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Nereng

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Everything posted by Nereng

  1. You wouldn't want your troop transports and other supply ships to be attacked by MTBs. If we're on the topic of "other types of ships", what about minelayers and minesweepers?
  2. Sometimes the ships that are controlled by AI (those following your lead ship) get stuck on maneuvering like idiots so their gun crews can't shoot. I fix that by clicking on the rudder bar and making sure it says "Forward". The ship will now go straight and the guns have time to aim and shoot. They'll keep going straight ahead forever, though, so need to check that they don't end up miles from the battle. Edit: What I think happens is that their AI keeps overcompensating in order to get into their assigned postions. Imagine if you will their captain going like "Oh, noes! I'm in the wrong place! I must turn the rudder all the way to the right in order to get back into my position! Oh...wait! Now it's wrong the other way! I must turn the rudder all the way to the left!" And so on and so forth...
  3. Many have expressed a wish for an option for two-player combat. That should be relatively easy for the developer team to implement. Game Labs would not need to run a big server to host it on as the two could do it on their own computers (one of them hosting the game). Perhaps a forum where players could meet each other and have tournaments, like in chess? I've seen this in other games, like MechCommander.
  4. Single player game with a possible one-on-one PvP option. Focus on ship building with more hulls and towers so we can easily emulate historical ships. Option to name ships and assign nationality.
  5. 5in guns are clearly not worth putting on a battleship. They don't hit much and when they do the results are small, even on a DD. The only thing that sank anything on this run was hits from my main guns. I think we can say that 5in and smaller are for shooting at aircraft! (Of which there are none in this game!)
  6. The 6in were adequate but nothing more. I added two turrets on deck with twin 6in barrels and they did score hits, but never enough to actually sink a LC. The two destroyers that were tagging along for the ride did a better job in that they actually mananged to torpedo one! lol Now for a run with 5in as suggested!
  7. I¨ve tried two different sizes of casemat guns in the new mission Super Dreadnought or Battlecruiser. With all 8in casemat guns they make short work of any small vessel that dares come too close. The main guns keep shooting at the big ships, while the casemat guns switch to nearby threats as needed. This worked remarkably well, in my opinion. For my second try I switched to all 7in casemat guns, but these were less effective. Despite the higher rate of fire they seemed to hit less often, and didn't necessarily blow the LC or DD out of the water when they did hit. Going to make another run, this time with all 6in secondary armamants!
  8. I have not had any more problems with this so far. I don't know if that's because using the Repair function was all that was needed or if it's because later patches has fixed it. Maybe both!
  9. Well, we are working with an era where UHC (Unsafe Handling of Cordite) was a thing, especially with British crews... lol
  10. I used to be able to make tiny rudder changes by clicking on the rudder icon and then left-arrow or right-arrow to make incremental course corrections (rudder one left or one right). That no longer works and I want it back!!!
  11. Fight at cruising speed (Full). On the left you can see what affects your accuracy. When you're at cruising speed you should see a value for "Own Cruise Speed" at about 19-21%. This is in many cases better than the bonus you get from high tech towers! ICruise speed is typically 75% of full speed, so if your max speed is 30 knots your optimal targeting speed is 22.5 knots.
  12. New Mission: Defeat the Semi-Dreadnought. I¨ve tried this twice now. First attempt was a slugfest with me going in to real close range! I had put a torpedo tube in the front slot of my ship and managed to hit it. Both me and the enemy were at about 15% remaining structure and float when I was torpedoed twice by the enemy light cruisers. My own cruisers... has no torpedoes??? What kind of light cruisers don't have any torpedoes? Second attempt: This time I have brought four 12in guns and try to shoot it up from distance. Cruise speed to maximize my accuracy and the light cruisers are told to follow in line formation. A quick check reveals that this time they do have torpedoes. As the long range (sort of) battle ensues it becomes clear that my 12in guns are having the better of it , hitting them more often and harder than they hit me. 30 minutes later and I score a critical hit, sending that semi to the bottom of the ocean! Time to mop up, then! The first of the enemy light cruisers is made short work of and the other one... flees at top speed? None of my ships are able to catch up with it, so naother loss! 😢
  13. Some may not have noticed that it is possible to place additional guns on deck. I added six 5in guns on the aft deck and two on the bridge, plus a 4in near the aft tower. Just move your 9inch turret way back to make room for all the additions. 5in and 4 in guns in the casemats helped provide a rain of shells on the hapless TBs! 😉
  14. I found the fix myself! There is a "Repair" option when you start the game! I'm a little embarrased that I didn't notice that before...
  15. I sent the log to ink, but I thought I should describe the crash here as well. I have tried this mission several times without success, but my last three attempts ended because the game crashed. On previous attempts I have played it untill the timer ran out, and on the top graphic settings, but now it crashes immediately the first time my ship is hit by a shell. Perhaps a sound file or graphic of the explosion has become corrupt?
  16. It would be interesting if we actually could make two different types to send on a mission, though. Think Bismarck + Prinz Eugen! 😛
  17. I agree with previous posters that some missions should have a longer time limit. Especially those where you can or must use long range fire. The AI needs some improvements; If a ship runs low on main gun ammunition it will stop shooting on all weapons. I was fighting a BB that ran low on ammunition for one of it's 12inch turrets (it had two), so it stopped shooting on all guns, even though it had ample ammunition for the other 12in battery, and very much ammuntion for the 7in casemat guns of which I was well within range. Likewise, it would be good if we could assign different commands to primary and secondary guns on our ships. Like at long range tell secondary guns to conserve their fire and the other way around at short range.
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