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T_the_ferret

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Everything posted by T_the_ferret

  1. 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
  2. Oh... so wait the stuff taken from all the suggestions are only very small things or stuff that was already planned anyway?
  3. 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
  4. 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
  5. 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)
  6. No way to know, whenever the team is done gathering the feedback from last month i imagine
  7. 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
  8. So which features ended up making it into the development plan @Nick Thomadis?
  9. 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
  10. Glad to hear about the update pace, i really hope you can keep to it as it would be awesome!
  11. It is pretty common for some ships to take one torpedo and sink while others suffer 5 flash fire and are fine. Its generally a known issue
  12. Hello, ever since the last steam update the game immediatly crashes upon starting, no matter what i tried. Tried running it as administrator, clearing the cache, running the beta branch, using steam's verification features, nothing works. Edit: Managed to fix it, clearing the cache then restarting the whole computer did the trick
  13. No they don't get any maluses, and small guns are way too inaccurate and do way too little damage to be worth it. Secondaries are rather weak right now except for the highest caliber ones
  14. Devs say this is normal, but i don't think it is. Anything that reduces your range automatically reduces your accuracy, and vice versa. So aim for stuff that increases your range Edit: This also goes for guns, guns that have more base range (so higher caliber guns) are much more accurate than lower caliber guns or secondaries. Its insanely easier to hit a DD with a 12 inch gun than it is with a 2 inch gun
  15. Main thing is for some reason on the french armored cruiser the life boats count as collision model unlike on every other ship, which means you can't put the front and rear tower where they should be
  16. Wait... the dreadnought, heavy cruiser and light cruiser are the same hulls? And they can all mount the most amount of firepower at most angles of all ships?
  17. Some of the french battleships cannot mount some of the towers in any assigned tower slots. Also not sure if that's historically accurate but balance-wise the french battleship and ironclad can mount significantly more firepower at much wider and usable angles than other battleships of the period, making them have a distinct advantage over the other ships
  18. Whats that "Ultimate General: In Development" game on the picture? French Ironclad 3 has some very odd turret placement on its raised side emplacement. Can put a single barrel 203 but not a twin barrel 51mm? All single barrel fit while all double barrel do not
  19. 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 onl
  20. We all are bothered by that, not gonna ramble on again but it'd be so easy to just smooth everything over and they just... don't. Its disheartening.
  21. Concerning visibility i'd to at the very least have a ship that fires at you be more visibile, because this is just ridiculous tbh
  22. Yeah i know but generally using your tonnage to the fullest means you'll use enough components to not make much of a difference anyway
  23. I've honestly never noted much of a difference as maxing out your hull tonnage generally puts you in the same range of visibility no matter the type of build you're going for
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