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Hangar18

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Everything posted by Hangar18

  1. I'll take a moment to simp for the Alaska, and Lexington class. Does the US have enough hulls? yes. But there are so many large cruiser hulls in game, but the only large cruiser ever constructed, and put to service isnt one of them? You've got a line about the ship in the loading screens, but no way to make her in game. An early CC hull would be somewhat appropriate, and given that its really the only planned cc, the Lexington class could have a place.
  2. I would support this. Never made too much sense to me that only one torpedo becomes unusable. I switch to O2 torps pretty much as soon as they become available, I don't really feel the downsides.
  3. Armor has been far too effective partial pens do pretty much zero damage. That said they are a bit too common. Fires are another thing entirely.
  4. You're not the only one. Sometimes I can correct it with manual rudder. I think what starts it is the avoid torpedo option.
  5. LIke what? shells? or turrets improving? Theres a bunch of techs that reduce the weight of the ship, mainly the boiler, and hull strength. Part of the historical process for refits was they did need extra space. It's part of the reason the Alaskas got axed. Not enough space to refit, theres other reasons, but this is the big one. Meanwhile the iowas were pretty much the ship of Theseus by the time they were finished. Mogami was straight up designed for future refits. Smaller ships usually didnt get large refits, maybe an AA arrangement. Battleships usually got a facelift at some point.
  6. overnight the world turned angry. everyone is at war with each other, and tensions raise every turn. additionally i get spammed with a lot of the smaller nations replacing their admiral every turn.
  7. Been a long time since i've last played, After playing a campaign (my first) from 1890-1940, here are some thoughts Campaign I found the "gun layout" techs to be awkward. In the early game, youre scrambling to get decent layout. But later on this becomes very useless. Some of the techs you get later are obsolete by the time you reach them anyway. Making this research a bit faster would alleviate both issues. I ran out of small gun techs to research around 1935, but it was very difficult to get the larger guns i wanted researched. Partly because you have to run a gauntlet of guns you potentially will never use (like 17"+). I would like to see this evened out somehow. Maybe move 11" and below to small guns, or break guns up into 3 categories. It would be nice if you could combine task forces at sea The AI despite being the wealthiest country on the planet by far, just keeps refitting old ships. Very few newer ones. It would be a great QOL improvement if when you click a research tab, that the newest, and current research is at the top, rather than the bottom, so you dont have to scroll. Research paths are kind of boring because you can predict exactly what you'll research next (even before the game tells you). I would like some randomness in this. There is a extremely strange gap in CA hull tech around 1900. You end up with CL IV, which is fine and serviceable, but you will only have armored cruisers hulls for a very long time, and it causes you to just not want to build any CA, since theyre essentially outdated. A simple generic hull in this time frame would ease things up. Alliances dont really mean anything. You should be going to war, and peace dealing together. General Balance HE is disgustingly over powered, a few light cruisers with incendiary rounds can hose down a battleship, and kill it very quickly just by causing fires. But even with other forms of HE, this is still true. Reload times are out of line for large caliber guns. Theres an artificial, and arbitrary bump after 10" that just skyrockets reload times. No capital ship since the first world war has had a 1 minute reload time (if ever), but thats pretty standard in game for large caliber guns. The balance for large caliber guns, is the cost, and weight. Armor tech far outpaces gun performance. A light 6" of armor will hold against cruiser AP, even if the gun is significantly more advanced. I dont know if the penetration drop off is too significant, or if there is simply a lack of penetration to begin with. AP almost requires stacking modifiers in order to be effective. Not a problem for the larger battleship guns, but for cruiser guns, its a losing race. Might be a bit much to allow capital ships to use sonars. Historically speaking, no capital ship used sonar, and only a few used hydrophones. Bugs Northern France seems to boost GDP growth by an outrageous amount. maybe 15% or so per month. Ships refuse to fire their guns while in range, with high hit probability. same thing with torpedoes. Sometimes it looks like the crew just gave up. I also encountered the issue where you simply cant find a sub even with a whole task force searching you cant mass select submarines for scraping. The maneuver penalty will still hand you a massive penalty even if the ship is stationary. I didnt like this penalty when it was introduced, and I can't say that's changed. Unrealistic, and does not work as intended. Ships seem to be trying to avoid torpedoes, fired by themselves, or any friendly ships nearby, regardless if its possible for a accident. This leads to them swerving out of formation wildly. Some of the secondary towers for the German hybrid battleship were stretched to lengthen them, but it made the barbettes oblong. In stormy weather, sometimes the AI can see you, and fire at you, but you cant see them. On the US fast battleship, and BC, some o the secondary towers arent scaled right. There has to be a bug where you miss your target, but if another ship is close by, its almost certain to get hit. Please add There so many large cruiser hulls in the game, but we dont even have the only large cruiser ever built in game. How about a hull/tower for the Alaskas? Town/Takao are pretty important but missing. The mogami hull as a CL would add some flavor. Straight copy paste. More of the hull mounted torpedo slots in hulls that had them 5" secondary mounts on CA/BC towers. Not really sure why its restricted to 4". Things that are good Flash fires seem to happen appropriately, and look/sound great Stormy weather, can be a bit hard to see through. but overall, its amazing to play in if you have radar. The in hull torpedo mounts on the Mogami hull are fantastic. Shareables is a bit janky in the way it has to be set up, but is an excellent add.
  8. Another thing I'm seeing is the AI keeping hopelessly obsolete ships around, even if they could afford to build new ones. Like older dreds, semi/armored cruisers are showing up in 1933. This isn't just here and there either, I'm seeing this as the backbone of other navies. It's not like they don't have the tech either because they're considered very advanced. Maybe the AI is refitting these, and so it thinks they're modern?
  9. I'm seeing lots of british and french ships in the north sea, and english channel like this. More importantly. Armor and AP still have a bad relationship. You can HE any ship completely to death. But AP? nope, you need to stack modifier upon modifier to have a relatively meager amount of penetration. Of course once you do this, your reload is colossal Sticking 152mm of armor on any given cruiser is more than enough, because no medium caliber gun is ever going to penetrate, regardless of the gun, if you use krupp II or higher, then youre very safe. Even some battleship guns will struggle. Thats just purely flat, once you start throwing in ships being angled, theres no point.
  10. Just finished killing of 5 BBs with 4 CAs in a 8" 4x4 spamming HE until they burned to death. Personally i think part of the issue is that you have to really go out and stack AP to get it to penetrate at acceptable levels. Even if armor is capped, the armor quality boosts it up to such an incredible amount that you have no hope of getting through. just on some quick math 152mm of armor on fairly dated krup II = 292mm of armor. Thats enough to keep some battleship caliber rounds out. It's far more than enough to protect from cruiser guns. Then introduce the angle to that, and you have have more than enough effective armor, plus any ricochets. By going to more penetration friendly shells, you start losing out out damage too.
  11. Small QOL things In the research tree, when you open a components tree, can you reverse the order of the expanded tree? right now you have to scroll all the way to the bottom to see what is currently being researched (in detail at least). The tool tip in the fleet management screen blocks the entire screen, you cant mouse over any ship without covering the info for everything else. I would also like to take this moment to simp for an Alaska super structure.
  12. the amount of armor you could smack on a ship before was just obscene.
  13. you have barbettes 3 which adds a percentile to the turrets weight. It's been awhile since i've been in algebra class. but you seem to be suggesting making a graph for f(x) = x is harder than f(x) = sqrt{x} Doesn't mean this isn't a issue.
  14. take the barbettes out. You have barbette 3, and added two barbettes. Remove the barbettes and im betting it is lighter.
  15. Would making them more expensive not make the AI toss them? The amount of ships in the battle isnt the issue. its that its entirely unfeasible to do so.
  16. The solution to this is making ship smore expensive.
  17. To add on, this is affecting CLs too. memory leak is still present, and eating as much RAM as DCS
  18. @Stealth17Try using the highest possible AP type. if you cant penetrate, yeah HE will do more. if you hit something really thin, then yes HE will again do more. But my guess is that you don't have enough AP pen, because armor values are absolutely bonkers. go play a round with the highest AP possible. You're still going to overpen the extremities, but you will penetrate the belt within reason.
  19. you can get the hit rate up to crazy high levels with the proper bonuses. With 305mm guns in a 3x3 i can easily get 95% chance to hit at 20km+
  20. @Nick ThomadisThere does appear to be a memory leak! Hard crashed with 64gb of ram @ 3200. Starting in ship builder with about 700-900mb used, within minutes i'm at 7gb. Going into battle creeps to 14gbs, and once i return to builder it stays at 11gb. Bugs: USN large cruiser guns still have collider issues (you fixed the 305s, but the larger ones also have the issue in the AB config). The secondary tower still cant house a funnel when a secondary battery is used on it. Shots from the same gun are 7km short/long with high prob of hit. cannot be intentional When reversing manual rudder does not work, and the ships course is fixed. When more than 4 main centerline guns are used, they do not fire properly, as if there is a que, and the spot is always taken. Post battle results always shows an impossibly high top speed for ships. Feedback: Ships feel spongy. You need to fill every inch of the ship with holes for it to sink. Please consider allowing flooded compartments to spread like fires do if the neighboring compartment is destroyed. Armor is kinda OP, you get a resistance bonus, and then on top of that it's lighter so you just smack more on top of that. This causes armor values to bloom very quickly. Feels like having the highest graded AP shell possible is the only way to get anything done unless you have a doom cannon. You cant really tell when your prop is supposed to be reversing, the icon is very ambiguous. Getting really strange partial pens, 25mm of deck armor vs a 460mm shell at 35km is a partial pen?
  21. Statistics being shown to us seem to be giving us one expectation, but what is happening is another thing entirely. I think there might be a memory leak, i dont remember the game eating 7gb of ram. They might have just not had enough ram, so the game crashed.
  22. This seems to be a lot of ram... Bugs Gun length does not update in the UI when reducing gun length below 0% USN Large cruiser secondary towers cannot house funnels and guns, seems to be a collider issue Feedback Noticed lots of small fixes in the ship builder. 305s are once again possible on the usn large cruiser, 127s are also functional again. Center of mass, citadel and sections tool is great. If a bit subtle.
  23. Torpedoes now have their own sonar and can actively ping enemy ships on their own. This is assuming they are left on their own because they are guided by a wire. Like we can literally drop them from helicopters. They don't have a 100% chance to hit in the same way an AMRAAM fired at M2/50k' towards a target 15nm away doesn't have a 100% hit rate. It's not certain, but it's very likely.
  24. I called this out 2 years ago 9-12-15 do not conform to the bell curve
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