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Werwaz

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Everything posted by Werwaz

  1. HIRMS Vladivostok Construction Instructions: Hull: Fast Battleship, Russian Empire, 1940 tech Modules: 75k tons, 28 knot top speed, long range, maximum bulkheads, oil 3 fuel, no boilers, diesel engines 2, auxiliary engine 4,shaft 3, Krupp 4, Barbette 4, antitorpedo 4, triple hull, reinforced bulkheads 2, antiflood 3, citadel 5, standard shells, standard ammo, TNT explosives, hydraulic turrets, standard reload, stereo 5 rangefinder, no acoustics, advanced radio, gen 2 radar. Armor scheme: 16" belt, 10" belt extended, 8" deck, 6.5" deck extended, 14" conning tower, 19" turret, 7" turret top, 6" secondaries. Topside assembly: Place Modern tower 3 on the rearmost mounting point. place Tall sec tower 4 on the 4th mounting point from the rear. place a Huge barbette in between the two towers. place triple 18-inch turrets in an A-L-X configuration. place Mega funnel 5 on the main tower. place twin 4-inch gun on mounts next to the funnel. place twin 2-inch guns on remaining superstructure mounts. Finally, place 4 twin 6-inch guns along the barbette. Usage: This design has not seen very much combat so far and needs more battle testing. It appears to perform best at mid to close ranges. Image link: https://drive.google.com/file/d/16lavKiJiac1hFb_TxdSsaKsmwUDPFdFf/view?usp=sharing
  2. USS Hyperion Construction Instructions: Hull: Super Battleship, USA, 1940 tech Modules: 109k tons, 28 knot top speed, long range, maximum bulkheads, oil 3 fuel, no boilers, diesel 2, auxiliary engine 4,shaft 3, Krupp 4, Barbette 4, antitorpedo 5, triple hull, reinforced bulkheads 2, antiflood 3, citadel 5, standard shells, standard ammo, TNT explosives, hydraulic turrets, standard reload, standard torps, 23 inch torps, stereo 5 rangefinder, no acoustics, advanced radio, gen 2 radar. Armor scheme: 16.5" belt, 10" belt extended, 8.5" deck, 7" deck extended, 8" conning tower, 18.5" turret, 7" turret top, 5" secondaries. Topside assembly: Place huge superimposed barbette on the rear mounting point closest to the center. Place Modern secondary tower 6 on the 21st mounting point from the rear, then place Modern tower 3 directly in front of it. Place 4 triple 17-inch turrets on the ship in AB-XY configuration. the muzzles of the superfiring turrets should be over the rangefinders of the turrets below. Place twin 6-inch guns on the mounting points on the superstructure, then place twin 2-inch on all of the circular mounts on the superstructure. Place underwater torpedo tube in prow of ship. Lastly, place 2 Mega funnel 3 on the superstructure. Usage: Hyperion is a good mid-range (±20km) combatant capable of destroying nearly all mid-size to large enemies. It sports heavy armor and extensive anti-torpedo protections but requires escorts to spot torpedoes due to its lack of a sonar station. A true titan by all definitions. Image link: https://drive.google.com/file/d/1vyE5ciRO9o6jh8adVVfN0T1qsQ-JXlVX/view?usp=sharing
  3. While we are waiting for in-game blueprint sharing, I figured I would make this for y'all so ship designs can be shared. Feel free to add your own ships that you have built. Ill add some of my own below. Try to add building instructions so others can replicate the design. Memeships and other clown car designs are totally allowed.
  4. I noticed the new AI tends to attack the weakest ships in your fleet first. However, this can lead to very strange situations in which my battleships can advance to point blank range (<5km) whilst the enemy insists on killing that heavy cruiser 15 km out. The enemy ships are then annihilated by the power of the 17 inch gun.
  5. The update is good besides a few minor text errors like two different parts having the same name. I think the only modern ship that is still missing would be a US modernized dreadnought. I also like the new modules and that turrets have more realistic weight. I just played the pocket battleship mission and the enemy battlecruiser got flash fired a bit too easily, but at least it put up a fight unlike the clown cars from previous updates.
  6. for those of you who were wondering how I did for my scenarios, it is as follows: Classified Cruiser- win with Navy Cross Battlecruiser's Bane- win with iron cross Search and Destroy- used dreadnought hull, win with order of double dragon Counterstrike- win with SHBB hull The Last Stand- inconclusive, enemy took 60 percent casualties including all but three capital ships, lost all light cruisers and one heavy cruiser, remaining ships very heavily damaged, AI should have finished me off if it wasn't so cowardly
  7. This sounds good to me, since my favorite builds besides SHBBs (everyone likes building SHBBs) are the modernized dreadnoughts and pocket battleships. I think the only things missing in terms of ship hulls and parts are a US modernized dreadnought i.e. New Mexicos, Tennessees, or Colorados after 1930s refits and the rear tower from BB-67 USS Montana.
  8. Is there any estimated release date for this update yet?
  9. Is there a release date out for this patch yet?
  10. https://www.stillfront.com/en/stillfront-group-acquires-game-labs-inc-and-further-strengthens-its-portfolio-of-strategy-and-action-games-and-presents-fy-2021-guidance-for-the-acquisition/ the above mentioned quotation was from paragraph 2, lines 7-10 (the one that starts with "Game Labs has a team of approximately 30 people located in...")
  11. "As a part of the Stillfront Group, the studio will continue expanding and improving its portfolio of premium games, but also expand into GaaS (games as a service) and free-to-play," well, my friends, we are about to witness the death of a studio. Practically every EA-style gaming conglomerate just buys up a studio, milks it dry, then discards it when they have driven its IPs into the ground. This is why UA:D is probably the last new game (post-2014) I will ever purchase.
  12. I myself would have to say perhaps the rear tower from the USS Montana, or the Tillman IV-2. Considering that there are far larger hulls than the Tillmans in the game like the German SHBB2, this doesn't seem that out of place.
  13. this will probably be the last scenario in this thread , so I will make it an epic one. (WARNING: this is a full fleet engagement, lots of ships, not suitable for lower-end PCs) The Last Stand It is 1945. The home islands are surrounded by a an American blockade that threatens to cut off all supplies to the islands. We desperately need to break the blockade if we are going to survive. We have mustered a small task force for you to command, consisting of our best ships. There is a slim possibility of success, so use every underhanded tactic you can to achieve victory. If the odds are against you, take out as many ships as you can before you go down. You will take command of a super battleship and its escorts, along with a battlecruiser and few more ships that you will rendezvous with before the decisive engagement. Spotter aircraft have reported that the US super battleship, USS Hyperion, has withdrawn from the blockade for resupply and repairs, and has been relieved by older ships. Now is the time to strike while their most powerful battleship is away. START DISTANCE: 50000M YOUR FORCES: Empire of Japan, 1940 tech 1X super battleship, Settsu 1X battlecruiser, (transmission garbled) 4X heavy cruiser, probably some cobbled together stopgaps 7X light cruiser, refitted fishing vessels with guns strapped on ENEMY FORCES: United States, 1928 tech 8X battleship, unknown class 6X battlecruiser, unknown class 14X heavy cruiser, unknown class 20X destroyer, unknown class VICTORY CONDITIONS: IMPOSSIBLE you can consider your mission a success if you sink at least half of the enemy capital ships.
  14. here's a cool scenario that I thought of that has a lot of different ship options: (WARNING: this is a full fleet engagement, lots of ships, not suitable for lower-end PCs) Counterstrike It is 1946. With the fall of Germany and Japan in the war, the United States and the Soviet Union were left as the dominant superpowers in the postwar world. Soon after, the uneasy alliance fell apart, and both nations prepare for the inevitable clash. Congress has been considering proposals for several next-generation warships. However, they only have the funds to construct one of these designs. The proposals have been narrowed down to these four: the Harbinger class super-battleship, the Annihilator class fast-battleship, the Emancipator class battlecruiser, and the Liberator class pocket battleship. The Russians have been doing some suspicious stuff like flying reconnaissance planes over our naval facilities, one of which was shot down. our interrogators were able to get out of him some information about an upcoming Soviet operation codenamed Red Storm. It is likely that the Soviets intend to attack our naval facilities soon. Serve these commies some Freedom if they try anything funny. START DISTANCE: 50000M YOUR FORCES: United States, 1940 tech 2X Harbinger class SHBB OR 3X Annihilator class FBB OR 4X Emancipator class BC OR 6X Liberator class PBB 7X heavy cruiser, whatever is in port 12X light cruiser, whatever is in port ENEMY FORCES: Soviet Union (Russian Empire),1940 tech 3X battleship, unknown class 4X battlecruiser, unknown class 7X heavy cruiser, unknown class 12X light cruiser, unknown class DESIGN CONSTRAINTS: total budget- 470M Harbinger class: SHBB hull, main battery of 17" guns, long or very long range, 28 knots or faster Annihilator Class: Modern BB 2 hull, faster than 32 knots, guns no bigger than 17", medium range or longer Emancipator Class: Modern BC hull, guns no bigger than 16", medium range or longer, cannot take more than 40 months to construct Liberator Class: Large Cruiser hull, guns no bigger than 14", medium range or longer, cannot take more than 32 months to construct RULES OF ENGAGEMENT: you cannot return fire in the first 15 minutes unless one of your ships is hit or sunk. VICTORY CONDITIONS: sink all enemy capital ships (BB and BC) have at least 1 SHBB, 1 FBB, 2 BC, or 2 PBB left there are no bonus ranks for this scenario.
  15. here's a bit of an interesting alternate history scenario that came to my head: Search and Destroy It is 1942. following the decisive victory of the allies at midway, the Japanese have requested reinforcements from the Germans in the form of a group of captured French ships that will be used as stopgaps until they can construct new ships. Allied command has asked us to form a task force to intercept these reinforcements before they can be used in any serious capacity. At the center of this task force will be either the aging super-dreadnought Guofan, which will be refitted to suit your needs, or the hastily constructed but potent battlecruisers of the Zhejiang class. Escorting your ship or ships will be a heavy cruiser, 4 light cruisers, and 7 destroyers. We cannot afford to lose this engagement or else these reinforcements could jeopardize our recent gains. START DISTANCE:50000M YOUR FORCES: Chinese Empire, 1927 tech 1X super dreadnought, Guofan OR 3X battlecruiser, Zhejiang class 1X heavy cruiser, whatever we can spare 4X light cruiser, probably some stopgap ships with no bulkheads that will get killed easily by the enemy capital ships 7X destroyer, they're still on the slipway and haven't been named or launched yet, but they should be ready for the operation ENEMY FORCES: France, 1935 tech 1X battleship, unknown class 3X battlecruiser, unknown class 2X heavy cruiser, unknown class DESIGN CONSTRAINTS: Guofan: no reload upgrades, cannot be faster than 26 knots, can only use mk1 or mk2 guns Zhejiang class: cannot take more than 34 months to construct (found under information tab), budget of 65 million per ship, no guns bigger than 15" VICTORY CONDITIONS: kill at least the battleship and battlecruisers all capital ships (BB or BC) must survive kill them in less than 5 hours BONUS RANK: (this is for people who find the base scenario too easy) Order of the Double Dragon: kill all of the enemy ships and keep at least 3 of your escorts alive
  16. here's a bit of a goofy scenario for those of you who are still reading this: Battlecruiser's Bane It is 1940. For some reason the British got their hands on a ship duplication device and decided to duplicate some battlecruisers. The high command are visibly worried, and have ordered you to create a battlecruiser-killer with a secret cloaking device that can absorb radar waves. The cloaking device will only work farther than 10 km away from the enemy ships. You may use whatever resources are required to achieve victory. The Brits were able to clone 10 battlecruisers before our spies destroyed the duplication machine. Your ship will be escorted by whatever we can spare you. Right now, that would be 4 heavy cruisers and 8 destroyers. Make sure to give the Brits the full Hood experience and send 'em to Davy Jones' Locker. START DISTANCE: 10000M YOUR FORCES: German Empire, 1940 tech 1X mega battleship, Einschüchterer 4x heavy cruiser, whatever we can spare you 8X destroyer, V-1 class ENEMY FORCES: British Empire, 1935 tech 10X battlecruiser, unknown class VICTORY CONDITIONS: kill them all. bonus points if you pop some turrets or detonate some ammo BONUS RANK: (this is for people who find the base scenario too easy) Iron Cross: the British happen to clone 2 more battlecruisers before the duplication machine is destroyed. Win with at least 2 heavy cruisers and your battleship left.
  17. it happened to me with these circumstances: Russia vs japan, 1940 1 bb vs 1 bb my ship had 2x3 17 inch guns in ABY configuration, 1x3 13 inch guns and 5x4 24 inch torps on modern BB hull enemy ship had 2x3 11 inch guns in AB configuration, 2x7 inch casemate, 4x4 inch casemate,6x2 inch casemate, 1x3 5-inch guns on dreadnought 2 hull appears to have caused error after enemy ship fired main guns, but the game was still playable for some reason until I pressed ok, enemy was sunk by 24 inch torp from my ship stern deck of enemy ship was strangely empty, design was very uncharacteristic of typical AI designs judging from posts above, I think the enemy battleship was the one that caused the crash
  18. here's some of my thoughts about the announced update: New hulls- I am all for new hulls, especially since the British currently have the smallest battleships by a large margin. Better placement- I never had much of a problem with the old system, but a welcome change nonetheless. Bulkheads and armor nerf- Bulkheads and armor have already been nerfed into the ground, and if anything, they ought to be buffed. At this rate, ships in this game are gonna become glass cannons that get 1 shotted. I understand that maybe earlier and smaller ships shouldn't be running around with max bulkheads and thick armor. Perhaps a solution that could make the currently planned arrangement work is if there was a significant weight reduction bonus (maybe 10 to 20 percent) to armor and bulkheads on the Turtleback and All-or-nothing citadels when applied to advanced battleships, or a new hull construction module that would provide the above mentioned bonuses. Of course, in order to preserve balance, both of these options would add extra cost to compensate for the weight bonus. AI improvements- AI ships have always seemed a bit ugly. Hopefully I will have some worthy opponents and legendary battles. here's some other things that I think could be improved with the current game: The American SHBB hull has an abysmal resistance for its size, at only 81 when most tanky SHBBs have a resistance of 100+. Please at least increase the resistance to at least 100. Triple and quad gun turrets weigh entirely too much. As demonstrated in a previous post, the weight per gun in a triple or quad is more than a dual, which defeats the entire purpose of the triple and quad turrets, which are to save weight while using the same number of barrels. More modernized super dreadnoughts like the Chinese and Austrian ones cause those are extremely fun to build on. Perhaps mark 4 16 and 17 inch guns in the future to emulate the 16"/50 caliber guns.
  19. I was able to beat it without using torps with about 75 percent left, and I even 1 shot one of the battlecruisers by detonating its ammo with my opening salvo. The achievement ranks are just extra challenges if you find the base scenario too easy.
  20. The EX-F wasn't supposed to be used in combat, only for research purposes. Everything should be unarmored except for a 4 inch main belt. However, you can still use all of the protection modules like bulkheads, anti-torp, citadel, etc. since those systems would be developed on the ship as well as the fire control, guns, and sonar. Even without armor, the scenario is still very much beatable, if you use the right tactics.
  21. Classified Cruiser The year is 1936. Talks at the London naval treaty have broken down, and naval research is hastening at a rapid pace. the Secretary of the Navy has ordered a series of new experimental gunnery platforms to aid with research. You have been put in command of Experimental Gunnery Platform F, or EX-F for short. This vessel has nine eleven inch guns in three triple mounts, as well as our best technologies that will be used in next generation battleships. As it was designed to be a non-combat ship, it has minimal armor. Any other design modifications are up to you. Your maiden voyage has taken you close to the Marshall Islands and into Japanese waters after a malfunction of the navigation equipment. The Japanese have mistaken the EX-F as a 32000 ton battlecruiser, and sends a task force made up of older battlecruisers and their escorts to intercept your ship. However, as the EX-F is highly classified, the Japanese must not know of its existence, and you have been ordered to sink any foreign ship you make contact with. START DISTANCE: 50000 M YOUR FORCES: United States, 1940 tech 1X experimental heavy cruiser, EX-F Design constraints: minimal armor, 3x3 11-inch guns, Generation II Radar, Auxiliary engine IV, Sonar III, Stereoscopic rangefinder V, 20000+ ton displacement ENEMY FORCES: Japanese Empire, 1924 tech 2X battlecruiser, unknown class 3X light cruiser, unknown class VICTORY CONDITIONS: Sink all enemy ships in 6 hours Don't sink Leave no survivors BONUS RANKS: (these are for people who find the base scenario too easy) Silver Star: beat the scenario with 25 percent durability left Navy Cross: beat the scenario with 50 percent durability left Medal of Honor: beat the scenario with 90 percent durability left
  22. When I was doing a custom battle, I noticed that after a certain distance, the lighting engine broke down. Intrigued by this, I proceeded to explore the outer reaches of the Ultimate Admiral Dreadnoughts battle area with a specially designed ship, the "Worldborder or Bust". Here are some points of interest I found: Maximum Spawn Range: 25km from center, farthest spawn setting in custom battle- start point. Light Glitch Range: about 110km from center, lighting engine breaks down. Auto Navigation range: about 200 km from center, automatic steering using right click breaks after this point, must use manual steering from this point on. Cloud-border: about 320 km from center, you pass through the cloud dome encompassing the battle arena, using freecam after this point will warp the camera back to the edge of the cloud dome. 500-800 km: nothing much, besides the cloud dome becoming rather glitchy. 800-1000 km: the cloud dome disappears from view entirely. 1135 km: maximum theoretical range given the 10 hour in game time limit. Here's some pictures : https://drive.google.com/drive/folders/1v_laIUq5zS6OevXyK0DOKzzpUrno4XI9?usp=sharing (I have to use a google drive link since I ran out of attachment space)
  23. here's some of my observations on the current state of the shipbuilder: 1. the bulkheads are too heavy. In testing with a 100k ton hull, I had to dedicate 3 percent of all the weight to bulkheads alone to get max bulkheads, which I usually consider a must have on a battleship. 2. the triple turrets are quite inefficient in that they don't have any advantages on a tonnage per gun basis against a double turret. In testing, a single 16" gun turret with barbette 4 weighs about 1200t per gun, both the double and triple turrets weigh about 900t per gun, and the triple turret weighs about 870t per gun. In fact, a dual 18" mount is lighter than a triple 16" mount. 3. the fixed placements on some hulls can be quite annoying. certain battlecruisers and fully extended American SHBB definitely come to mind. 4. it would definitely be nice if we could enter an exact displacement instead of fiddling with the slider. 5. anti torp 5 is quite redundant, since anti torp 4 does the job well for less tonnage. 6. the AI always seems to have battlecruiser grade armor on battleships. rarely do I see it use more the 12" of belt armor, when I usually use anywhere from 13-17" of belt armor
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