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BobRoss0902

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Posts posted by BobRoss0902

  1. 3 minutes ago, DerRichtigeArzt said:

    With armor that would not be used in reality. Guns have too much penetration. In 1930's it's only worth to armor up against CA's because big guns will pen anyway. But gun damage is low anyway unless you are using 18" guns which is kinda sad because I took a liking to 15" Bismarck setup. Also ships are bullet sponges and it shows. You can hit a ship 20 times with a 15" shell and it will be almost fully operational unless you cause a flash fire/ammo detonation. Crew needs to be implemented as soon as possible to avoid running out of ammo after just one engagement. 

    Ships historically if you didn't get a catastrophic hit would be pretty spongey tho.

     

    Sinking a ship is usually just a bonus, damaging it and forcing the enemy to take it in to port was often what happened putting it out of action for often times until the end of a war.

    • Like 5
  2. 2 hours ago, fsp said:

    I really, really want the campaign soon. Even a broken one.

    But putting it on Steam with the campaign would be a really bad idea. The state the online community is in nowadays means that even having it as beta option would be no good. People would write toxic reviews.

    The campaign first has to be rolled out here before it makes its way to Steam.

    It will most likely come out this month. It is practically gurenteed to be in the next update with the devs saying things about having enough hulls for campaign and how after destroyer update all the work would be done on campaign.

    So very very soon.

  3. A major part of the German WW2 surface fleet was S-Boats, small patrol boats that had long operational distances for their size, and had fixed torpedo's, America had a similar type of boat with the Higgins Patrol Craft, and the Soviets prouduced similar style river boats that worked along side the Black Sea Fleet, these type of small boats are much cheaper than the current variation of torpedo boat we see in the game, and usually only carried 2-4 torpedo's on them with 2 for reloads as well as 20mm cannons, or 50. BMG machine guns/7.62/12.7mm Machine guns depending on the nation in question, and the Soviets were known for putting T-34 turrets on them to up their gun power. They were often built with night combat in mind, and getting close without being seen, basically a surfaced submarine but smaller. These types of boats would add a very interesting layer of combat but they were not typically used in the formation type of fighting this game is about,so in a similar vein to how submarines and carriers don't really fit quite so neatly into their roles in this game, I'm not 100% sure S-Boats would fit in as well as the current torpedo boats we have do.

    • Like 3
  4. 1 hour ago, fsp said:

    I did paid beta testing in the past (as in: I got paid to do it) when I was young (and weighed a lot less )and was surprised to find an Alpha that was already so stable and had less bugs than some of the betas I participated in.

    When I signed up for this Alpha, I expected much more frequent updates, e.g. weekly updates. I expected some of them to come with terrible bugs. Some of them to even make the game unplayable for a few days. I was fine with that.

    I would have loved to have toyed around with an unfinished, even broken campaign so far. 

    The devs have chosen a different path. Much more stable, but less frequent updates. 

    With the release of the campaign coming closer, I would like to see more frequent updates, even if some of them break the game for a few days (so what?). I think that this might even help them develop things faster, with more people playing etc.

    Then again I could be totally wrong and too many people would start bitching about game-breaking bugs/features and this game would get a bad reputation. In the end, they will probably know what's best for them.

    Just here to say that I would not mind more frequent releases, even if buggy. It's an Alpha after all.

    And please don't push them to go to Steam before the game is really looking good. Would hate to see it getting burried in bad reviews.

    I'd gladly play a broken ass campaign right now.

    • Like 5
  5. 32 minutes ago, Aceituna said:

    Maybe I am just blind but I just don't see that written here:

    Submarine and Anti-Submarine Warfare 
    Submarines will have a special function in the campaign. Expensive to research, submarines sacrifice funds that could be spend on other warship technologies. However, once they become available, each campaign turn you will have the power to sink enemy merchant or military ships without any opposition, unless the opponent has sufficient Anti-Submarine-Warfare(ASW) technologies.

     

    You control submarines by deploying them on the map and choosing their rules of engagement. During wartime, their effect is calculated per turn according to the strategic situation on the map. Similarly, the ASW ability of your ships is auto-calculated according to the amount of destroyers, depth charge equipment, submarine mines, torpedo nets and several other technologies currently researched.

    Submarines can open Pandora's Box for the side that chooses an unrestricted warfare policy. An accidental sinking of a neutral ship may drag other nations into a war against you.

    During wartime, their effect is calculated per turn according to the strategic situation on the map. Similarly, the ASW ability of your ships is auto-calculated according to the amount of destroyers, depth charge equipment, submarine mines, torpedo nets and several other technologies currently researched.

     

    >Similarly

  6. 2 hours ago, Aceituna said:

    I have two questions about this topic: 1.

    May you tell me where is this written, please?

    2.

    This is what is written on the page: Your naval strength will play a crucial role in all those events, but most importantly in military engagements, since the control of the seas may cripple your opponent via naval blockades, secure your army’s supply lines and open up opportunities for naval invasions.

    No land battles for sure. But landings will happen (but I suppose you wont have controle over land forces) so I am curious how this will be made since marines were under controle of navy. Maybe in this game the actual landings will be simply done by the army but then comes another question: will player tell army to land somewhere while player will try to maintain control over the sea region or will player get a task from goverment/army to maintain controle over the sea region?

    2:When I said this it was in reference to the land battles Ultimate Admiral Age Of Sail had.

     

    1:The specific exert of text I used for submarines is in the destroyer section of the submarine ASW section of the campaign description on the website.

  7. On 5/24/2020 at 11:10 PM, nimbalo500 said:

    Yea do not hype yourself too much, they just confirmed an announcement coming soon not an update.

    I'm quarentined so I've got nothing better to do than ride the hype train and have high hopes.

     

    CHOO CHOO

    • Like 2
  8. help section

    1: It will be turn based with a "special event" card/decision every turn

    >Currently you can only trigger war with the answers you choose in special events that appear at the start of a campaign turn.

    2: As of right now AI can only declare war on you, not other AI nations.

    >War at the moment can only happen between you and AI ai nations

    3: You can have ships end up like Graf Zepplin where if you don't want to scrap what you have, and you don't have the resources to finish it, it will stay in a sort of limbo.

    >suspend: this option is very useful to control your expenses if you are low on funds.

     

    Website:

    1: Yes the minor nations will be there and have an effect, they simply are not playable. Similar to a Total War game

    >The campaign is set in a global scale over a complete map that includes all countries of the time period (minor nations are not playable)

    2: Rebellions will be a thing, as well as change of government types.

    >Significant political events can include rebellions and the change of a government from Monarchy to Democracy.

    3: Battles are randomly generated but they can be small things like convoy raids, or large pitched battles

    >This system generates missions by evaluating several strategic factors, affected by fleet composition, ship operational range and naval techs. In those generated missions, which vary from small convoy raids to major fleet actions

    4:Submarines are not designable.

    >Similarly, the ASW ability of your ships is auto-calculated according to the amount of destroyers, depth charge equipment, submarine mines, torpedo nets and several other technologies currently researched

    5:No land battles/landings.

    >As chief admiral for your nation, you will not directly control events on land.

    6:Yes you can take seize ships, as well as make treaties similar to the Washington Naval Treaty.

    >war reparations, exchange of provinces, ceding of ships or naval treaties that limit naval

    7:Yes crew deaths will be a thing.

    >Shell and torpedo hits can kill crew and if losses are great, the ship’s overall effectiveness can deteriorate significantly.

    (I want to recreate the 2nd Pacific Squadron's voyage.)

    8:It appears you can end up having rival admirals, or at least get to know the personality of your enemy.

    >The dynamic AI behaviour is going to be enriched with AI personalities, that make the AI more defensive or aggressive depending on nation fleet.

    I'm too tired to look for anything else. Enjoy the thread and also

    >All the existing, hundreds of hull variants accompanied by the new destroyers should be more than enough to cover the needs of the upcoming first campaign version

    C A M P A I G N  H Y P E

    • Like 5
    • Thanks 1
  9. 2 hours ago, nimbalo500 said:

    are you sure? where did you get that from?

    admin comment

    they said they wouldn't do a steam release until campaign. So obviously that means campaign is coming very VERY soon.

  10. 6 hours ago, Mooncatt said:

    I sincerely hope this message reaches the guys/gals that needs to see it. I really really do. so, moderators, be a moderator and pass this on.

    a lot of people MAY not agree with this post, and that's fine. everyone is entitled to their own opinion. I don't mind constructive crit, providing its constructive and not blatent abuse, so please think before you reply.

    but for me, im abandoning this game, at least until I see a marked improvement and also when the the devs begin to listen to the community instead of adding more and more missions to the academy just to try and "keep us sweet". yes there have been some improvements. but nothing that REALLY needs fixing have been addressed. what I want to see (maybe some of the community might agree, maybe not) is the fixing of what can only be described as the "crap" compartment damage model. as some of you might know, my game (reasons unknown) got wiped, so I had to start again from alpha 7. everything is a million times harder than before. this isn't a bad thing, I like a challenge. what I DONT like is the impossibility of finishing a said mission. its almost like you have updated the game to suit the new missions and damn the previous academy missions and the affect it has on them.

    Im sick to the back teeth of trying to chase down retreating ships and causing hundreds of points of damage with each salvo and causing zero structural damage/flooding until I run out of ammo. its almost pathetic.

    if I was to be constructive (ive tried to be thus far) then surely if a compartment has been destroyed then any further shell hits to that compartment SHOULD pass through to the next one inline with the shell trajectory, no??

    a fine example of everything ive said above is the "the US super battleship" mission. seriously, has anyone even tried it since the latest alpha update? its simply not possible to complete. I have a monster of a ship and I can sink one BB on my own accord. ive got lucky with a flash fire on the 2nd ship. and that's as far as I can get. its either a combination of the above or I don't even get that far before they run. even the yamato class ship that joins the fight later in the scenario runs from me! a ship which with all intents and purposes is SUPPOSED to cause me fear and lots of damage. but all it does is join the retreating ship and now im stuck with the same thing as before. this is just one example.

    secondly, the secondary guns, the 8" for example are next to useless. they very rarely hit anything and they are a total waste of valuable tonnage and money that could be spent elsewhere. oh, and forget using anything less than an 8" gun because anything less allows DD`s to get within torp range and your guns are still just as useless, I could throw potatoes more accurately.

    I also think the flash fires are a brilliant idea, but omg they are soooo OP. you've basically taken away at least 50% of the useable warheads because you cannot physically have good enough firepower while having enough protection to prevent flash fires from occurring. you need barbette protection, citadel protection and god forbid if you take super heavy shells with increased ammo along with cordite II. your guaranteed to get a flash fire. it just does not work at all!!! im stuck with using tube powder or the TNT varients. if I don't use this and I use cordite II ive got to use citadel IV at least, along with heavy barbette protection, this severely limits what guns you can use and armour values due to weight and cost. the flash fire chance is just way too high at the moment, at least for my liking.

    again, as ive said, I know we are in alpha. I know the devs want feedback from us to improve the game. but they seem to be just doing what they feel fit and not listening to the community. this isn't the first time this has been mentioned and nothing has changed.

    so farewell for now. good luck and have fun

    campaign is coming out within the next 2 weeks, so I'd hold up on that seeing as how I'd imagine the gameplay difference might fix a lot of issues from the academy missions.

    • Like 2
  11. I was bored and had nothing better to do so I went through the previous update news so that I could create an average time between updates.

    Excluding the outlier of initial release to alpha 2 I got a sample size of 4 items.

    My three samples are 51,58,41,56 in the order of release with the left side being the oldest release and the right side being the newest release.

    With this very consistent data we come out to an average of 51.5 days.

    So mark your calendars and start counting down the days for campaign release, as the wording for this most recent update makes it sound incredibly likely that there will be a campaign in the next update.

    If we are going by my average it would be 40.5 more days until release. However I wouldn't mind if Christmas came early this year and the update was announced next week.

    Thank you for coming to my TED talk and goodnight folks.

    Screenshot (36).png

    • Like 1
  12. The thing is about capital ships, is that often times they spend so long being built that by the time they are commissioned they are already out of date. for example if you were building 6 pre-dreadnoughts, and then HMS Dreadnought launches. Your new pre dreadnoughts are immediately out of date as soon as they launch, or by the time you are done building your ship that can out range any enemy on the seas, a better gun with more range has come out and so on.

  13. Maybe things like running live fire exercises could improve the skill of your crews but if you are near another nation say such as Japan is to China there is a chance you could accidently hit Chinese ships and raise tension, or you could have accidental friendly fire incidents.

    You could also have things like Naval funding increases if the press decides to show said live fire exercises in good light, or negative if they show it as a waste of money. It could also be a good way of intimidating a possible enemy that could either be a success or backfire and further down the path to war.

    • Like 2
  14. Ma dudes, ever since the words "The upcoming campaign" were written on the last destroyer update, I've been counting the days since alpha 6 release. I'm so bored with quarantine, I honestly wouldn't mind a buggy as hell half finished campaign so long as we get a campaign at all soon. I literally bought HOI4 "Man The Guns" DLC with BI mod just to cope lmao. Plz send campaign soon before I eat my own computer.

     

    PLZ

    • Like 3
  15. During the campaign I think there should be at least some form of downside to using the absolute latest tech besides cost. For example a ship that uses a brand new engine might have a chance to break down and slow down the fleet. Or brand new guns might have issues with repairs due to lack of barrel supply (similar to why Shinano was converted to a carrier due to a lack of gun barrels). It would further discourage the "ultra fast running in the 90's dodge every shell" type of build than the most recent patch. So stacking expensive maitnence on bleeding edge tech plus high repair costs , and a chance of breakdown means that it would not exactly be the best idea to just slap the best tech on there and call it a day.

     

    Just like how Bismark and Graf Spee's recoil damaged their own range finder there should be drawbacks to using experimental bleeding edge tech.

    • Like 6
  16. No offense intended. But this is a classic case of git gud.

    Don't always just slap the biggest baddest guns you can find on your ship, check for accuracy.

    Look over your stats. This game is closer to RTW than it is WoWs.

    • Like 3
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