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RedParadize

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Everything posted by RedParadize

  1. I just do not want the low caliber main being outclassed by the top secondary.
  2. If they were to level the accuracy difference secondary would benefit from it too. On my side I do not think I would use them much, I will most likely prefer to place them on support ship.
  3. You still can get deck pen with that much deck armor trough the funnel and bridge. If you look at deck penetration on the big guns there is not much point going over 4.5". Deck armor weight allot... Better spend that mass elsewhere.
  4. Does capsizing and ship vertical balance will be implemented? It was common occurrence and a big concern when designing a warship.
  5. Its not a question of main vs secondary. Its a question of accuracy at +5000m range for all gun under 14inch. That's most of light and heavy cruiser but also battleship. Lets not forget that in real life big guns are not necessarily more accurate: American 16"/50 gun had greater accuracy than Japanese 46cm/45(18"). Scharnhorst sunk the Glorious at 24,000m with its 28cm(11") gun. Secondary should not get buffed. The difference between caliber accuracy should be lessened at equal Mark. The Mark rank should be the thing that differentiate between old pre-dreadnought 12" and modern one.
  6. Its not that simple. Try it yourself, make a BB with 11 Inch armor. You will get belt penetrating shots sometimes. There is a part of RNG there I think. I do not blame them for that, all things considered it make sense. Anyways, I do not think the % you get from armor upgrade make it "thicker". I think it make each collision box more resilient to multiple hit. Not quite sure trough. Oh... do not forget these juicy deck pen. There is always a weak spot.
  7. "Destroy a full fleet"... with 10 cheap Battleship. 40x15inch gun for the lol!
  8. My pocket battleship for "destroy a full fleet". I do not think I can do better than that. Technically its a Battlecruiser but at 26kn its not... and its armored like a battleship. The choice of tower costed me some accuracy, but I gained it back in weight saving and stability. Gun are really close to the center of the ship, giving it a low pitch penality. Accuracy: 21% accuracy at 10 000m. Since it only have two turrets even with 17" gun it have relatively low target signature. Its cheap and well armored. You get 6 of them... so that's 24x17" gun! It kill escorts in 2 volleys. For battleship it take a little longer at +10km range, you need to wait for these +1000 damages deck penetration. Btw one in front rest in rear is the best formation. That way the ship in front get all the damage instability penality and all the other ship remain pin point accurate.
  9. Yes and no. I originally trough 15" was the best compromise in that scenario. On paper it seem to be but 16" is still better than it in practice. The 17" is by a long shot better, on all ship and against anything.
  10. @Absolute0CA Yes, but take the "destroy a full fleet". Even with the gun grade there is still no point opting for the 15inch over the 17inch (17 is indeed better than 18). You can forget anything lower than that.
  11. @Merc_ I have seen it. But if its for all gun then the small gun and secondary will not become more relevant.
  12. 1) "Destroy a full fleet". Because its the one that offer the most variety design wise. 2) "SuperDreadnough or Battlecruiser?". Because it crash for me. Outside of that the PT and Destroyer related. They are not very balanced atm. 3) Ideally it would be a skirmish mode but a scenario that allow us to access all the hull class and design would be good. Against something like Destroy a full fleet.
  13. @Cptbarney I agree with secondaries being useless. However I am not sure if they should have a specific accuracy buff compared to main. You see I worry about the cruiser class. If only secondary get buffed then there wont be much point to them. I think the the best way would be to have both main and secondary being more accurate at mid and close range as it become straight and less ballistic. On top of it I would nerf bug turret rotation time or have it kind of delayed. That would make the smaller caliber more quick and accurate against fast small boat.
  14. The way I read this is that big guns will take longer to reload. At least I hope. Atm smaller main and all secondary have no use at all, you are always better opting for the most accurate big gun available without any secondary. In real life they where useful against smaller ship. It is clear that navy's did not always opt for the biggest gun possible, and for a variety of reasons. You see, when you talk about realism its always a question of perspective.
  15. Atm big guns are the best option against them. (and everything else really)
  16. Asymmetry have its charm. It also allowed me to fit a extra gun!
  17. Hi there! First of, I would like to its a very promising game. I am loving it. About the editor I would like to suggest few things. For the most part its all about freedom and flexibility, but also about few things that must be bugs: 1- Hull shape and size: I would really like to have more control on the hull shape and what section get extended when increasing the tonnage. You could add more hull shape but it would never be as good as having choice on each of them. 2- Snap point are very limiting: Snap point for towers, funnels and barbettes are too limited. Often I have to redesign the ship from scratch just because Snap point for one of these is 1m away from where it could be. It also greatly restrict creativity. I would like to try Nelson style (all gun in front) or even asymmetric design with bridge off center. Why not removing them completely? Have them be limited to a specific surface area instead. 3- Weight distribution: This problem is accentuated by the Snap point limitation. I like that ship balance is important, but I feel it is needlessly hard. Often I will add torp launcher on front/rear of battleship just to balance them (they are by far the most effective way). I would suggest to add dead weight, manually placed or automatic. That way we could fix the small unbalance left with minimal cost. 4- Tower model and attribute: Atm tower hold too many attribute. Most case scenario you have to chose the latest to get the long range buff or else. Often the latest do not have the shape you like or have unneeded attribute that add extra cost. I would really like to have customizable tower, or to have the buff item like range finder etc separated and placable manualy. (were they are placed would matter.) 5- Turret Ring size and number of gun: While it doesn't bug me on small guns, on the 16inch and up the turret ring is ridiculously big for the single gun mount. It would make sense that single, double and triple mount have different turret diameter, at least for these. Maybe it would be nice to be able to chose the turret independently from the gun. That way each of them could have different attribute, like rangefinder for turret and barrel length for gun. Now the "Bugs": 1- Number of gun and ammo count: Atm ammo get added per gun count and get extra amount for double and triple. Example: the 17inch turret get 50 ammo on single mount, 100 on double and 150 on triple. This is also true for torpedo launcher. This obviously should not be the case. Total amount of ammo should be constant. Btw, it would be very nice to have more choice regarding the number of ammo carried. 2- Extended belt and deck: Atm they need to be heavily armored as you can get a ammo explosion and engine critical when shot land on them. Basically its like if these thing were not in the citadel. I read that you plan on reworking that part so I will wait and see. 3- Adjusting armor lag: Adjusting armor can sometimes become extremely slow. I found a revealing work around trough. If you close all the stats bar on the right it fix it. I suspect updating your UI might be a bit too intense. 3- triple mount accuracy: I suspect the triple mount accuracy penality is applied twice. First when selecting it and again during game. Would be better if it was only in editor. Another note: This does not belong on the game designer but I find small caliber guns to be completely useless. There is no point in adding secondary guns, they are just not accurate enough to get the Torpedo boat and Destroyer. Smaller main gun are too unaccurate to be usefull too. I think the 12inch accuracy should be on par with big gun at the 10000 range, or much closer. Otherwise as a player I will only use the most accurate big gun. Thats also mean not building anything smaller than BC exept for TB and Destroyer for spotting and torpedoing. Thanks!
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