Jump to content
Game-Labs Forum

Rob Onze

Members2
  • Posts

    4
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Rob Onze's Achievements

Landsmen

Landsmen (1/13)

4

Reputation

  1. I have seen some people here are kinda weird, blocked on WoW...they only see wow, and somehow they have like a gastric reflux to mention it when they don't understand some things. I would appreciate such people to not bring this fallacy in any discussion. Lets discuss with valid arguments. Torps system right now is bad, needs overhaul The focus of feedback is to make the game better, as it clearly has a lot of aspects to improve. And is good, devs are reading and listening to good ideas. As per this image example, the BB in the middle was facing the other way when the torps were launched. The torps wave to the left was shot targeting it. The BB took evasive actions not to be hit by it, knowing they are coming. The second wave of torps, to the right were launched just right after the first wave (2 launchers to one BB and 2 launchers to the other BB) but targeting the BB in the back Care to guess what torps landed a hit on the BB in center screen?!? For example, we have different torps available, which is perfect Using the standard ones should keep the current mechanics, where you pray to god for the ship to shoot already those torps, and hope for a miracle the hit it. On the other end of the spectrum, the electric torps should come with the most advanced FCS possible to the player, where you pick and choose the things i mentioned above, allowing for an IQ200 attack on an enemy fleet And the in-between torp types that offer some sort of control where and how you launch. Improved smoke screen is a must as well, to allow for other smart players to apply advanced tactics. Units pathfinding, another aspect, but will see with a10 how the new system was created, maybe it solves the silly dancing around of other ships, when you move one Ah, regarding this aspect, please change the collision avoidance system, as a check mark on each ship. For example when the players selects a direction where the ship to go (and not the silly rudder that will make a ship go in circles) you know you want that ship to go exactly there, and you don't want any avoidance system to be forced onto your ship. Many times I have found losing a ship because the idiot was trying to avoid something going straight, when in fact doing a tight course change is what was the salvation...and 1 second (before your realize the retard mechanic is forcing it straight, not where you made it turn) is sufficient between avoiding an enemy torp, by the skin of your teeth, or receiving it broadside.
  2. Hello, I'm happy to see the developer team reading and understanding feedback offered and applying into patches. Means this team has good people that will make an amazing final product, ironing out things that are logical to be solved. If I may, - smokescreen to be of wider effect (area of effect), and allow other ships to enter in it and gain advantages. For example a DD starts a smokescreen and a nearby BB passes through it - torps to have a line indicating where they will shoot and a changing color from color grey (inactive) to blue (active) (colors mentioned are just an exemplification you can use any colors coding) when your torps are facing the correct way). For example you have ship with underwater torps (very small angle of firing) Literally, I have rotated a ship in every possible position to get a lock onto an enemy ship and the bloody thing never launched. You are just looking and waiting for something to happen. Nothing tells you when it's ready or preparing or even where it will shoot. - Regarding the "where it will shoot" you need to create a secondary player controllable FCS. Because as it is, the calculations are very poor. They take into account the present enemy ship direction and speed. They do not take into account that the enemy ship is already engaged in a rotation, so the estimated position will not be where the straight line and speed point out, because the ship is already maneuvring and will never ever reach that place.. Plus take into account ships that turn very fast. And this is why i say for the player to select how far to send torps, to avoid any complicated calculations that might fail. Lets say on torps FCS to select tight average and loose. With tight, you send torps in a direction very close to existing position With the other extreme setting, named loose by me, you will send very far ahead (the current torps launch settings ) Also enemy ships are instantly aware when they are targeted by torps from any ship and will instantly shoot that ship. And all enemy ships are aware of all torps all the time. Which a human player cannot do and a lot of times a human player can find themselves hit b a torp because they failed to see (screen can only show so much) In this regard, you should leave active the warning signs on torps so that they can be seen all the time, unless the player clicks on them to hide that particular warning sign above a torps wave - Another torps needed aspect is shooting. If a player has 3 launchers (an example, can have 2, 5 or 10 launchers, etc) to create a system where it launches everything in one large wave or sequentially. This is where the player can shoot from first launcher with a loose setting, the second wave at point blank (meaning shooting at the exact position the enemy ship is now (this is very good especially against very maneuvrable enemies that will turn hard to avoid torps and surprise-surprise will find themselves that they turn in another torpedo wave) and the rest at average distance, so you can cover a lot of places where the enemy ship can go once it spots a torpedo. A lot of times the current torpedo mechanic sends them faaaaaaar away and only a damaged rudder ship will be hit. You have programmed in the game very large torps that have a very long range of firing, but they are useless because they calculate an impact point that is so far away that 99% of the times will not hit that ship, Because that ship will have changed course from various other reasons. Thank you for your attention, hopefully will see such improvements in gameplay in future patches I share these from my gaming experience playing all sort of games for may years, and as a passion to see good, quality content. Cheers. PS: if something is not clear please do ask me for clarifications and I shall try to illustrate in some form or another what i am mean
  3. Thank you for replaying but i must point out some flaws, lets say. First of all, no, i don't play wow, but i've seen quite numerous matches. What I do have is plenty of RTS, TBS experience as well as lets say some knowledge of history regarding warfare and a keen sense of strategic and tactical engagement. 1) It's about anticipation of a maneuver. The targeting system has ZERO concept of that, and will always shoot only thinking the enemy ship will move predictably straight line at same speed. And this means even if the targeted ship is currently sailing straight or if it is in a circle. It has literally zero calculating and anticipation of route. Well not zero, just one, meaning it does a basic x0y position, where the ship is pointing and speed guesstimate. A position pointing in one direction doesn't mean it's heading in that direction. If it has a course max rudder, it will sail in circles. The targeting computer has no such concept and won't take into account the current and near past position to extrapolate a correct position. I can draw schematics if it's too hard for you to comprehend the notion of extrapolation. 2) Attached image. As I said but you didn't pay attention: The DD is in second line and was left alone until it was put to right click target an enemy unit. No guns, just shooting torps (shift right click) The moment I clicked to shoot an enemy unit, it itself was itself targeted by that exact same enemy. It never even managed to launch it's torps although it was put on a course facing the side to launch torps. With this showcasing how poor the actual computational system for torps is. Sometimes the ships take a lot of time to launch their torps...they keep the lock and don't do anything. My BB was engaging 3 enemy ships, including the one that shot down my DD the second the DD was given the target order. So, it's not like that enemy BB was left alone with nothing to do and suddenly decided, oh look, an enemy ship, why don't i shoot it down. No. It was fully engaged in a hell of a brawl, taking all those big shells from my BB. Nope, it magically knew the DD was targeting it, although the DD was passive and not charging. So, to explain. my DD was ~5km from my BB and the enemy unit was almost 5km from my BB, so the enemy unit and the DD were 10km apart, no sudden movement, no signal of aggression from DD, and suddenly the moment it was targeted by the DD, it turned guns on it. Now this is clearly a poor mechanic. So, with short range torps, DDs are useless because the smoke mechanic is bad. with long range torps, DDs are useless because they are still targeted. The DDs main function is to deliver strategic, silent sneak attacks, known as torps, and GTFO fast. The enemy knows when you will shoot them thus making the usage of silent killers, irrelevant, even their maneuvering is irelevant, because the enemy has so better precision it will be sunk fast. So it's not as seeing a movement of ships, but knowing it is targeted and taking evasive actions. It's like me playing with you the paper game battleship and i have to tell you where i will shoot, but you get to move your ship after and then tell me if i hit anything. 4) if you hover over any guns, they will say they will penetrate x thickness of armor (facing straight, not angled) As i sadi. My thick armor is penetrated by enemy secondaries, while the thinner enemy armor is not penetrated by my large caliber. So 15-17cm enemy secondaries penetrate 30cm of belt armor while 33 and above cannot penetrate 20cm of belt armor...not to say the 20cm secondaries don't do either. 6) A large BB, yes, huge inertia, but a light DD if taken to zero, it should slow down fast, as it's light (compared to BB) Working as intended, not really, needs more time tweaking for mass and effect. Reversing not a combat tactic?! From this point onward i could consider anything you say gibberish as you clearly are not that well informed or capable of understanding advanced combat control of units. Let me spell it out for you. You see a torpedo and you could avoid it by letting it pass in front. The normal slowing of ship isn't doing too much, so you put it into full reverse allowing to avoid a hit. 7) Hmm, clearly you have not much knowledge, not even of this game intended route. Based on what they have in the game, clearly there will be coastal engagement of some sort, and islands pose an amazing strategic point for launching surprise attacks or avoiding some hits. Now, an extra point i never got addressed earlier. Regarding shooting. A salvo. In military naval tactics there's a few ways to use salvos to identify the target distance. This is not the place nor the space, so you can search on youtube, i think there are videos explaining it. But, in a shootout with another enemy going steady courses, the more your shoot at it, the better the aim is so the longer the fight, your landing hits on it, should increase. .. I am letting all of these written here for the devs, to understand where things need to be addressed, hopefully they are more knowledgeable of things regarding ships. Anyway, thank you for your time, everyone, Keep up the good work and solve the issues presented, mainly allow human players to manually fire weapons at a designated location/direction.
  4. Hello all, my fist post here and I would like to share my experience and ideas about the game. I’ve played like +50 hours, intensive, because I like the concept and I sunk into it. Ended up to like mission 37 from naval academy (and currently stuck with no ideas how to beat the next 1 or 2 levels) and a decent number of random skirmishes games, from various eras and fleet composition. The game is interesting and shows potential for an amazing title when fully released. I would share some issues now. 1) Torpedoes are pretty much useless for the human player. The player controlled ships have a very poorly programmed or weirdly thought out fire control system. Literally, unless the enemy target is moving straight at constant speed, the torpedoes will not hit. Only if you are very lucky to hit other enemy ships. This is in fact how I have started to play, targeting some ships, to shoot them, but in fact intending the missiles towards the real target that can be a ship or a cluster of enemies, hopefully one of them will be picked. Has more chance of actually landing a torpedo on an enemy. 2) enemies are aware when you target them, instantly. Which is utterly stupid concept. Now this should be immediately solved. Using any torpedo carrier, I keep any gunfire to off, so there is no sign to the computer target it is being attacked. I recommend to experiment this to anyone. Keep a fast DD in the background with all weapons off and when the fight is pretty much active and everyone is shooting everyone, simply send this DD into a charge. Because it has no target, just a move, it doesn’t attract any enemy units fire. The torpedoes range is larger than the distance of the active brawl, so you can still shoot your toros from the second lines. The instant moment you target an enemy ship, this DD will come under fire from all secondaries that can shoot it. Now that is shite. And the targeted enemy will start evasive actions, so a launch you do make, it will be in vain, as there is no surprise factor anymore.plus your DD will receive a crippling hit. 3) And this takes us to this next aspect. Targeting and hitting. Computer units are cheated. No matter how and why, their chances to hit and average damage is higher than human ships. Literally with no human intervention to try and be smart, the enemy units is given better stats. Even if you have the bigger guns, the thickest armor, nope, they will land hard blows and you will miss. It’s like your ships are given basic stats. While that might be an appealing aspect in a story campaign, in skirmish or even in later stages of the naval academy, that should not happen. As I have said I am at mission 37 or 38, and the ships even outfitted with best rangefinder, their real life aim is beyond abysmal, they even end up shooting cross eyed. How TF can you even do that, when you are sailing in a steady circle with a steady speed with a steady enemy (crippled down so it moves predictably), and you do that nice dance around each other. The enemy with smaller caliber guns can do some significant damage, while you do very little when do actually manage to hit it. And very rarely managing a heavy hit. No matter if using AP or HE, missing so much, you can’t even tell which is better. Plus at the range of 5km or less, the chart states that all weapons you have onboard should penetrate the belt of that enemy ships. But secondaries of 15cm and above barely do 1 or 2 dmg, with most being 0 and 0.5 dmg. 4) well, 4 ended up being part of 3. Damage and penetration charts. How do they translate because in actual gameplay they are not doing anything close to that. For example in short distance brawls, with 5km or closer, virtually any meaningful gun caliber should penetrate any BB side armor, the belt, but in reality, only the enemy guns do that. Your guns will do severely lower damage against a thinner armor, while your thick armor layer is being shredded and you receive constant damage. These are questions based on playing intensive and finding out weird situations as posted above. One of my suggestions would be for manual shooting. Quite literally the human player choses a point where to shoot any weapons he wants. Create a tick box, “manual mode” and using the same type of guns not keys to designate which weapons to be shot where. The units targeting system of the human player units is bad and no actual competitive player can accept such silly mechanics ruining his strategies. also solving the instant computer units targeting the units targeting them as mentioned above, it’s a bad mechanic and makes DDs unusable. 5) smoke screen. Useless, doesn’t help anything. Do it like world of warships. Where the smoke hides the ship completely, and the smoke area is a lot larger, and being able to affect any friendly ships. Like you go, leave a patch of smoke and close behind an enemy capital ship can hide for a couple of minutes. Again, solving the computer units shooting anyone targeting them, should be a priority of not happening. No enemy unit should know who is shooting it. 6) question about ships slowing down, inertia. Seems kinda very poor implementation. Ships don’t slow down fast and they keep on going on and on and on. Plus, there is no reverse option to maneuver ships into really smart evasive moves, or reposition them 7) islands, when?!...shallow waters and deeper waters. Anyway, solving the torpedo shooting is paramount. The calculations that your units do when firing have no real value, they will shoot so where far ahead, even if the enemy ship is clearly in a hard turning course adjustment and you should in fact launch torpedoes towards it’s back, not far in front. All the problems above have lead to a meta build as following. Large ass displacement, as many main guns possible of average of lower caliber (not using the top calibers) and many secondaries of largest caliber possible, very thick belt armor. All of the above because because of very poor hitting percentage in every match. I’d say 10-15% is a very good value you can hope for your capital ships (the other computer generated ships will average under 5%), while most ships will die not even capable of 5% hits landed. so build many guns, smaller mains, and bigger secondaries. Torpedoes are useless and only in the end game. Computer will avoid most of them mainly because your ships shoot like idiots in the middle of the ocean, not where you see them heading. Nothing motivates me to play anymore, because of the meta, being what it is. Trying variations won’t be fun because I see how the mechanics work and won’t lead to anything but frustration and the match isn’t up to my capabilities as a player. When you tell a ship to unload all toros, although it is sideways, facing the enemy at prime broadside of it, and it will shoot and wait and wait and wait and f.ing wait until the perfect moment passes, and the enemy ship is already starting to turn and you are already in a bad angle anyway, baaah. Great game, keep developing it, hopefully future patches will solve issues.
×
×
  • Create New...