Jump to content
Game-Labs Forum

Hangar18

Members2
  • Content Count

    292
  • Joined

  • Last visited

  • Days Won

    1

Hangar18 last won the day on July 9 2020

Hangar18 had the most liked content!

Community Reputation

182 Excellent

About Hangar18

  • Rank
    Midshipman

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I think once campaigns limit what you can do resource wise we will see less star destroyer ships.
  2. Is this life boat for real blocking the turret from firing?
  3. I mean, using actual sources and comparing them to the game model to figure out which way to steer is kind of important.
  4. Something in the scale is wrong. thats not the only hull that has this issue. The USN hulls now have snap points for 5" guns, but they dont fit the tower well.
  5. In the given context, I'm not sure i agree. flash fire in a turret should probably vaporize the crew in that turret. But i dont think this is a huge problem at the moment, i would rather focus on gunnery model. also, phoning in from the request line: case mate torpedo launchers. you cant fit torps on a lot of hulls now because of how big they are.
  6. The gunnery model is still bonkers. It really drives larger calibers because not only do they do significant damage, but they also have a far greater chance of hitting their target at closer ranges.
  7. Something is causing the AI to sail in the wrong direction from its current flagship, before shutting down the engines, and sitting in place Cruise range gets reset constantly.
  8. Level expectations here, That will almost certainly be a RTW rip
  9. Hey I'm experiencing a few bugs * i am unable to exit ship builder. I believe the cause is using the unlocked desinger, saving the design, and then going into a locked designer, and loading that ship. In particular i did this for the USN low caliber x4 mounts. I was forced to kill the game. * AI complete command refuses to activate, unsure of what the cause is. * Noticed when a ship is listing, the guns dont properly elevate. They should be raising them as high or low as the mounts allow, but instead they point 90* from the deck. The save feature is nice...but it doe
  10. I do not believe this is correct. There's other things going on here, like burn rate and pressure. But generally ships flinging light shells fast had horrific barrel life.
  11. Light shells with lots of powder is an excellent way to burn barrels. The British found this combo to be disappointing.
  12. This is a pretty good idea. Aside from that, I mostly disagree with the OP. The one that's really bad is oil 2 which can weigh more than oil 1, and will weigh more than 3. * Aux engines help engine reliability. Sure the slow down is capped, but the modifier for target maneuver is really big, and an unmoving target is extremely easy to kill. I don't use the final upgrade because the improvements aren't as weight effective as the ones before. * Shafts help a ship turn, this decreases enemy accuracy, and helps the ship evade torpedoes. * Bulkheads combined with the amou
  13. Alaska....We have a "large cruiser" hull for so many nations, but the only large cruiser to ever exist is missing from the game.
×
×
  • Create New...