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T_the_ferret

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T_the_ferret last won the day on November 9 2021

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  1. Yes but i meant more is there a list of long term suggestions that have been accepted? For example more ship, ship type or changes to gameplay?
  2. Gonna just post this again because i never got an answer
  3. First and foremost, bulkheads don't change on the ship display at all depending on what bulkhead option you've chosen. It also mostly only affects how a damage "spreads". For example it won't reduce the hull damage you take from a torpedo, but that torpedo would for example flood 4 compartment on a light cruiser with minimal bulkhead while one with maximal bulkhead might only have a single compartment (the one being hit in this instance) flooded. It also works with fire. It helps keep the fire inside a single compartment and thus makes it much faster to put out. It also reduces the chance that hits will trigger flash fire, or that fire will trigger it. Basically it doesn't prevent outright damage but does help a lot in preventing long-term damage from fire/flooding/internal damage. High survivability of small crafts has been an issue for as long as i can remember and i don't think is tied to bulkhead
  4. @Nick Thomadis Could you please clarify if those are the things accepted only for next patch or overall (for later on)?
  5. It says next "patches" and stuff that's for the next patch is marked as being in the beta. I'm mostly wondering if that's all they took from the suggestions
  6. Oh... so wait the stuff taken from all the suggestions are only very small things or stuff that was already planned anyway?
  7. Nah its pretty well known that accuracy is pretty wonky at all time, whether its the lower end during 1900s battles or high end during 1940s battles
  8. I'll just repost most of my suggestions from last month and a new one set in bold: 1: More early ships (1890-1910) as well as modules and options for that time period. Currently these ships offer the least amount of build possibility and creativity while also being a focus of the campaign as it starts then.2: Gunships or more torpedo boats introduced to allow small-scale battle to still be interesting and dynamic while also offering another threat against DD and CL than just torpedoes .3: Important research in campaign. Currently everything in campaign takes way too much time to research and thus priority or focus of research offers absolutely no benefit. What is only 3-4 months away from being researched is the only thing you'll unlock.4: Clarify tooltips, currently many tooltips display erroneous information such as "accuracy increase" or are not clear enough such as what resistance offers. The right panel when designing is also nothing but a mess of numbers and confusing words for new players not acquainted with naval terms or the game itself.5: Improve naval academy, currently those missions not only make for a poor introduction overall to the game, they do not explain much either and some outright use erroneous information and battle parameters, such as tooltips describing battle against outdated ships but those ships sporting 1920-1930 technology.6: Change nation AI and AI overall to not prioritize "wall of torpedoes" so much, as it feels they are heavily weighted to use torpedoes.7: Vastly improve light shells and propellant modules, currently light shell and some propellant module benefits are pitiful which makes almost no one use them. A sliding scale of accuracy vs range and RoF would be much better.8: Improve small gun accuracy and damage. Currently small caliber guns (under 127) feel outright useless unless at high Mark tiers, such as Mark 4, because of the huge accuracy change between calibers. 51mm guns cannot hit the broadside of a barn while 203mm guns can (relatively) easily hit enemies at 5km. This makes small caliber guns useless and massively influences small-scale battles into slap fights at knife fight range, or torpedo spams. Smoothing accuracy from low to high caliber would help enormously.9: Very secondary but i would love to see more options for Ironclad/Monitor battles and other such things.10: Please please please please PLEASE I AM BEGGING YOU hire a community manager or someone able to dedicate time to the community. I cannot with any amount of words overstate how much it would improve its health and attitude as well as promote constructive discussion and help the game. 11: Stats such as resistance, flodability and stability desperately need a rework. Early ship suffer from very low points in those stats while late ship have immense amount of them to the point it is very easy to see destroyers get ridiculously high hull form for 70%+ bonus to acceleration and 100%+ bonus to turning rate or even -40% gun damage, which on destroyers are even more ridiculous. This is not going into such stats on battleships, battlecruisers and heavy cruisers where it can reach -70% gun damage, -40% torpedo damage, +120% ricochet chances and -50% flooding chances. This makes early battle way too short and by virtue of low accuracy and high damage while late battles are frustrating on virtues of torpedoes and guns doing little to no damage at all even when otherwise devastating hits are scored. Battleships can take multiple 500mm shell penetration with no internal damage, heavy cruisers can take 24 inch torpedo salvoes sometime with no flooding nor crippling damage, and even destroyers can just shrug off the very few shells that manage to hit them Edit: 12: Very minor but it'd be nice to be able to design transports and they would influence how cheap/costly they are to maintain and how much are needed to maintain your supply lines, as well as their defenses and guns
  9. Main problem is early hulls have ridiculously low stability (and thus exasperate the problem of low accuracy to even more ridiculous extent) while late hulls have ridiculously high resistance (making it utterly stupid in ways where being shot by a 508mm shell does close to no internal damage)
  10. No way to know, whenever the team is done gathering the feedback from last month i imagine
  11. I'm probably gonna write about it in more detail when the january feedback thread opens but i really feel like hull statistics (stability/floatabilit/resistance) really need a rework
  12. So which features ended up making it into the development plan @Nick Thomadis?
  13. Very early on (before you can get hydro I or good towers) your heavy cruisers and dreadnoughts have little chance to dodge torpedoes because they are fired from very short range, and its even less likely if they decided to use Fast Torpedoes which are available very early as well (for some reason). Your best bet is to mount some low caliber secondaries to cripple torpedo boats that come too close, but if its a cruiser that rushes you then there isn't really any hard counter beyond the hope that you can cripple it as well before it closes the distance. AIs are known to get insane bonuses to turn practically on a dime no matter the ship type when you fire torpedoes yourself
  14. Glad to hear about the update pace, i really hope you can keep to it as it would be awesome!
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