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German CL mk II guns

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Everything posted by German CL mk II guns

  1. Even though probably I am repeating someone, I want to point out 2 things. In strategic map large task forces consisting of multiple ships should be represented differently than "task forces" consisting of a lone DD. Strategic map gets clattered too much and it becomes very difficult to find and/or track large forces. Second is the auto targeting. You partition targets among ships and batteries, you start increasing solutions then batteries change targets, resets aiming process, creates unwanted splashes etc. It can be really really annoying. We should at least be able to turn off.
  2. Why same thickness of main or inner belt armor weight almost same now? Inner belt doesn't just protects machinery space?
  3. I can join you with fore belt penetrations from shells coming from rear arc
  4. German funnels with cranes buff damage control while japanese debuff. also; pls, for the love of god, fix the mark II guns on german light cruisers
  5. I wanted to point out German Mark II guns again. 4, 5, 6in german Mark II gun models are turreted, therefore you cannot desing effective, esthetically pleasant nor historically accurate light cruisers for germany with mark II guns. first is german mark I second japanese mark II third is german mark II
  6. I said it many many times. Back to shielded version instead of turreted
  7. Improvement of battle AI for large formations is much needed
  8. for people who are waiting CL main gun fix like me, it's not here yet.
  9. all the guys who tested beta didn't point out these things? I got angry to my self now because this is the only time i didnt test beta edit: question mark
  10. Just started a new 1900 german campaign and designing ships and mark II guns for CLs are turreted version so yeah, you cannot basically desing a CL. I think this was a thing of past versions IIRC and now it came back.
  11. much needed mod i would say, especially for "Destroyer I" hull for me. Sadly I cant test cause I am waiting for live version.
  12. when you refit a DD (or copy save) if you change the number of torpedo launchers the torp ammo doesnt update. for example, i had a DD 2x3 launcher, standart ammo 12 toprs. removed 1 launcher still had 12 torps in battle. viceversa happend also
  13. IMHO game can benefits from some in game history. Like major battles, ship history and such things on a details, info panel. Like ship flaws it will add a dimension. Also game can benefit from more player control when it comes to naming ships. For example when i lay down 2 predred and their name appears as bismark and Tirpitz.i scrapp them and look for more suitable names for that era. I have also try to name sister ships more similarly. I am not that nerd but i don't like to name armored cruisers like graf spee or coronel. I understand this is totally fine as the game e is not (and also shouldn't) be historic in this sense but just being able to rename an existing ship is maybe not that difficult to change and make some people happy. Also maybe more importantly. When you sell ships to minors, maybe you can't add a full list of names for minors but enabling player to change the name of ship to be sold can be even nicer. That means changing the name of the ships in construction.
  14. now that the penetration thing is fixed i have finally reach the 1910s from 1900. the thing that i noticed when i reached 1910s, although i am most probably not knowlegable enough to comment, gun accuracy of bigger calibers feels a bit too much. dont have the all the modifiers, but mark III 330mms, regular and up crews, not too bad sea conditions, full speed, cruise speed doesnt matter much, final accuracy ratio was around 50% against mix of targets like cruisers, light cruisers and DDs at around 7-8 km. dunno, care to comment? if it's like this in 1910s what will happen when i reach 40s? Also now DDs are using evasive manoevers (excellent work) and you are chasing them with your DDs. it's quite impossible to counter DDs with your DDs because accuracy is mostly between 0-1 % cause of all the chasing and evading. DDs dont engage in gun battles, they keep steady and engage other DDs, they only rush in and try evade (again excellent improvement). before i was enjoying DDs vs. DDs now but now it goes on forever, should i disengage speed up time and wait or chase her down? (BUT If it's historically accurate I am golden). It usually goes on till a BB snipes them or MATRIX style "dodge this!" kinda torp attack from point blank. So for now big caliber accuracy and AI DD behavior (which is very good atm, if there is a risk to brake it leave it like it pls)
  15. bug report; shift right click for torpedo target selection doesnt work anymore. main battery secondary battery works but not torpedoes. you can work around like target right click for all weapons, then select another target for main and secondaries). also when you change target with right click torpedoes (or another weapon group is not updated, some weapon group stays at old target showing two separate red doted lines)
  16. another thing last night fresh campaign, a big engagement BBs CAs CLs DDs TBs. AI position way better. At some point their CA decided to charge in but they were a bit huddled together. I thought they would stall BUT they formed some sort of line any tried to disengage. AI BBs were staying at range but also not that far away, they were shooting somewhat effectively manoevering closing the distance, keeping the distance but after losing so many ships they disengaged with remaining few light cruisers. If this was totally intentional, that's a great job, huge improment. thank you for your great work
  17. yes, now you dont need to change the name of the game to ultimate main belt: light cruisers My 2500t light cruiser got hit by a 330mm shell and she was O.B.L.I.T.E.R.A.T.E.D. I was like F***K YEEAAAHHHH!!!!!
  18. I tried a custom battle, a 1985 BB vs. a CA before AI was selecting HE for main (12 in) and AP ammo type for secondaries (4-3 in) because no matter what it knew the mains wouldnt penetrate the belt now it selected AP for main and HE for secondaries. And I saw with my own eyes that 12 in finally penetrated the main belt (yay!) definetly worth a campaing try
  19. just played a battle, 3in, 4in penetrates main belt 10in loads HE, cant pen, (fire though, yay!) force AP, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, overpen, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked, blocked,
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