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Staire

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Posts posted by Staire

  1. No idea why this is happening. Clearly I have control of the oceans with my BB/CA lead. Winning all large engagements. My CLs are all max range so range shouldn't be an issue... Anyone? Was pouring funds into TP in finances too. 

    -edit- 

    Actually I think I may have figured it out, all my ships were far away from ports nearby the UK with low range. Preliminary testing shows this to be fixed. Will report back if not. 

    -edit2-

    Pretty sure that it gets worse over time as your ships playing Germany take damage and then move to the ports on the far right of map when reparing so overtime they get overloaded and away from action. 
     

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  2. I've had far too many situations like this so far in the campaign. Just smaller ships with the bulkhead mechanic just taking an absolute battering and not dying. This DD even had a couple of flash fires... And it actually didn't even sink, I kept running from the other DDs. 

    Also yesterday I had another situation with 2 CA vs 1 CL and I was doing circles around him within a kilometer completely battering him with 9 inch fires and all calibers below. He had max bulkheads and just wasn't sinking. 

    Not too sure how you want to solve this but it seems pretty problematic to me. Maybe increase crew losses on small unarmored ships to large caliber gunfire to reduce their ability to control flooding? Seems pretty wild those 12 inch shots are killing such few crew members. Also maybe you should lose crew to flooding. 

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    • Like 2
  3. 2 hours ago, Ink said:

    Admiral, probably you are under blockade and have much fewer ships than the enemy?

    I'm in the same situation as OP right now. I also got then down to 1BB earlier and I had 8BB (just retired 3 to make way for new ships/balance budget,) all on sea control. 

    I just lost 12 transports last month and enemy lost 1. Something is wrong. 

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  4. On 10/17/2020 at 3:56 AM, Nick Thomadis said:

    Constant modifiers in relation to maneuvering are not changing. You will not see a bigger penalty due to speed, for example. Only the aspects that are utilizing target "bearing" and "range rate" will become more dynamic. So, for example, ships that are at large distance and move fast, will create bigger penalties to aim locking due to bearing change caused by degree difference between each aiming shot. Or ships that approach or increase distance with high speed, will cause more penalties to aiming procedure.

    As for the Destroyers and Torpedo Boats, they will still be as vulnerable as history demands. Of course big guns are going to tear them apart.

    Sounds pretty ideal to me.

    One question, does a ship that is changing direction and moving to change it's bearing suffer a penalty to it's own firing solution?

    Sorry if this has been answered elsewhere.

  5. 1 hour ago, SonicB said:

    I'm quite new to this game, and finding this out is pretty disheartening, tbh. I often encounter gunnery bugs and was prepared to give the game a pass, in the full expectation that they'd be fixed in the future. At the very least, I think it would really take the pressure off, and manage expectations, if Nick could publish an official development/bugfixing roadmap for Alpha-8 and beyond. "This is what we're working on now, this will be worked on in beta, this we won't fix before launch."

    Otherwise, the devs have built a really incredibly platform, but... maybe we should all be arguing for just one thing, and that's modding ability so we can fix things to our own liking.

    Here is hoping. The game has so much promise... Would be a shame to not see it come to fruition.

  6. 11 hours ago, akd said:

    Well, to be fair that ship should be totally incapable of gunnery in that damage state, but of course guns / crews behave like automatons.  The main guns shouldn’t even be able to depress to aim at the destroyer!

    I've encountered this problem with hardly damaged ships... This situation just happened to come up whilst playing so I snapped a shot.

    You can also note that my damage instability modifier is far lower than the target fast speed modifier.

  7. purgatory.thumb.jpg.2b3cf9f968fa2b2b5a102af845e7c599.jpg

     

    I discovered purgatory. It's when your 2 CA's kill the BC, BA, CL on 'Hurry Up' and then you're left with two destroyers circling you that cannot do damage to your armor and are out of torpedoes so cannot kill you. And you're stuck unable to hit them. Thankfully a torpedo strike by my CAs killed one of the destroyers and it ended the mission. real.thumb.jpg.23eb834b31942565f012edcd8fef80ec.jpg

     

    And then on the next mission I faced modern CA/BCs with older dreadnaughts so went with heavy armor and closed the distance... But my 15 inch guns cannot hit an enemy CA within 700M because of the target fast speed modifiers... This isn't working as intended right?

    • Like 3
  8. 23 minutes ago, Nick Thomadis said:

    Will be addressed accordingly in hotfix, as well as some other things reported already by all of you.

    No doubt. I'm quite confident in the teams ability seeing the final product of your other games. The core mechanics are all there and with the interplay of the campaign it'll be so much more that it's current state. Just comes down to finding that sweet sweet balance ever so elusive with so many moving parts. 

  9. 7 minutes ago, madham82 said:

    At least, we need reloading to be prohibitively more expensive, more risky, require a special module. 

    +1

    Or as an easier fix just making the weight of additional torpedoes reflect the realities. And increase the reload time by a fair amount. 

    That way people can still have a focus on torpedoes with their ships, it is just at the significant cost of other things that you want. 

    • Like 1
  10. 2 hours ago, DougToss said:

    I know I'm usually that guy banging on about secondaries, screens and hit rates, but I actually agree. There needs to be a way to deter ships without sinking them. 

    Definitely morale. While there are historical suicide runs by DD's you'd imagine that you'd need quite the dedicated crew to go through with the action. From my understanding such a system of crew competency is already being developed for the campaign mode so would make sense to have such a feature? 

     

    5 hours ago, o Barão said:

    About alpha 7 feedback @Nick Thomadis i must say that i understand you want to give dds a more important role in the battlefield  however the way it was implemented is not good. Now we need to sail so close to them to have a minimal decent hit rate to kill them. This situation is so crazy atm that in this patch the CL , the cruisers designed to kill dds are complete useless to deal with DDs.

    Doing some tests in custom battles the first thing i notice in CL vs DD, is unless you set the gunners to agressive they simple will not try to attack the DD. the hit rate is so low ( around 0.2% sometimes ) that the game simple think is not worth it. Doing the reverse , me playing as DD and AI with cruiser , same thing happens . The cruiser only open fire if i get to close and still i am around 15% to 20% hit rate and AI only with 0.8% 0.9%. This is madness. DDs should fear CLs but instead i prefer much more to be in a DD atm.

    With more advanced tech like radar , the cruisers will open fire from the beginning but still in a pure gun fight duel i think i prefer much more to be in the DD. This is not supposed to be like this.😵

    In academy missions like "hurry up" or "torpedo banzai" is now to easy IMO to build fast DDs to rush the enemy and deploy the fishes in the water at close ranges and murder capital ships. On the other side , the "battle of destroyers" mission is now a complete nightmare trying to build a gunboat DD that can actually sink anything. And as a side note is almost boring  trying to evade the torpedoes knowing the time i am going to wait before the turrets can align again with the target.  Consider a buff to small caliber turret  turn rate.

    The idea behind to make the DDs more important is nice , but please consider to buff the accuracy a lot the moment the DDs sail to close.

     

    This is all entirely true and mirrors my own thoughts. A lot of the missions are currently broken. I just had to set my BB's engaging BC's @ 13KM with Rangefinder IV to aggressive firing as the hit chances were so low due to the new speed mechanic. This is with capital ships... When it comes to faster smaller ships the effects are far more absurd and pronounced. 

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    • Like 1
  11. Fuel usage / range / use of fuel during battles - curious if these will interplay? 

    Would add a lot of depth and variety to the campaign if you entered into a battle with relatively low fuel; which also plays a lot into your decisions when designing your fleet. 

    • Like 2
  12. Hey team, 

    I hate to be the guy that says the game is currently broken but I'm going to be that guy on one specific issue. I've been following the game for awhile and finally bit the bullet yesterday and bought it; been having a lot of fun plowing through half of the Naval Academy missions the past 24 hours. 

    The issue which has already been raised a few times... The targeting modifier applied to the ships speed. If you want to see this obviously pronounced load up the modern battleship mission and see how you get along with max fire control, radar, mark 5 heavy calibre guns against antiquated battleships. You're not landing hits at all, even when the engagement ranges close up. A far better solution would be to apply this modifier to a change of the ships direction/speed which also encourages tactical manoeuvring.   

    I'm probably beating a dead horse at this point as it's pretty obviously not working and I'm presuming the devs are going to fix this in the near future as continuing on with it would be absurd. 

    Apart from that I get the feeling a lot of the issues raised in here (ie bulkheads) will be rectified a lot more with the addition of the campaign & costing/build time associated with wanting to over-engineer your ships. Also I would add a +1 for main magazine detonations being far more painful if not outright keel breaking. 

    Thanks for reading. 

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