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Tropsobor

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  1. Same here. My game is usually stuck on "Building ships". I've reloaded saves multiple times, sometimes it does not happen again this turn, but inevitably happens 1-2 turns after. Havent been able to advance beyond 1893 with this bug
  2. Greetings, Admirals! Below is my list of observations and suggestions with brief clarification as why I present them. Assuming that game has not yet been fully released i refrained from many suggestions regarding campaign itself (like "add more nations/weather etc") since they are supposedly coming anyway. Also I haven't read ALL of the comments in section, so forgive me if there will be duplicates. 1. Prohibit player from seeing enemy torpedo reload timer and the amount of torpedoes left on enemy ships. Currently for 1910+ the ability for player to see reload timer on enemy torpedoes gives you huge advantage of avoiding them. Frequently look at enemy ship with torps during battle - seeing that enemy just fired their torps you simply turn your battle line in different direction - voila, enemy misses you! Super easy and unrealistic IMO. 2. See to the Current BC and BB design comparison, since there are somewhat strange correlation in a way that you can put more weaponry (or overall useful weight) on BC then on BB of the same tonnage. For example - in 1930 campaign as Germany i made 40000t BC design with 3 quadruple 17 inch, reasonable speed and armor, while 40900t BB with the same armament layout was WAY WORSE then said BC in all aspects to the point of utter uselesness! Same applies on 1920 campaign BB vs BC. In the end i really stopped building BB's at all since BC hull gave me every advantage in usefull tonnage. 3. Improve AI ship design in campaign. Sometimes AI makes completely useless ships in terms of combat capability. With the same tonnage they have way fewer guns and worse armor then player's. Maybe AI puts old engines/armor to make them cheaper, I do not know, but this results in some enemy BB's (BB with 16 knots speed in 1930?!) and CA's being totally incapable of doing something vs. player designs. 4. Limit the ship top speed for all campaigns or make machinery weight considerably more at high speeds, especially for small ships (TB/DD). So far you can make good designs with stellar speed compared to the real ships of their age. Want 35 knots DD in 1910 - yeah, sure! 49 knots DD in 1930 - absolutely. These ships even able to outrun their own torps. This gives playes a super easy tactic of quickly going to point-blank range to anything floating and loading them with torps. Rinse/repeat. You can easily win the campaign on hard vs AI by building nothing but DD's 5. Please, expand financial statistics, we really need to see how much money are currently spend on repair etc in campaign. 6. Add distances to the map or a special tool for a palyer to be able to see sip combat radius. Currently i have no clue (without using internet out of the game) how far is 9000 miles and where from Wilhelmshafen my ship could operate. 7. Rework AI so it could actually use HE ammo vs anything other then transport ships. Example - when you're chasing enemy BB with your own it never uses HE ammo, despite his AP rounds giving him nothing but ricochettes. You, in turn, can switch your own guns to HE and reduce enemy to burning ruin half way through the chase! Let the AI evaluate the probability of ricochette and switch to HE himself, instead of uselessy peppering you with AP's to no effect. 8. Try to make some fights (some - not all) more in favour of one side. So far almost all of the fights in campaign are almost an exact match which in most cases gives player a definitive edge over AI. 9. Give more missions to the ships in port except for "in beeing" and "sea control". Examples can be "raiding", "protecting area", "reinforcements", "long-range patrol", "commerce raiding", "decisive battle" etc. Thus you will be able to control your fleet better and bring a lot of excitrment. Thanks a lot for a great game, I am really enjoying it! WBR
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