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neph

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Everything posted by neph

  1. Seconded--there should be a "blood in the water" mechanic if your navy is too weak
  2. God I hope you're making the world's driest joke
  3. Seems like other powers GROSSLY overbuild. They greatly exceed their shipbuilding capability & as a result, spend decades with nearly no ships until finally all their (now horribly outdated) ships finally complete. Other powers need to manage their shipbuilding capacity better.
  4. LEAD SHIPS NEED TO BE ABLE TO AVOID TORPEDOES!!! It's so insanely frustrating that you've got to micromanage every single division or independently operating vessel & switch it into AI the *instant* a torpedo is detected if you want to have a chance to avoid it. The AI gets it; so should we. LEAD SHIPS NEED TO BE ABLE TO AVOID TORPEDOES!!!
  5. When the mod development ends, I will release another version with a more arcade accuracy values. So maybe in 4-5 months if we take into consideration that we should get only one more major update from the devs? Maybe less or maybe more. Is it really arcadey? Or is it simply a transition from central fire control & fire computers to "use the periscopes, fire control from the turret, and press the button when that damn destroyer's squarely in the sights"?
  6. Holy crap. The formation changes are SO much better. Literal night & day. Thank you!
  7. SIMPLE STRAIGHT "SAIL IN A LINE" COMMANDS ARE BROKEN. I have not touched formations at all. They started in Battle Line & look at where they are, 4 minutes later. This is outrageous. The solution is simple. I have outlined it in the link below. For clarity, I also quote it here. Thank you for reading.
  8. France, what is this battlecruiser???? 1x10" gun???
  9. It's probably still the same stupid thing where once your secondaries start going their high rate of fire prevents the main guns from firing (yes, it's stupid). If you turn your secondaries off at close range, do your mains start working again?
  10. There's a fov button already, right?
  11. Strongly recommend simply having more escorts. At least a 2:1 ratio with capital ships seems required. DDs are worth building for this reason mostly.
  12. And, of course, this entire list of items that needs fixing:
  13. Turret design improvements. It is required that dual turrets are smaller than triples. It is also required that manual turrets are smaller than autoloading ones. These are important design considerations that are keeping the game from being historical. Also, the player can make whatever gun they want, whenever they want. Also, all guns are automatically upgraded to the newest mark. Please add a dedicated gun designer. You will select the size of the gun, the length of the barrel, and the loading mechanism. You will choose the mark. You will choose the weight of the shell, the propellant, the explosive, the HE type and the AP type. You will be able to test the gun in the gun designer. You will be able to test it against such and such armor, at such distance and at such angle. You will be able to understand your expected penetration characteristics before going into battle! Then, you will press design. Like building a ship, it will take time and money to design the gun. (You might have a little randomness for the final stats, so that some gun designs are excellent and others are rather mediocre). After the gun is designed, it will be available in the ship editor, where you can choose the number of barrels. YOU WILL NOT BE ABLE TO PLACE GUNS ON A SHIP WITHOUT USING THE GUN DESIGNER. This will mean that we will reuse the same guns often. It will mean that it is a big decision to go to a new type of main gun. And the stats will not change after the gun is done being designed. It means that our small guns can use incendiary HE but our big guns can use semi-ballistic HE. It means that our little guns can use tube powder and our big guns can use cordite. It means that instead of having endless gun type options, we will have the ones we design. Then, we can select the number of barrels and turret shape. We will have a gun designs list just like a ship designs list. This is good because this is a game about gun ships and gun surface warfare! This is what the game is about!
  14. Many superstructures currently have room for aircraft facilities (KGV, Bismark). Many hulls have space for aircraft facilities (Littorio, Iowa). We ought to have a new superstructure element for aircraft facilities. THIS DOES NOT MEAN WE NEED TO ADD AIRCRAFT TO THE GAME Rather, it would be a component that: increases reconnaissance a huge deal, increases long-distance accuracy moderately, increases spotting very much, and increases fire chance very very much. No aircraft launching animations. No aircraft. However, it will be an important component to choose to add to your ship. This would be an important improvement for heavy cruisers, battlecruisers, and battleships. Many of the cranes, catapults, and hangers for aircraft facilities are already modeled in the game, so it would be less work to implement.
  15. Forum size limit is a lifetime "you have this many kB to use up" & everybody uses it up immediately. Use imgur--make sure your link ends in .png for it to embed right
  16. There is something strange going on with hit radio. A battleship against cruisers at very close range seems to get the VAST majority of their hits (>90%) on the deck. That's not right.
  17. Is there a superstructure spread modifier? It should be super low.
  18. I personally like the crew limitation. Maybe per ship would be better. Anyways, another example of how the damage spread model is bad. I am at a range where my 16" can't penetrate this CA's deck. But whoops! Somehow I got a penetration on the tower! Guess that 0.5" of superstructure armor was too much. The entire ship went from like 92% structure to zero, instantly. The damage spread is model is bad for everybody. Damage shouldn't spread from outside the citadel to inside the citadel (without certain calculations).
  19. All agreed. There's a lot of missing polish that you need to call a product finished.
  20. Thanks! Broadly agree with you but some nitpicks: 9—This is the sort of thing that gives a game longevity & a vibrant community. Sadly, it's 2023 & to be healthy the game's going to have to grow past its development forum. Making it as easy as possible for new players to get shared designs is really very critical. I can't overstate how important it is to have workshop integration. Setting it up is extremely easy too, want some of the weird file naming restrictions are lifted on shared designs. 12—Meaning a fully flooded section at the very end of the bow should be worth 1/5 or so as much flooding % as a fully flooded section in the middle of the vessel. It's just simple geometry. 15—That term is being misused. Counter flooding increases how much water is inside the ship and an effort to stabilize roll. There, the devs are using it to mean "anti flooding", or "getting water out of the ship".
  21. All maximum. The issue is damage bleed. Damage bleed is when damage added to a destroyed (red) segment is instead given to the surrounding segments, which may destroy those. If a bow segment is hit by a high caliber HE shell, the HE may penetrate the weak armor and achieve a full penetration (~5000 damage). This will destroy that segment and keep destroying segments adjacent to it all the way into the armored citadel. Destroyed segments will flood unstoppably. If a segment is red, no amount of damage control stops the flooding. Thus, even though the citadel is protected from HE, HE damage can travel through the bow & into the citadel, flooding machinery & sinking the vessel. This is because the game allows damage bleed to pass from outside the citadel inside the citadel. This is unrealistic. In real life, there's a large slab of armor in the way. The most effective way to kill heavily armored ships is by hitting their bow with HE. As the player, this is not a problem if you have weaker armor, because the enemy will throw AP at you instead. This problem only occurs for the player when you are building very well protected ships, because the enemy will give up and throw HE instead, which will achieve full penetrations on the bow (AP will overpen).
  22. Again, go back & look at the original post. It's not fire that's a the problem. Fire is fine. The problem is complete (within the citadel!) section destruction & subsequent unstoppable flooding
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