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jkl

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Everything posted by jkl

  1. So, you have this sensible post. 4.9" casemate still have weight almost 3 times of 5". Still can't have 9" main front gun on AH CA 1&2. Lot of month passed as you get report about it. How many time you need to fix it? Idk, some minutes for edit values i think, a little more for fix model. There's a lot of other balance issues, but meh. There's also retarded vision and "smoke at north" systems, but also meh. You change nothing so it's intended, and you think this game ready for release now. I hope at least someone of your team enjoys all this negative reviews.
  2. Heard about improvements and play a little. Yeah, i know i should wait more time 😞 Woah, enemy treated port Spalato! Look like there's no ship aside one CA, so we should last stand with our 10x defenceless TR! Oh, wait. We have there 9 more CA, why they didn't help?! Also, look like there's no enemy ships near, so enemy shouldn't attack here... But meh, brave AI can't be stopped with so little things! He just teleport his fleet from La-Manche and return it back after battle! And repeat it for next mission. Also, TR choose to escort my CA instead of run away. Or it's just terrible turning algorithms, idk. @Nick Thomadis Can you tell me what happened there, or it's same secret that cannot be talked about like crippled hull of AH CA?
  3. End turn, update mission, return to main menu, contine campaign. 3 min wasted. Mission spawn, 1 ca vs 2 cl, enemy cl run. 5 min wasted. Enf turn, update mission, return to main menu, contine campaign. 3 min wasted. Mission spawn, 1 ca vs 2 cl, enemy cl run. 5 min wasted. Enf turn, update mission, return to main menu, contine campaign. 3 min wasted. Mission spawn, 1 ca vs 2 cl, enemy cl run. 5 min wasted. Enf turn, update mission, return to main menu, contine campaign. 3 min wasted. Mission spawn, 1 ca +10 tr vs 2 cl, enemy cl run. 5 min wasted. Enf turn, update mission, return to main menu, contine campaign. 3 min wasted. Mission spawn, 1 ca vs 2 cl, enemy cl run. 5 min wasted. Hour passed, no single fight - only load screens and ship moving animation. I have no words to tell how fun gameplay is! Mission spawn, 1 ca + 2 tr vs 2 cl + tb, enemy run. 5 min wasted. Well, i think i done, will see you year later if that game will be alive.
  4. @Nick Thomadis Look like you ignore ship designer thread, so i double it here. Why you choose to cripple early AH CA with front gun size limit?
  5. Why we have hull with towers (which block los for guns btw), but need to slap another 2 towers?
  6. 8 month later i still can't place front main gun larger than iirc 8.3" on AH CA. So look like it's intended. @Nick Thomadis can i ask you why you choose to cripple this ship?
  7. It's mostly not design, it's AI behavior pattern.
  8. Haven't played for a long time. Submarines, mines, big map and etc etc is good. Announced new features good too. But why you didn't fix old annoying flaws, with AI especially? After 4 or 5 hours i got finally decent battle where AI choose not to run for his lives - ofc, bcs it's not 1v1 and he have advantage a little. But why you even spawn this retarded 1v1 missions, where we should waste a lot of our time to catch or not catch enemy? Just don't spawn mission if AI will run, it's better. Why you didn't fix vision system? "Smoke at north bla-bla-bla" very irritate, we should be able to at least see that smoke. And stealth ships is just retarded, like combat AI. Tell me, how 5 CL and 5 TB can even survive vs 120 ships? But they not only survive, they kill more than half of this fleet in 6 hours, and only out of time stop this carnage. I have literally 0 interest in this gameplay, and i think you guys should work on core gameplay instead of adding more features. Ah, also forgot retarded balance. Is it SO hard to make exel sheet and calculate weight and stats? Why 8.9" have 70-80% aim on 1k distance, when 7.9" have 19%, 8" have 14% and 9" have 23%? Why casemate 4.9" have weight 79t and 5" have weight 36t? I told this a lot of time ago, and as i see you guys do nothing with this. But we have mines, wow, all hail mines!
  9. I play with my started ships on legendary. No single ship builded during campaign, no single lost, but still able win every wars (and take ships as contribution if i need). In the end i just have lack of time for wipe picrelated blob, but anyway England surrender after this single battle. On top on this i was should 3 times restart game since "ships building" stuck, and one with "generation mission" or something. And ship components still not balanced, so need to check effeciency every single time. Is it fun? Barely. I think i need to wait more.
  10. Here we go again. Since lot of time passed, and lot of patches released, it's intended. Explain pls logic why 4.9" have weight of 5" x2,5. And not, it isn't UI bug, pair of 4" casemate guns upgarded to 4.9" give more than 100t weight. @Nick Thomadis
  11. Well, i think there's need a luck with bad weather and some micro, but TB definetely can be terrifying.
  12. Yeah. 5.9" have (20+14=34) instead of 35, but i think it's rounding.
  13. Well, so this definetly a bug. Since both guns placed, both guns have stripped armour , 4.9" have visible smaller gun (i.t. 3d model), but 4.9" have more weight than even 5.9".
  14. Good theory. But look like it's still wrong. As you see, with same armour 4.9" have almoxt x2.5 weight of 5" (84 and 34t w/o ammo, 27 and 11 w/o armour) @Nick Thomadis can we have answer about oversized guns and their weight, it's sort of miscalculating, wrong modifiers, or it work as intended?
  15. So, casemate gun have x4 weight compare to turret one by plating with 0 (zero) armour. Definetly not balance issue, sure. About main guns, picrelated. And not, it's not problem just with 11" gun's design. Idk why you guys can't just launch game and check thing before post something.
  16. Well, good catch, armour take part of weight. It should be added to tooltip. But as you see, turrets and casemates still not equal even with stripped armour. Main guns also can't be explained just with "it's armour weight" thing. Especially when guns have not only less caliber, but also less length.
  17. Weight gain from caliber increase need rebalance, picrelated. Guns still need rebalance. Having 4" turret with 2.1t and 4" casemate with 29t have no sense. Especially when 6" turret have weight of 45t and 6" casemate have only 39. Just wtf guys with numbers?
  18. Try to read my posts properly, idk. Or watch images at least.
  19. Increasing caliber/lenght buffs too strong. Axies of ship too unbalanced. 1890 TB with 6x torpedo tubes also too strong. Btw, there's huge jump of engine weight on step 31.9->32, like 30 or 40t. 12" turret weight less than 11". Turret guns have weight like 1/10 of casemate's ones. Overall need rebalance guns.
  20. Yeah. And worse part - if you find good proportions but want add some lenght for space, it can suddenly add whole section. So need deal with width or heigh instead.
  21. Нужна переработка механики видимости. То, что ИИ всегда знает расположение юнитов это не хорошо само по себе, ну да ладно - этому костылю десятки лет. Но это приводит к другой проблеме: ИИ не умеет работать с границами видимости, что открывает путь к его абузу. Я не особо разобрался в механике видимости, но на первый взгляд тут ничего особого - базовые хар/ки судна, затем постоянные моды башен/размера корпусов, затем переменные моды вроде погоды (учитывая повышение заметности от увеличения ширины/высоты и отсутствие понижения заметности от уменьшения для меня стало неприятным открытием, что мои плоские широкие ББшки светятся дальше чем вражеские, и мне надо активно сокращать дистанцию под огнем). Учитывая обзор уровня слепого крота в ранних кампаниях, можно при не самой плохой погоде получить ситуацию когда ТБшка будет крутится под носом у хевика(!) на расстоянии чуть более 2км и обстреливать его, не будучи замеченной. Для игрока это неприятно, но он может визуально отследить снаряды и отправить корабль подсветить невидимку (благо корабли ИИ всегда стреляют, если у них есть снаряды. В противном случае определить где именно плавает светящее стелс-корыто просто невозможно). Для ИИ же это просто смертельно, поскольку контрить выстрелы со стелса он не умеет. В защитные формации он не умеет тоже, поэтому даже если по засвету пострелять особо некому это не сильно исправляет ситуацию, поскольку ничего не мешает выждать момент и атаковать отдельную группу кораблей. Да, я понимаю что игрок везде найдет способы абузить, но ситуация пикрелейтед не должна быть возможной в принципе.
  22. If torps hit the same place ( i see only 3 blue sectons, so it happened) they do almost nothing. You should hit defferent places. And look like this BB killed by flash fire, not by just single torpedo hit.
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