max/max-min), although if they introduce servers you could create your own server to host, historic or fun non-historical battles between nations and werid but cool looking ship designs. Ya, miss zao my chinese BB decided that flinging her shells everywhere but the bloody CA was a gud idea. Then she lands 4 and detonates the thing lol.
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