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baatsman

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Landsmen

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  1. I was 11 years in, and it was running fine untill it entered into a endless loading. New campaign would not even let me return to the worldmap after designing, frustrating but still, It's a beta, I'm ok with it given that fact.
  2. Yes. Same issue with endless loading. Campaign issue, after custom/shared design it returns to respective menues.
  3. My 2p -- Transports are free boosts for the 'slacker' shipcrews. Even a single hit on TR, provides extreme damage numbers (often 25xp in one). After reaching their xp 'quota' at 2.5-3K dmg, remember silencing the guns aiding the chances of the weakest ones. Post battle when 'The distinguished Medal of XP' is handed out, noone is asking how any crew got their share. The possible +25 xp is a significant increase. It is achieved @ 2.5K-3 dmg done. -- Crews Peaking in skill levels, have a 'runaway' advantage vs weaker Crews in gaining xp. The more xp skill at hand, more easily and faster they reach the 2.5K quota, and start ruining any xp chances for the rest of your navys ships, and they get better at this from every battle. --A few Doctrinal Researchables during the campaign, provide additional crew bonuses. Both to Shipcrews-skill and Crewpool-skill, by raising the maximum potential skill, also by increasing the effect of 'investments' in the crew training slider. [ 'Maneuver Warfare' tech, once was a big one. But IDK whats hot or not now, as I was unable playing for at least half a dosen months. ] Crewtraining Tooltip states that in peacetime, Crewskill limit is at Trained level. I belive the limit start at 33.99XP and gradually increases with techs unlocked (33xp -> ?49xp). I'm still pondering, if a peacetime 49xp 'Trained' crewskill is even possible as a bonus from techs. If I remember the crew levels are somewhere close to this: Cadet 1 -> 15, Green 16 -> 32, Trained 33 -> 49, Regular 50 -> 66, Seasoned 67 -> 83, Veteran 84+ (NO BENEFIT GAINED FROM 84 ONWARDS (84 -> 99) = [CrewSkill +30] ) ) ( I go bankrupt when I enter peace in the campaign, so I provoke every nation nearly every time I can, while still trying to dodge the (guesstimated) trans-national enemyfleet blockade threshold. The simple reason for why I'm still clueless to the peace effects in mid late campaigns ) A 'battle hardening' spiral of death, at least used to be,Platforms sporting slowloading high-arc plunging guns, manned by their Cadet Crews. The Combination of Crew/Platform debuffs,negate even initiating xp progression in itself, also by producing negative xp gains in battles. Unless you ram, or rebuild with torps, or 'cheat swap' via an empty crewpool, from another Vessel, well... board!!!
  4. Gas turbines would not use boilers, however . . . Gas Boilers could ... It is very possible from a pure Technical view, to heat water(also in boilers) with Flamable Gasses. even it is not a common maritime contraption(Flashfire chance +5, Spreading +2000?) and I guess thats why. It still is one of the most common ways in the world to make something boil, aka dinner, tea, coffe. You would need tech: 'Canary from mines in service on board', to mitigate early leakage (be warned though: On board women,umbrellas,and animals - dogs excluded, Curses any vessel!! I recon before techs: compartmented flow, sensors surveilance and solenoid valves, makes it way safer than any bunkers and solar oils.
  5. Noticed the very same issue. Ended up butchered, at 3-5km in what used to be lowrisk torpedo runs, first 10-14 campaign months. Prob due to some bug, also the player in addition is 'denied' the XP gained when combatting this menace. Showing you the XP gained/lost for a ship after any encounter. *However,if you then browse the fleetscreen all of it is missing, and it is not due to crew losses and following reinforcement, as this is effecting totally undamaged shipcrews. Seemingly only Training levels gained from "crewtraining slider" budget are accounted for. At the moment, they are NOT capped according to the tooltip, but only by max possible level. This goes for both Player/AI. But it kinda make starting with "100% crewtraining" mandatory, boosting ship performance uncomparably quicker than any tech gains possibly can
  6. Have crew training at 100% for a year or so. Entry level will rise,and average crew skill will rise to a level where naval artillery,actually become an alternative to torps. You can NOT see any change to it for quite some time,but it is rising
  7. Just a suggestion. Would be nice if impossible interception missions, got discarded in advance, to prevent 100% wasting players gametime, tempted to try those missions. Or alternatively if altered, becomming at least faintly possible. -Either by reducing spawn distance -or removing the telepaths from the AI ships(granting 99% effective kiting heading,from anyone in the galaxy) -or just have another "discarding" routine entry, removing these annoyances. Example. CLs vs CLs. Spawn seperation distance, 20 km Side A disengage at -2 kts vs side B trying to intercept. Side As disengagement vector 99% effective at all times (at least) 3 h of mission time, intecepting at perfect course (2kts) 3.7Km/h * 3h = 11,112m given the starting separation distance is 20000m Interception impossible. 100% waste of time, and ofc not intentional when developing a product of entertainment.
  8. Seen this for a while, but belived it to on the todo list. The crew XP gained in actual combat, shows in the aftermath screen. But for some reason, taking 0 damge to the ship in question, it is completly removed when checking the fleet rooster later. This can not possibly be as intended?
  9. I had an AI DD, take 7.1K dmg before sinking, and no ammodet,flash or torps ending it,boosting that number. Miracles do happen, but just to the AI? 😉
  10. Good to know not everyone have this issue, and that clarify why there are only two ppl bothering to make a post about it. But I assure you, it is so frustrating, knowing you could flank torp, just to realize the AI have proximity "emp" disabling your engines. For now It force me develop and use other tactics, perhaps this is for the better. A pair of fast movers, using the good old "end around" sub tac seem to do the job.
  11. As replied, microing by using rudder control, negate directional control ordering, but the real culprit, not having any propulsion is still there. You can not tailchase, and spread to attack, because your ships will "park" at reduced speed behind the enemy, and not overtake and flank as intended.
  12. Yes, rudder slider will make ships turn, but they still park themselves at 100% an ordered propulsion, sometimes even stopping dead in the water despite their mass and motion speed.
  13. I know WIP is stated, but I believe pointing to balancing out the massive advantage tech "maneuver warfare", have vs actual combat experience, would help alot of frustraded captains here. As of now, combat xp dont give you shite, when you compare it vs maneuver warfare, which levle up your entire fleet, even just slacking in port. Btw, the AI do not have the "trained" cap for the tech atm. As stated in the tool tip, player is limited to that level, but AI seem to launch new ships at regular and seasoned. And even without a single fight in the belt, enters the ring with veteran crews. At that level, no one will ever claim torps being op, as the AI seemingly sport Kashtans, AK630s and phalanx systems if small arms are present
  14. Convoy attack mission too? Sink all transports = 0 VP Outnumbered and now out "crewed" I decided to not kill the escorts this time Since the AI is NOT limited to a crew training of "trained", but have both regular and seasoned at least despite losing ALL encounters during the first 14 months. But hey, sink 75% of transports translates to sink the whole damn convoy, or you will share the VP with an AI, that is not even loyal to the devs, considering the crewlevels they have at 100% loss. I know this is a rant, but first AI cheat with crew levels, when that cant stop you, it deny you the VPs, just to prove it is a worthy one? It is A LOT, better than it ever was IMO, and there is NO need for it to play dirty like this.
  15. CLs I faced, have taken 5 torps before diving, many bulkheads builds. TRs @ 6K tonnage take 2+ torps to sink, 12K tonnage ones die to 1. Can not recall bulkhead stats on TRs. This may not be historical wrong, just seem like an anomaly considering displacement only.
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