Jump to content
Game-Labs Forum

shingo3130

Members2
  • Posts

    16
  • Joined

  • Last visited

Posts posted by shingo3130

  1. "A different fate":
    - Triple Expansion engines should be available, as well as Nickel-steel armor. The USS Maine used both of these technologies.

    - The ten inch turrets should be slightly smaller to fit properly on the ship.

    - The six inch turrets are WAY too big. How are they supposed to fit as secondaries on ANY American battleship of this era? They're almost as big as main guns! The only guns that will fit in their 'correct' place on the superstructure are 4 inchers.
     

  2. On 7/18/2021 at 11:36 PM, Tycondero said:

    It is all a matter of personal preference. I would not go without keeping flash fires in check and reduce it as much as possible. However if you found a way to avoid it that is all good. 

    Citadel schemes need a rework and I also agree that super heavy shells are the no-brainer option for most situations. I hardly ever used light weight shells for instance, however perhaps these should have some additional benefits.

    The thing is that the current tech/designer system is a blend of technology progression (thus aways better) with some options for personal preference. To balance it in such a way that every choice remains meaningful is difficult.

    What could be done is make older choices get certain buffs as time/technology progresses (to a limited extent) to simulate a technology being perfected over time. Or, when we have the campaign, older technologies should be more reliable.

  3. Finally I have something that can REALLY compete here. The US Navy brings us the Ford Explorer of ships, with the 20 inch quad seemingly placed on that barbette for no reason other than to increase top-heaviness... 

    clownship.png

    Other features include:
    - Oxygen torpedoes and increased torpedo load... on a ship with no torpedo tubes.
    - 22 knot top speed in 1940

    - Light shells (!)

    • Like 3
  4. On 12/19/2020 at 11:48 PM, TimberwolfD said:

    Unfortunately, it seems that the AI control of ships has regressed lately.

    The AI seems to get worse every update. It was janky before. Now it's absolutely awful. On every patch it also seems to flip flop from being too aggressive to not aggressive enough.

  5. I like the idea, especially if we have to choose what kind of plane to prioritize (fighter, bomber, or scout plane) but I think it'd be simpler, at least at first, to do away with the idea of a hangar and crane, and just have the ability to place 1 or more catapults with preloaded single planes, that won't return to your ship during the battle but rather fly away to either an airbase or a seaplane tender.

  6. The bow badge is called the Chrysanthemum Seal, it's exclusive to Imperial Japan and is used on things representing the Emperor's authority. From 1898 to 1945 it was used on every ship heavy cruiser and above. (Possibly light cruisers as well?)

    • Like 2
  7. Instead of mentioning a specific mission, I'd say any mission with a short time limit is more difficult than it should be, as well as many missions where the enemy has torpedoes (destroyers or TBs, not underwater tubes on capital ships).

    On the other hand, the ironclad missions actually seem pretty balanced/not overly hard to me.

    • Like 1
  8. For the original post's idea - I definitely like the idea of multiple turrets, but it seems to me like there might be a lot of other stuff for the devs to focus on before they were to even think of it. Although, in the future it'd definitely be cool, and make replicas look better. I do think that some turret additions might be more necessary than others. Ex. nations without the right turrets at all for a certain era, or secondaries still having gunshields with 0 secondary armor (or destroyer and CL turrets having shields with 0 turret armor, for that matter)

    For DougToss' casemate idea- I think this would actually be very easy to do. They could have armor plates to cover unused casemate slots... and then when a gun is placed behind it, it disappears. They'd only have to use the same code as they do for lifeboats (that disappear when a component is placed near them). This solution would be visual only, but it'd still be really cool, and more realistic compared to what we have now when we decide not to use all the slots, which is empty holes in the side of the hull.

×
×
  • Create New...