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HOjO

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  1. These new Naval Academy's missions came from Alpha 4 are...well, very fun. Giving a super BB against an entire fleet, it is indeed engaging. But with some problems. That in order to finish them, which need to be deal though some unusual methods. Frankly, the Retreats. When going to build a super-heavy battleship with about 100,000 tons, conventionally, won't consider that they need to go with a speed more than 35 knots. AKA these giants probably won't be designed to serve as vanguards or hunters or any quick-react task force which manoeuvres fast. Yet in these new missions, you have to chase an enemy fleet at full withdrawing. Of course it is possible to do so, but, well, their retreat just happens fast. As far as the enemy's BBs lost perhaps more than half-strength at 2 BBs, or lost some strength at 3 BBs, the entire enemy fleet disengage and begin to withdraw. Which makes the chasing inevitable. And the chasing is...well, truly annoying. Destroy or disable an engaging ship is easy and fast, but chase it and sunk it, needs more time more ammo and it is not fun at all. Kicking enemy's ass for about several minutes at 5x speed is...ah, meh. And sink an already damaged ship would need probably 3-5 times more ammo than defeat it in the engaging. The only advantage is that the enemy's retaliation would reduce heavily. I would not say that should not allow the retreat, but, the objective of the Naval Academy's missions, is to sink the majority of the enemy, and if it is not be done, it is considered as fail. If this happens in a campaign, of course it is acceptable. Any enemy would want to save their strength to fight another day, and efforts these have been done, still could be considered as a victory. But in the Naval Academy, it just adds more conditions to be accomplished. Which makes more methods must be used, in order to achieve the objective. And these conditions, I could not see and say that they are designed to be a part of the mission's challenge and waiting the player to find some more unconventional builds to beat them. I just said, but I was noticed that at Alpha 3's modern BB's mission. Of course I could disable the enemy ship and just chase it till the end, but it was 1v1 and the condition was acceptable to be a part of the mission, as the further needs when the firepower seems not enough. And it truly fit the topic about a modern US BB which is similar to the Iowa-class. But I would not expect any super-heavy BB to chase down the enemy at 35 or more knots, no matter it's the H class or the Montana class, in the history or even any their designs would do so. Also building 2 smaller fast ship with 18" could also do this job but...should this be considered as the conventional way? These missions are not difficult, but I just feel, they are not what they were supposed to be. Perhaps the mechanism of the retreats should be changed or fixed. I did not say or agree that should not allow the enemy to retreat in these missions.
  2. That was exactly what I did. The enemy ship was escaping at a speed of less than 10knots. All its methods of retaliations were disabled. 1st time, the range was less than 14km, my ship was at a speed of less than 16knots, and both the Deck Launchers and the Underwater Bow Launchers had the issue. 2nd time, the range was less than 6km, my ship was at a speed of less than 10knots, at this time the Underwater Launcher had no ammo left, and the Deck Launcher still refuses to work properly. So either I think it was 2 different problems (the torpedo hit the deck, and it was denied by the ship's moving forward), or it was the same problem but I did not know. The Deck Launcher definitely had no problem when firing towards broadside.
  3. Did you guys noticed that some guns have a ... well. pretty wired firing arc. Some Y turrets (on USN modern BB or BC hull) has awkward firing arc even with enough space to turn around, which I just didn't see what blocked their fire. This would force the ship to show its side armour more often with a small angle, which is not good and not supposed to be. But also when having a Deck Torpedo Launcher at the mid section of the ship where more close to the bow, the launcher considers that he could fire directly front, then the torpedo just disappear and lost its ammo. Didn't sure that the torpedo just hit the deck, or it hit the water and the ship moved forward which denies it from moving further. Even at a speed that fewer than 10 knots, it just won't launch the torpedo properly. Or maybe just a bug. While the Underwater Launchers seem not been affected by this, also it seems not happen on the stern.
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