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Vaarsuvius

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Posts posted by Vaarsuvius

  1. 5 minutes ago, Tortenschachtel said:

    But the range increases - in opposition to what the tooltip says.

    You're absolutely right. I didn't notice that at first. I noticed that Heavy/Super Heavy shells reduce range too. The only notable stat I can see that might affect that is muzzle velocity. I wonder if there's some hidden "base range" on guns that gets modified by muzzle velocity and whatever range modifiers you have.

  2. 17 minutes ago, Tortenschachtel said:

    Question: According to the tooltip for Light Shells they have 5% less range but 5% more base accuracy, but when i compare the range and accuracy values given by the tooltip for my guns switching to light shells actually increases range but decreases accuracy. What gives?

    A few patches ago they changed  accuracy to increase with the range of the guns. By reducing the range you're reducing the accuracy at range. It increases base accuracy but has a larger detriment at each range increment because your max range is shorter. You may notice it when you get White Powder and Cordite, because Cordite has a reduction to base accuracy but a large increase to range your accuracy at each range increment is higher with it than with White Powder. It makes range the more important stat when picking things like that.

     

    I think it was done because in previous versions of the game the 3", 9" and 12" guns were the most accurate at every range (within their range brackets, of course) and even if you had a 20" gun with 80km range it was still less accurate at every range step than a 12" gun with 20km max range. Max range had no value because even if you had that 80km max range you had no chance of hitting anything until they got within 20km anyways so you might as well just run the 12" guns.

  3. I don't mind the new font, but it's exacerbated a previous issue I had. When hovering over the pop up windows don't always keep in frame properly. It's made it so I can't see some info on guns when hovering in battle. If they have longer range then more range steps push more info off the top. The attached screenshot is me mousing over as low as I can on the UI element for the guns and I can't see any of the info off the top.

    20230528072020_1.jpg

    • Like 1
  4. 31 minutes ago, o Barão said:

    The UI can always be better, I agree, however the issue here can be easily ignored be the player. Let's follow the process again...

     

    - You have the A design. 

    - 5 years later you make the A1 refit design. 

    - And you also make the A1-C to build directly new ships from the upgraded version.

     

    "What is missing here? "

    - To delete the A design from the ship list. 

    - Repeat the process all the time you make a new design from a old ship.

     

    There is no reason to clutter the ship list with old designs.  Don't be nostalgic. 

    Delete the old designs and move on. Keep the ship list clean as possible with only the ships that are really important for your fleet. 

    I do delete A from the ship list, but then I have A1 Refit and A1-C. And when I refit A1 Refit to A1 Refit-2 then I also have to refit any ships I made of A1-C, and I need to do a separate refit of A1-C so I'll have A1 Refit-2 and A1-C Refit so all my ships are upgraded. Unless you're saying that every time I refit a ship I should instead scrap all of the older vessels and only make new ships.

     

    Or maybe there's some shenanigans you can do with names of classes to make it work out. I haven't figured it out yet.

    • Like 1
  5. On 5/27/2023 at 5:51 AM, o Barão said:

    1) you can. Copy your refit design and save. 

    It's pretty bad to do that. I constantly find myself making outdated ships so they're all of the same class. If I make 10 Ship A, then 5 years later refit them to Ship A2 and decide I want to make 10 more Ship A2 I either have to make 10 Ship A, wait for them to construct, then refit them or I copy/save and make 10 Ship B. 5 more years later when I decide to refit Ship A2 to Ship A3 then refitting Ship A2 to A3 works, but Ship B now has to have a refit separately to Ship B2 so it matches Ship A3. More refits only make this more and more painful. It's to the point I'll rather continue making new ships of the original 20 year old design rather than make update base ships because I don't want 5 different class of the same design that I have to keep updating separately.

     

    Can the designer UI be updated to show your cumulative probability of flaws in the ship designer? Even if you choose to leave out the base chance (60% IIRC) can it at least show what my techs reduce the chance by and what the cumulative +% chance is based on what I've put in? I can and do add it up to get an idea what my flaw chance is, but it's annoying to have to go back through and double check that the engine is 5%, the prop is 4%, the aux is 5%, the armour is 2.5%, the citadel is 10%, the reloading is 5%, etc. and add it all up on every ship because my designs don't always use the same components. Just a UI element that adds it all up for us would be nice so I can more easily see the flaw chance and balance it against the value of a component. And like I mentioned earlier it would be nice if the ship designer included the flaw reduction from research so if I forget to check before going into the designer I don't have to abandon the design, wait to load out of designer, check research and load back into designer again.

     

    Not sure if it was mentioned yet but the ability to check the map or at least indicate where provinces are in the peace treaty concessions would be nice. I sometimes forget and mix up names on where locations are. Having to tab out to google a location to decide if I actually want to gamble on getting it is pretty annoying.

    • Like 1
  6. 2 hours ago, Warspite96 said:

    I'm curious about the mathematics that goes into successful penetration, my gun has 285mm of penetration at 10km vs 79mm of armour with a quality rating of 140% (so 110mm effective), the two ships were almost perfectly broadside with each other at the point of impact and my gun's velocity at the barrel is over 1000m/s so the guns fire at a relatively flat trajectory at that distance......I'm wondering where the other 175mm of effective armour is coming from to get a fully blocked shot at that distance? Sometimes it feels like there is some magical force stopping you from penetrating parts of a ship that should logically be easy pens.

    Pretty sure that with regards to armour if it shows +140% then it's actually a total value of 240%. So is this Compound or Harvey armour in 1895 with a total of +40% armour quality or is it Modern Armour with Citadel 4 or 5 for +140% armour? If the latter then the effective armour is closer to 190mm effective.

     

    If the latter is the case you may be getting partial pens because the shells lose a lot of penetration before hitting the inner belts (up to 3 of those) and they have the same armour modifiers. Also if the latter I would like someone to tell me/us if there's a roll on the penetration value. It does feel like not every shot has the stat card listed value and I'm curious if there is variance on what we see and what we get.

  7. I'm just wondering if it's possible to change the formation builder to prioritize grouping similar ships. It's really odd when I have 2 existing DD designs and one is older (DD A) and has a max speed of 32 kts and one is newer {DD B} and has a max speed of 37 kts and the battle decides to make the divisions:

    Div 1: DD A, DD A, DD B, DD A

    Div 2: DD B, DD B, DD B, DD A

    and the one DD A in Div 2 artificially lowers the top speed of the division by 5 kts and generally has different combat characteristics such as fewer guns or guns of a different caliber with lower range making it a total mismatch. At least if it's just jamming an extra DD B in Div 1 it's not bringing down the division's capabilities by being in the division. Basically I just want divisions to prioritize grouping the same class vessels when you have multiple different classes of the same type in a battle.

     

    As it is at the start of every battle I have to pause and go through divisions just to sort that stuff out. It's especially bad when it jams an older 22 kt BB into a division with my newer 33 kt BBs and messes up my whole battle line as the formation wiggles and wobbles trying to get reorganized at the start of a battle while I reorder divisions.

     

    Also can we either designate flagship or can flagship be determined a bit better by the battle setup? Like in previous example it makes me sad when it decides to form a battle with 2 new BBs and one old one, then decides to make the 22 kt BB the flagship and my real ships of the line outrun the flagship bonus getting into battle.

  8. I don't remember where or when I learned this, but you can mount your main battery guns on the top deck. It really helps with this mission. Seriously, don't use the silly casemates, drop a big ol' cannon or two right on the roof. At least that way it can turn a full 360 and shoot.

  9. At least in the video it looks like auto-avoid is affecting your ship. Your ships will automatically maneuver to avoid collisions with other ships. You can avoid this by using manual rudder control in the bottom right side, just right of your speed selection. That will force the ship to maneuver, whereas right clicking will use AI rudder, but will avoid collisions

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