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ThePlanner

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Landsmen

Landsmen (1/13)

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  1. Just want to say to the developers: thank you for all the hard work. I am thoroughly enjoying the game in this alpha stage and I'm pleased with the direction it is headed. Can't wait to eventually get my hands on the campaign, but I'm pleased to see that the focus for the foreseeable future is building up the art assets, fine-tuning combat mechanics, and enhancing the custom battle part of the game.
  2. After experiencing the same issue as you, I had some success with a build for the this mission that had powerful anti-DD secondaries, high maneuverability and very good anti-torp, just okay long range guns and armour. My tactic was to switch fire from BB to BB in an effort to damage their engines and slow them down, all while dodging torps and murdering DDs. I just wore down the BBs and ultimately won as I got dangerously low on ammo (I seem to recall <50 main gun rounds left).
  3. My goodness, I cannot make any progress on the 'Prove your Might' mission. I can't successfully engage in a long-rang duel, I can't effectively out maneuver their fire and just slowly wear them down, and I haven't been able to build an oversize destroyer and race into knife fighting range to get in a flurry of torpedoes because even when they connect, the torps do too little damage to the enemy BB. Any thoughts? I've successfully completed 33/39 missions, with the outstanding ones stemming from the most recent updates.
  4. Brief initial thought for me: detailed after action report and map plot of the battle tracing paths of the ships, including sighting, first shots fired, vessel sinking, etc., notations.
  5. Hello everyone, I bought the game over the holidays and have thoroughly enjoyed learning the ropes and having quite a bit of success progressing through the various training missions. Looking forward to the next alpha patch and thank you for reaching out for input from players on our opinion of the most important feature(s), excluding the campaign, for the forthcoming update. Here are my thoughts, by category: Highest priority (technical) - higher frame rates/graphic optimization. Highest priority (graphical) - ships seem to sit too low in the water (vessels frequently ship water over the bow and particularly the stern to such a degree that I often think they are foundering and about to sink). Highest priority (user interface) - ability to lock or fix the display of aiming statistics for currently targeted vessel. Currently one needs to hover over the target to see this information and the rest of the time it is showing stats for wherever the cursor currently sits (typically a vacant area of ocean near the vessel). Highest priority (general quality of life) [tie]: (a) display funnel capacity higher on the shipbuilding list of stats, so one doesn't have to scroll all the way down to the bottom; and, (b) have 'ctrl' stay on permanently to give users the fine-grain control over placement at all times, or perhaps make it a toggle vs on-demand with a held key-stroke. Highest priority (shipyard) - greater control for placement of barbettes, super structure, funnels, and secondary turrets (such as on sufficiently large areas of the super structure). Highest priority (custom battles) - ability to add merchant ships, set up deployment patterns (e.g. convey with escorts), set time of day, sea state, visibility, ammunition loads or damage, AI disposition (aggressive, totally avoid battle, fight then flee, etc.). Basically, more control about set-up and battle structure. I hope that this is of some use. Please, keep up the great work!
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