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Wowzery

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Everything posted by Wowzery

  1. Lots of hulls to look at when the patch is finally released. Some new things to build for the YT channel.
  2. I've had a couple of videos I did where I had to end the recording simply because there was no way for me to chase down the AI ships. Its actually affected some designs as I design now for speed so I can chase down the AI ships, or I hope for a lucky shot. Its something I've only noticed since Alpha 11 was released.
  3. Honestly, I find this game refreshing after only playing online games for so long. Sorry, but that gets dull and boring. It can be just as repetitive and boring as bots.
  4. Perhaps someone can explain how this happened? Three 5" turrets underwater.
  5. Did a video where at the end its 1v1, my ship can go about 5kts or less, the enemy about 20kts. The computer goes out of visual and then shooting range and stays there, doesn't come back. Last minute and a half of the video. Had to end the video and then played 10-15 more minutes for the enemy ship to come back into range (10X speed) and never did. You can't set a target for enemy ships. If you don't control your ships and have the speed advantage, the computer moves to max range just out of sight where you can't shoot at each other anymore. I didn't notice it that bad until the last patch. Go to about the 30 minute mark to see what I'm talking about (and I'm playing at 5x speed).
  6. Past couple of weeks I've noticed when ships are put on AI they will head to the edge of detection range and stay there. The ships will circle just out of visual range. I've seen the enemy fleets actually move completely out of visual range when my ship is heavily damaged. Many times the only way I can maintain a battle going is by having the superior speed. Not sure if others have noticed this or not.
  7. I'd like to see a slight fix for the AI controlling ships. Lately when I put my ships on AI they turn away and head as far away as possible. Many times this means your out of visual range to engage. I can't trust AI to lead my ships anymore as all they do is head away from the enemy.
  8. The problem I see in comments on my videos is people want the released game, not an alpha. Its been in alpha for a while so any excitement you generate is wasted by delays.
  9. Ramming is in the game, I've done it. The last ram I did was actually in an ironclad battle, but you can do it. Of course you have to get close which in most games doesn't bode well to your ship.
  10. I've seen some crazy designs for my YT channel. Last video, King George V, the AI designed an opposing battleship with six twin 9" main guns. It really wasn't a fair fight.
  11. Saw the AI build a 1940 battleship with 9" main guns.
  12. The fast battleship wasn't brought about by aircraft carriers, or planes. It was a natural evolution of the dreadnought merging the protection of a battleship of WW1 with the speed of a battlecruiser making the latter obsolete.
  13. Here I am wondering if the campaign mode came out and I missed it.
  14. There are several options that influence flash fire. From barbettes, citadel, powder (I find this is a major factor for me), shells, hydraulics, and even reinforced bulkheads. As for happening to me, had it happen, didn't sink. I find the chances of it happening are higher in a destroyer or cruiser than a battleship.
  15. I always assumed it was more a weight limit for the hull. After all, if you have a 500 ft hull and fit it with 12 x 18" main guns, 20" of armor, its a bit unreal for that hull.
  16. Hangar18 ll those suggestions still don't make up for the fact the hard points for barbettes are too far forward and aft on the ship hulls.
  17. I think it will depend on what I will be able to afford in the game. I'd like to go high speed, larger guns. Or I might go for quick build ships which don't take much time to build to build up my fleet fast.
  18. Been playing for a while and my biggest complaint is the hard points for the superstructure and barbettes. Many times the fore barbette is so far forward it makes superfiring guns for look funny and forces you to make radical aft changes to balance your ship. This is especially true if one does two for and one aft main turrets. On several battleship hulls if doing 3 turrets I have a 20% or greater fore offweight. In several cases the superstructure will have only one spot it can be placed despite having 3+ points to set it on. I wouldn't mind seeing a range which one could place the superstructures of barbettes instead of the hard points. And last, more to do with the armor, but does anyone know where the belt ends and extended belt begins? Many times I feel as if my fore and aft turrets are protected by the extended belt, not the main belt.
  19. Your government has signed a treaty with other countries. Those shiny, new ships you designed and being built are now being scrapped as part of the treaty.
  20. I've noticed that the AI does hit earlier and more often than I do. Many times I can even up the odds as the battle progresses but if my design can't take damage well I will lose.
  21. Personally I think with planes you're opening up a whole other world as players want not just float planes but carriers which adds more code, problems, and battle systems. I'd rather they work on getting the other aspects of the game better before even starting to tackle this beast.
  22. After the ship is identified, on top, hover the mouse over the ship icon, it will tell you some information, included there is the ship's current speed.
  23. Yep, you take several pre-dreadnoughts and they will probably beat a single dreadnought. As the campaign mode comes out I think we'll see players trying to balance the money side as well. You probably won't be able to afford that fleet of super battleships like we play design and will have to make several sacrifices like armor, speed and armament. Yeah. Though, I did learn only a few things actually effect building times and it seemed relevant to the threat, talking about how long it takes to build a battleship. Not sure many have actually focused on that aspect yet. Interestingly enough, the number of turrets, superstructure selected, thickness of armor, armor type, all did not seem to effect building time. Its the top slider, tonnage, and some aspects of propulsion, nothing else.
  24. I can understand where you're coming from. Personally, I spend hours designing and never go into combat because that's the part of the game I love the most. When I'm making a video I have to remind myself to go quickly in the design process otherwise the video could easily be 2+ hours with only 15 minutes of battle.
  25. This is going to be an interesting aspect of the game. Building a ship knowing that it will become obsolete. Yet you cannot sit back and just not build anything. If you need that defense force, you can't wait a couple of years for that new dreadnought hull, so you might only build 2 or 3 ships of a pre-dreadnought class. I see the campaign mode adding new dynamics in designing that we're currently not touching on right now. Do you build that one pre-dreadnought, or two cruisers? Interestingly enough my Sat video (tomorrow 5/22) I focus on build time as the driving force for my battleship. How fast can it be built, and what can I put on it, what factors change build time, etc.
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