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Draco

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Everything posted by Draco

  1. Yes this mod is a lot harder than vanilla. I'm struggling to make designs that don't get their asses kicked by ships half their size too, maybe we can exchange notes, so we get a better grip on what not to do?
  2. I'm doing all the way down at 0.1-0.5" and still getting full pens Does the inner citadel armor also cover the extended belts in this update? Cause when I up-armor the inner citadel I get full pens on my extended sections, but when I down-armor them I get full penetrations from 15" guns at 20+ km range on my 20" main belts instead...
  3. Hi guys, does anyone know how to make a functional AoN design in the current update? Had some excellent designs a couple updates ago, now when I try to recreate them they all routinely get their cheeks clapped by ships half their size...
  4. Sounds like the AI is attempting to close the distance with you as fast as possible, maybe you made a design that is more vulnerable to small shell saturation like an AoN design with no extended deck and belt armour, than you do normally? Although it doesn't always perfectly work as intended, the AI is programmed to respond to different threats with different strategies. I find that if I build a balanced design, the AI will basically mimic the moves of my ships, since it doesn't think it has a decisive advantage over me at any given range of combat, (sadly) allowing me to dictate the fight. Is it something similar you are experiencing?
  5. Still need to be a bit more specific. Are they being more or less aggressive than you expected, or something like that?
  6. Hey baron, love the new weight rebalance, and the mod in general! I was wondering if you could allow british ships to place quad bofors on this mount as well? currently we can only mount up to x3 bofors (2inch) on this hardpoint on all know instances of the hull part, cruiser and bb variants alike. Figured you just weren't aware and needed a heads up. Keep up the great work! Cheers!
  7. I just posted an angry reply in the main thread and recommend other users to do the same. We need the devs to start using the beta branch again if they're gonna keep pumping out micro-patches twice a day. Poor old Snackbar must be greying his hair just trying to keep the mod up to date and thus the game somewhat playable for us all... let's make it easier on him!
  8. Sorry, but could you guys run all these tiny once-per-day updates in the beta branch please? modding anything is a living hell rn...
  9. man... I had kinda forgotten what having fun in this game felt like, thx for the mod Admiral Snackbar, +1 rep!
  10. I feel your frustration. I remember there was a version of the game where the ship hit indicator showed a chance to hit deck v belt based on current range and angle of fall of the specific gun, and it actually worked, deck hits were almost not a thing at close range for a short while, but then they went back to the version we have now where it's just a random chance that determines where you hit no matter angle and so forth, or at least it feels that way... don't know why. There was also a version where the gun ballistics actually followed real world gun performance, with deck pens rising in efficiency more exponentially as you went out further, but for some reason they now have a "35km is best pen" rule for all guns which is just so weird... and you can get deck pen values that are better than your point blank belt penetration which is just such a gross misunderstanding of ballistic physics... I hope someone makes a realism mod for this game when it comes out for real.
  11. I'm just gonna mention casually (again) that deck pen on big guns are still about 3 times as good as their real world equivalents, which means you need an 18" deck in this game to "simulate" the effects of a 6" deck IRL. I don't understand why this game is so deck-pen-ophillic...
  12. Petition to give individual ships logs in campaign, so you can select a ship and see previous engagements it has taken part of, a list of kills, refits undergone ect.
  13. Agree on all points except the max 20-30km part. My battleships are designed for long range fighting, they function best if they spawn 40+ kilometers away from the enemy and have time to damage them as they close before the enemy can reply. A max spawn distance of 30km would make such builds much less effective, bordering on obsolete. A better solution would be to eliminate restrictions on x10 & x30 speed. That way all design philosophies remain valid, but tedium is still reduced significantly.
  14. Yes, happens all the time and is super annoying, have to wait entire months just to get my task forces back together for future actions.
  15. I think there should be an option to play a weekly campaign instead of a monthly one. It feels weird when it takes upwards of four months for a taskforce to travel from europe to asia, plus I've seen entire years go by just trying to consolidate my taskforces to take on doomfleets and such... the campaigns are over too fast and not enough stuff has time to happen in them.
  16. The screen says low victory points, did you lose a lot of ships?
  17. Just finished a campaign from 1930 to 1950, here are some thoughts. Japan is way too easy to blockade right now, you only need naval superiority in east asia, maybe split it into two naval regions, IE east china sea being it's own thing so japan has a better chance to defend itself against blockade? Similarly, I think the AI needs to learn to not declare war again until they have built a new and stronger fleet. I sank japan's fleet in a doomfleet battle in like 1933 and they never had a chance to rebuild as they kept declaring war on me again before they had time to build anything substantial and just got stuck in a perpetual blockade and building subs from 1933 until the game was over. Not very challenging. Generally there was a feeling of "beat them once and they will never recover" as it was pretty much the same story for the austrians and russians, although they did occasionally maintain peace long enough for there to be at least a few BBs to sink when the war turned hot again. Overall the AI seems to have learned to train their crews to at least trained/regular status now, kudos! Now they just need to learn to design ships that pose a challenge. I subscribe to the idea of player designs being used by the AI. At least as a temporary solution until the machine learning algorithm starts pumping out AI designs that are a true challenge. Should be easily doable through the steam workshop, and I can even envision a tree of potential refits for the AI to use depending on which techs they unlock first. The AI should also be made more likely to refit their ships. Battleships in 1945 with mk.I guns need to be abolished! Finally, it would really reduce tediousness if there were no time restrictions at all. Chasing fleeing enemies gets so boring once you get stuck on x10 or x5. Apart from that though, very enjoyable and engaging campaign overall, especially the doombattles feel like reliving some of my old HOI4 glory campaigns again, although in real time, which is nothing short of amazing!
  18. last doomstack i fought had 11 BBs and 5 BCs facing my 5 BBs. I lost a super cruiser and a DD, the first ships I had lost all campaign, and I only won because all my own BBs were purpose built for long range and could afford to hang back and whittle down the enemy before closing once they were all damaged. If I had built my ships like stealth or brother munro does with short ranged focus then than battle would have been a pyrhic victory at best. From my perspective it was the first battle in a 10 year campaign that wasn't a complete comp stomp, but where I actually had to use my brain a little. I agree the AI couldn't handle it, they didn't use their screens effectively and many of them bugged out and stopped moving entirely, so immersion wise it was worse than the little fights, but at least the game got difficult for a few minutes.
  19. No no I was gonna comment this, I love facing a doomstack, and I love smacking my lips as my one dozen ships take down half a hundred, it's practically the best feeling this game has got to offer
  20. I've also noticed some 20% guns will seize fire at intervals when their pen chance becomes too low.
  21. Feedback for this patch: Formations are actually doing okay now... at least compared to what they used to be... just need to fix the zig-zagging and have a look at those "randomly stops moving" and "randomly gets restricted to half or even 1/4th speed" bugs. Citadel armour is kind off a mess. I have no idea what inner plates do mechanically. Is the first inner plate a wrongly named de-capping/arming plate? Does citadel armour add a percentage decrease to the damage done by pens? does it buff the outer plates? Does it turn pens into partials? The description in the ship designer is highly nebulous, and could use clarification. AI needs to learn to train their crews. Doesn't matter that you put your game on legendary difficulty and face 10x your own numbers when the enemy ships are crewed by hello kittying schoolgirls who can't hit the broad side of a barn at point blank... Makes the campaign replayability extremely low rn. Same with mines. AI needs to learn how to not lose BB after BB to mines. And please, for the love of god, sometimes ships can shoot at max range and sometimes no. I've fought so many battleships that had a max range of 40km and opened up at exactly 40km, while my own ships had to wait until they were inside 1/4th max range or whatever, except sometimes they too get to shoot at max range, completely at random from battle to battle and ship to ship. Very frustrating. Rest is amply covered in stealth17s latest campaign. The VP bugs, the ships surrendering in spite of victory, damaged ships suddenly not being damaged anymore when battle starts and vice versa.
  22. I'm at a loss. This ship with this armor profile just took a main gun penetration at 26km... from this gun that has to be a bug... unless you've made the bonus for turret top armour less than the belt and face without telling us (I mean, that would be historically accurate, but then any gun having that much pen against a plate that's angled at 78 degrees is much less historically accurate in the first place, so yeah) Also, A & B turret can't seem to decide who took the hit. The shell visually landed on A in the game(where the black hole is), but B turret was the one to turn grey afterwards, and yellow up in the tooltip. There is something wrong with our bloody ships today...
  23. It feels completely random this patch. Couple patches ago, deck Vs belt hit chance was determined by angle of fall, but it seems this was scratched after 1.05 in favour of random chance, which means you get an unreal amount of deck hits at point blank range, and a ludicrous amount of belt hits at max range, which is a shame 😢
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