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Rina Ravyn

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  1. Its been 3 years. Can i please finally place guns on the Graf Spee Rear Tower?
  2. I still have the bug that only 1 out of 6 gun turrets fire at the enemy. Has this bug been recognized yet, and is work being done to fix it?
  3. i think pulling any reloads together would be fabolous addition. Ive been bitching about lack of salvo control for years now, and how the current mechanics actually cause ships with many gun turrets to fire less often than they would with proper firing modes.
  4. Quick addendum from my side: id like to vocalize the addition of "Windowed Borderless" mode in graphic settings. Playing the campaign in fullscreen with these kinds of load times (even on an SSD mind you) is absolutely painful, and being able to tab out whilst the game is doing its thing would be VERY MUCH APPRECIATED.
  5. Okay, hear me out for a second. PAINTJOBS because you cant tell me a little Lt. working the rangefinders sees this and wont go "WHAT IN SEVEN DAYS PLOWIN IS THAT?!" PS: thenagain youd also kinda have to add a camo modifier to already existing novel of aiming modifiers x.x
  6. There is going to be a Lot of reading on your end from everyone and their grandma wanting all sorts of shit, so ill try my best to keep it short and simple. ill be responsing mostly to point 8: MANUAL RUDDER IS AN ABSOLUTE MUST HAVE. but please dont simply return the old slider, because this provides us with the opportunity to rework the system slightly, and ill hope with little effort. Ill just post a picture to keep it brief. The center of these three indicators is the rudder. point and click, very simplistic. Something else i would enjoy very much is some semblance of damage control or more transparent method of explaining to us how long it will take for some damage to be repaired. Finally i will have to throw my hat into the ring when it comes to more custom battle options. - set ship headings and locations of every participant - set damage - be able to have multiple classes of one ship type instead of all BBs or DDs having to be the same class - set specific victory conditions (for example 'stay out of combat for 5 hours' to simulate a ship on the run and having escaped - yes with 30x timewarp this will fly by in a minute dont worry)
  7. I will no longer play this game until it has been. And i dont even need to say anything else, because a picture says more than a thousand words.
  8. I have some things i need to get off my chest. What are we thinking about salvo control? For me, this is quite the dealbreaker, because thanks to irregularity of salvos, you can't really utilize a big broadside the way youd could or want to. COULD, being the operative work here, because gunnery comes of alot worse than it should. Many of you may have noticed this already, but salvos, as they are, have not quite figured out yet what they want to be exactly. The game makes an attempt at firing the guns in salvos, yet refuses to fire more than two turrets in the same breath. Once more turrets are in the mix than can be rippled, the game struggles to keep up, especially with mid and low calibers. Yeah it's turret 5 here, were currently two salvos behind the first ones so we really gotta get one out now - oh whats that the other guns are waiting for us? well then lets go, - what they just fired? sure we can wait, you know what screw this i think ill just pull the trigger - whats that the other guns are ready and waiting for us? sorry chief, were currently reloading. The weirdest part about this is, this is absolutely nothing. This isn't true ripple fire, it isn't true salvo fire, and it isn't true rapid continueous fire either. This is a problem, because it DRASTICLY decreases the factual shell weight / Volume / rate of fire, that you could put down range. Let's take a BB with 4 turrets and 25s reload. They've just closed the breaches on the 4 turret, meaning the salvo is ready to go again, and the first two turrets are firing. then the game waits for 3 and 4 taking valueable seconds away. Sometimes this is getting so bad that i'm thinking "this turret is probably sitting this salvo out" (<- which in itself is already bad enough), but then after 10 seconds decides to pull the trigger anyway. turning a 25s salvo reaload into 35, and even longer if then that turret has to wait again, for being able to fire. And then theres naval gunnery / ballistics. 1.) Shell grouping needs a rework, and fast. Because currently this seems to ripped straight out of world of warships, including the bending of the laws of physics. No matter the distance, a shell will not exit the barrel of a gun at an angle. Not 5°, not 10° not, 15°. But exactly 0. Dispersion is coming into effect only AFTER the shell leaves the barrel You might - very rarely - see shells from the same turret travelling 300m apart at a distance of 20km, but not at 3.000m 2.) Ships exist below the waterline. One of the biggest problems i have atm is many many many frustrated hours spent looking at my ships failing to score hits, because water eats shells, like singularities eat matter. Just picture how satisfying it would be, to tear a DDs pants down with a 406mm HE detonating below the waterline, or armor piercing creating a double-flood when over-penetrating. Fixing both of that would greatly increase not just felt, but also factual accuracy. And even tho it's no new feature for the holy and sacred campaign, it would still benefit it, as well as the other two game modes. Id have more, like reworking division management for example, but it isnt nearly as game breaking as the problems listed above. Thoughts are welcome. Rina ❤️
  9. Is there already an ETA on when we can expect the non-repairing rudders and engines to be fixed? Its really annoying because that damage is most often permanent for the player, but the AI can most often repair it and get going again.
  10. Yies that too! I really like my properly executed ripple fire, or fire in sequence. This could also be beneficial for targeting if you have shells landing on the enemy constantly, when you fire your guns one after the other instead of in bulks.
  11. I think an interesting feature would also be to allow the player to divide a ships weaponry into specific custom groups. Currently its really annoying to have the entire side of a ship stay silent while its broadsiding someone else on the other side. This is probably not easy to achieve but it kinda takes away from the experience and eliminates side guns from the game entirely, because they only become important when you switch targets to someone opposite youve been shooting until that point.
  12. Nah i was more on things like designing the enemy ships and setting headings and positions relative to where the player starts n that kinda stuff. from the videos ive seen it looked as if that was possible. apparently i was wrong
  13. Hello guys! Ive wondered with all the custom made scenarios going around with all the youtubers, how would one go about creating a scenario / mission for the game?
  14. Ive had a similar experience just the other day coincidentally, in the very match i made a video about in screenshots and videos i recorded several torpedo hits scoring below 100 dmg and at some point, despite doing that still, they didnt even start to affect the structure points of the ship anymore once everything was red along the keel. granted, the ships entire lenght had a 500mm (22 inch i guess) belt armor so one would expect this, but its still kinda ridonkulous. I think some sweetspot where one would achieve torpedo immunity should exist. but the armor youd have to stack up for that along citadel V and Krupp IV would have to be around that 20 inch mark AT THE LEAST and come at a great cost of speed and firepower. maybe have a torpedo tank thats littered with small guns to take on DDs and CLs? id dig that.
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