Jump to content
Game-Labs Forum

Drenzul

Members2
  • Posts

    122
  • Joined

  • Last visited

  • Days Won

    1

Drenzul last won the day on September 16 2021

Drenzul had the most liked content!

Recent Profile Visitors

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

Drenzul's Achievements

Able seaman

Able seaman (3/13)

83

Reputation

  1. @Nick Thomadis Thought the hang on preparing for battle was meant to be fixed? Started a new campaign... first actual battle.... guess what lol. Unless battles are meant to take 20+ mins to load, which is when I closed the game.
  2. The tracking already takes that into account. Notice for example if the target is moving away from you at max torp range (or greater than max torp speed) then the torps won't fire. Not sure if they will fire at above max range if they are heading towards you, not seen that.
  3. Twice? I've had 3km range torps keep going well over 10km..... Also if that is deliberate and not a bug, it's probably the most moronic thing I've heard since I watched a sovereign citizen video. If the torps can do 30km, you'd target at 30km not refuse to target above 15km..... @Nick Thomadis Can you confirm if this is intended? If so why?
  4. Not sure if that is new in this patch cos it wouldn't work last patch I don't think. Kinda sucks through.
  5. @Nick Thomadis Can you please confirm if either: 1> The bug applying new techs to existing designs making them impossible to build due to over-weight has been fixed. or 2> We can build directly to refit specs. I like building ships, I really do.... but gets a bit much when I've got to do it 100+ times over a campaign or end up with messes of basically duplicate classes cos I can't build the original anymore.
  6. Yes but I believe in real life the graph isn't quite the same. Yamato also needed double HP to go from around 20 - 27.5, whereas its even more gentle a slope in this game then dramatically hits the limit. Difference between 15 knots and 22 knots on one of my BBs was just over 100tons, to go to 23 was several thousand tons. Not saying there should be a critical speed, just that there should be a purpose in building ships slower than that speed as well as exactly at it. Yes a few times and the effect isn't instant like that. If it built up over a few minutes I'd not mind so much. Just seems like a very rushed implementation. And that would be different from now how? But yeah I prefer the points system as well.
  7. Really? The campaign is buggy as hell and has loads of bugs in it that should have been fixed before release. Lots of other bits are missing the final 'polish' that most game consider required before they are considered released. If someone had given me this game blind to play, I'd have assumed it was mid/late beta test currently.
  8. Ok, just run through the majority of a full campaign from earliest to latest. Lots of good but quite a lot of bad as well. I'll take it section of the game by section. tl;dr; - Some major issues to address particularly with the campaign. Game breaking bugs showing why this isn't ready for release yet (whoops!). However get those major issues solved and I'd be happy to fork over cash for an expansion, let's say including port/island battles. ------ Ship Designer ------- Current grade 4/5 but could easily be 5/5 with relatively little effort. One of the best bits of the game but has some big annoyances that should be quite easy to address. 1> More sliders/fine tuning for analog settings, not for digital ones. Take ammo amount, torp amount, could really do with sliders you so you can up the final few tons with a bit more ammo. On the flip-side, number of bulkheads only has 5 options, doesn't need a slider at all. 2> The speed bump. Why oh why does (for example) going from 24 knots to 25 use up 20 tons more weight, but going from 25 to 26, use 500+? The way it is now, you may as well just put a maximum speed limit per hull cos its pointless ever going over that. It should scale up much more gradually so there is a point not having every ship using that hull going the exact same speed. 3> Balancing - You should be able to shift the engine machinery to better improve the ship balance. Really annoying having to spend 5 mins shifting little bits about trying to get the positive/negative front/rear balance to 0. It shouldn't be entirely dependent on funnel position. 4> Actual values stat values and how they add up needs looking at again from scratch. This should be pretty easy to do, but some big examples: 1> Oxygen torps increase hull weight. Should be based on number of torps. A DD with 4 oxy torps needs the same size generator as a BB with 4 oxy torps. 2> Turret mechanisms - Increase engine weight... so basically saying heavier ships need more HP to turn the same turrets at the same speed... makes zero sense Should just increase the engine HP required to turn the turrets by a multiplier of the weight of the turret. Needs someone to go through them logically and sort the bonuses/penalties out. I think most of them are off in fairly big ways TBH. Also not every upgrade needs to be heavier than its predecessor. The shaft options immediately spring to mind, half of those upgrades were more about making the engine lighter and more efficient. For some reason in this game they instead just reduce the effect of engine damage. 5> Aux engines - These make zero sense? They make turrets spin faster? Why can't I do that by just taking more power from the main engine? They need to focus on engine damage + fire/flood imho. Maybe instead make it so turret turn rate + rudder speeds are heavily reduced with engine damage and they compensate for that as well would make a lot more sense. 6> Gun sizing needs some work. Pretty much no reason to say go for 18" guns over 17.9" instead. ------ Battles --------------- Current grade 3/5 Ok, so lots of good and bad here. Love the looks, control mechanisms have improved a lot for dealing with groups of ships. Love watching enemy ships turrets blow off (particularly the one I hit which caused all 5 turrets to pop off in a row as the fire spread) So onto the issues! So #1, what the hell is this 'fog filter' that randomly and instantly gets overlaid..... Not only is it really jarring the way it goes from 0 to full instantly with zero transition, it's not like it even seems to affect gameplay... Just randomly, mid battle, oh right instant fog bank on a clear day. 2> Lack of "advance evasively" option. Basically I want to set my smaller ships to NOT move in a straight line and snake towards the target, trading speed for evasiveness. This was really common tactic so we shouldn't have to try and do this manually while controlling a full fleet. 3> Torp avoidance is a bit too paranoid and a bit too stupid. They run from torps that could never get near them but I've also seen it turn straight into the path of torps they have basically already avoided and just need to go straight for a few seconds. 4> Gun targeting needs some work. Too often I see secondaries targeting the enemy BB while main guns are going after DDs. 5> Please please give me an option to give torps a big orange aura The warning flag is great, but doesn't tell me if its 1 torp or a flock of 10 without having to zoom in on it. 6> Would love to pre-set squadrons and positions somehow. Always a destruction derby at the start getting organised. --------- Campaign Map ------------ 2/5 Ok, it's much improved but honestly the main reason why this game isn't ready for release (beside polishing bits) Honestly the improvements are the only reason it's not on 1/5 1> Often have to click several times or zoom right in on a port to send a fleet to it. Really annoying. 2> Can't stop fleets in port sallying out and attacking convoys etc. I just want them to wait while the rest of the fleet refuels. I don't want parts of my fleet splitting off, just cos they needed repairs/fuel/ammo. 3> Fuel is horrible. Takes month to refuel if your fleet can't fit in port. Should be at least some way of setting up bases with fuel to quick refuel at. 4> Fleets blocked by ???? Neither of my two fleets can move out the channel. Its silly. No reason those ships should stop me bullying past, they can engage if they want to stop me!. No reason the dover minefield should stop me either but my ships are literally trapped there. They won't engage the enemy or move through their zone of control. (I'm US, at war with UK) 5> No direct way to just tell your fleets to chase/engage an enemy fleet. Had an enemy fleet running round my ports trying to engage them. Despite my fleet been faster and right next to them, they could just move to another port and attack that. No way to chase/engage directly. Telling a fleet to move towards a enemy fleet just moves it to the edge of the control zone and doesn't seem to generate any combat. Literally spent months trying to drag the enemy fleet into combat following it around the Caribbean. 6> Diplomacy needs to work wars etc seems rather random at the moment. 7> Need a way to build military bases at specific ports, related to fuel issues above. If I'm operating a long way from home and capture a few small ports, I want to be able to spend some money to boost that port to point it can actually at least fuel my fleet and have a ammo dump. 8> Would love a decent rework of the shipyard system. Wouldn't be hard to actually have individual shipyards you can build so you can build a few large ones, multiple smaller ones for your smaller ships etc. Shouldn't take anywhere near as long as it does to build a single dock of a much larger size without effectively needing to upgrade the whole world Would also love to the the shipyards in specific locations, would make those areas in specific much more valuable targets rather than been able to have your ships materialise at a shipyard with a 3 ton capacity Seems like this game is missing a major 'port' system to flesh out the ports as well as the port's coastal defences. As well as maybe even coast-line assault maps where you actually have terrain! 9> Lack of option to withdraw in non-ambush scenarios with the faster fleet. Seems kinda pointless loading the battle-map, hitting retreat and going to make a cup of tea till I can hit end battle if I don't want to fight it 10> PLEASE PLEASE FOR THE LOVE OF ALL THAT IS HOLY, do not base task force size on crew size..... So just had to go refit all my new fleet from 'spacious' to 'normal' crew quarters and suddenly, I can control the exact same ships fine. Makes zero sense. The concept is fine but please please either base it off tonnage or put limit by ship class on a points system (aka TB =1, DD =2, CL =4, CA = 8, BC = 16, BB = 32) or something like that. 11> AND FOR THE LOVE OF LITTLE BABY CHICKENS! Either stop modifying old designs with new improvements that increase weight, so we can't build that design anymore....or at least let us directly build the ship to it's refit standards. ady makes no sense that I have to first build the ship with 16" guns to then immediately replace them with 18" guns etc.
  9. Nope, literally can't get into a single battle, so game is basically unplayable. Designs still going overweight so I can't build anymore of them. Still can't build directly to refit standard for some reason.
  10. Ditto this on battles. Very annoying. Designer itself is great, but again (and I'll say this till it gets fixed), the values in it need some major adjustments. They literally make no sense and inflate costs too rapidly. Maintenance costs needs work as well. It shouldn't be a flat % of ship value. Different components cost more or less to maintain. Maintenance costs should also decrease once a tech is 'matured', ie you've had it a few years. I'll comment more on battles when I actually get into a battle lol.
  11. Game is too broken too play atm. Shouldn't have been released. Zero UI improvements in a long while. Please please highlight torps! Ships randomly become overweight and unable to be built..... I only designed it a few (game) months ago and it was fine then! Can't directly build to refit specs.... wtf not? Ship costs/balance is completely out of wack... Building the same quality AC costs about half a BB/BC despite been 1/8th the size and about that effective. Ship designer again hasn't improved at all... needs a complete going over all the component costs and making them make sense as well as making us able to balance the ship via the internal machinery to some degree.... really annoying trying to get rid of the last tiny bit of imbalance. Ships still randomly getting damaged before battle.... don't think it was mines since all the ships started at around 80% HP. Campaign map is still hard to use and fiddly. Really needs a massive UI upgradee.
  12. Yes, I know, I'm talking about the primary tower can still see backwards past the smoke. Smoke has fully dissipated well before it reaches the height of the primary rangefinder. Telepointer is ship to ship comms, that wouldn't affect accuracy now would it.
  13. Look in your own image, the rangefinder can see clear over the smoke in a full 360' Also the height difference only affected maximum range not accuracy of the rangefinder. Name 1 example after 1910? Maybe in the case of the damaged and immobilised ship.... or when the ship was in a deliberately created smoke screen sure, otherwise nope.
×
×
  • Create New...