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PainKiller

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Everything posted by PainKiller

  1. Hello Question before i do something wrong here. I'm with britan, went into war with german empire. There is a bunch of land offensive going on in Africa. Can i actually do something about that with my navi to try to win it? Like going there with 100.000t ships and starting an invasion, would that be helpful? Shore bombardment, blocading the area to prevent resupply going to enemy? Anything? Or the only thing i can do is watch? Is this what you guys ment as just watching the game play itself? I hope thiese kind of features will come in the future, land attack sounds fun. Thank you.
  2. Fair play I haven't met with such force, sorry for doubting you.
  3. Guys stop. They are working on ship control / turning, this is not what is going in the live version. Writing here that the ships are uncontrollable and having ideas how can be improved is okay, calling the devs incompetent is not okay. Are we playing the same game? I'm in 1900 now, there are lot of battles where my 3bb 3ca (example) task force gets attack by 10dd, 10cl and few bigger ships, and i have absolutely no problem shooting down dds, using pre dreadnaugh bb with 11inch mains and 5inch secs. I'm corious what can be the difference. I hope you are not using auto-created fleet.
  4. Very nice post, would be lovely if it worked like that. We somehow also need to see, if it is meaningful to target an enemy ship, as it has enough % for that gun to hit it's target. I know AI don't do this, but let's say it knows about game mechanics. According to your design, we can lock up all the secundary guns. We get the enemy dd to sail into the 4km range of your ship, and at full speed, full rudder to one side, start going in circles. The secundary guns would get a huge -whatever% debuff to accuracy, probably making them below 0.1%, and they will just track the dd going circles, but will not fire on it. Even if i make them fire with agressive, it would be just a waste of ammo. Yes i know this would not happen, but it's a possibility.
  5. Yep this is the other occuring problem running in the game for a long time. 2" guns being more accurate than 3", 12" being more accurate than 11", or 13", not belonging to the linear pattern we are expecting. But thiese are just a "few" % more accurate than they supposed to be. Thiese two example is nothing compared to making 8" guns to 8.9", giving it a drastic, almost broken accuracy bonus. Feels like cheating in game, but actually the game itself letting me do this. I'm not going to change the lenght of the barrels.Sorry for my poor paint job lol. As you can see this is a 8" 8.9" 9" inch guns If this was a linear growth in accuracy, i would be expecting for the 8.9" guns to be slightly below 9" guns (yes i see it's a mark5), something like 1km=100%, 2.5km=52%, 5km= 18%. Yet, we have more then double of that, making 8.9" guns the most broken of them all, literally rivaling the 12" gun in efficiency. I'm pretty sure devs know about this, just wanted to show you if you didn't. There are interesting things about the guns This is not game breaking.....but definietly not healthy in the long term. This 8.9" gun is the actual reason i still have sanity playing the game. When this gun actually decides to fire every minute instead of 10-15 secounds, at least it hits it's target lol. ( i did not use this in my testing earlier, this is just for the campaign so i can progress. doesn't matter since it suffers from the same bug.)
  6. Doesn't seems to be true, just run my ship with a single turret 1 barreled 50mm gun for secundary, with my 3x3 200mm as mains. The secundary gun has a 1.1 sec reload this time, which means 54 shells/ minute -> we are at 0.909 shells/sec. This is under your suggested 2-3 round/sec limit. The main guns still has problem firing. (I hope shell = round, sorry for not knowing correct english) I'm just gonna hope that this is the resetting targetting solution thing, what just Nick said. Interesting that the gun UI still indicates 100% accuracy, and not goes to 0%, which i would expect for a targetting solution problem.
  7. wait...WHAT? wow. Since when? What is your source? I did not read this/ know about this. Fascinating. So, according to this, if i lower the amount of small gun, and also use the worst loading mechanics, i can go below this limit, and can make my bigger guns actually fire? Brb, need to test this hypotesis.
  8. Yes you need to be at war with the nation you want to attack first. Then move ships sum 100.000t to the area. Thiese can be any kind of ships ( i have not tried with submarines though...) They don't have to be in one task force, they can be in multiple, just need to be close to each other / close to the area you want to invade. I don't belive you need to set their status to invade however, but to be sure, let set their status to invade. I always thought that taks force in invade status used to mean that it's more likely to attack merchant ships...
  9. I'm sorry, i thought the target reset meant, that when there are multiple enemy ships, the guns keep changing their target too frequently, which was introduced in v1.1 as i expreienced. What i'm reporting is complety different, and has been in the game since v1.06 or 1.07, not exactly sure. If we do talk about the same problem, then I'm glad you are working on that. Sorry for bothering.
  10. I have recreated an 1930 costum battle where my ship has 200mm and 50mm guns, trying to show off how ineffective the 200mm guns while the 50s are active and made a report. I can't have a conversation through the bug report, so if you need me to do something, show something, make different gun combinations, please, let me know Nick (or any other devs who are working on bugs) I belive earlier you sad that 50mm guns cause splashes and that's what causes the issue, which would be completly fine, but i belive 3x2 small lonely tiny 50mm guns shouldn't cause 1 minute wait time on a 200mm gun that reloads almost every 12sec. Not only that, but had 3 turret on that design, and only 1 turret would fire....every minute or so approximately, from like 3-4km away, with 100% accuracy, set to agressive, as you suggested. I'm serious, feel free to correct me. I'm not going to keep reporting this as bug if this is truly intented. I would like to know how to be helpful. Please. I don't even know if this bug happens in your game, as you said earlier that you are unable to recreate the situation. Again, this 50mm - 200mm guns is just ONE combination, there are others which does something similar patterns. And looking at the enemy ships in campaign, this also affects them. Their main guns having problems fireing. ( I don't know how bug report work, can someone enlighten me? Do they just see the printscreen picture and our written message? Or can they actually play the game and see what is happening from the moment we created the bug report? the latter one would be better)
  11. So far I'm very happy with the campign, great job! I know we have been reporting that the ships behave like drunken sailors,because it not used to be in game, but to be honest, if you tune back on the aim debuff from this kind of manuvering (sometimes -50%), it would be fine staying in the game. I have a skipper's license for "small" boats, (so I'm not qualifield to give opinion about warships, but) when you want to sail on a route, it's not just that simple. Your ship doesnt have a power steering like your car, nor surface friction to keep your ship in line initially. You are going to oversteer a little, especially if you don't even have a visual reference, like in the game, so you have to correct, giving you the zig zag pattern you see ... That is just my opinion, and i'm probably wrong, since i can also argue that i don't see oil tankers and such big ships behaving like that. It can be influenced by the crew's training level. a Green crew having a harder time executing the orders perfectly, while a veteran+ crew can steer the ship to where it needs to go at the first time we give the order. Other opinion: the game soon needs a big UI change probably, as we are gettig more and more features. What i specifiacally mean this time, as I'm reading the forum, lot of us having problem with nations ordering too much ships. Right now, it's a one time pop up almost every new turn. It would be much clearer, if we would have a list of the nation we are allied with / trading with, and there would be the list of ships they are queuing up for us, giving us more information about how much time we have to complete it, what profit it gives, maybe if it improves relationships. Of course here we should see what happens if we don't complete the orders, does it worsen our relationship, and how much. It would also be nice (suggested by others) if we can not only see our ships listed, but our Task forces as well. Maybe have a button, which would locate them on the map. Having information about avarage fuel level and ammo level, damage suffered. The option to change the orders from one place (sea control / invade / protect) Right now we have to search them on map and check individually which is very tireing in my opinion. I belive it's time the trading mechanic between nations gets more attention as well, we are getting there to need an UI change. One slider is not enough. The game says we get better trading with allied nations, but it doesn't feel like right now it changes anything, or gives more GDP. I don't even know where my merchant ships are going, the only pop up i get is when they get sunk in a sea region, that's the only way for me to know if they are even there, and needs protection. I want to protect them before this happens. I don't know how it would look like, but it would be nice seeing trade routes on the map as well. What route they take, how much ship are on the route. I want to assign my ships to the route to protect them, but i don't know how many i should send. Logically, it needs a lot of dd /cruiser. The longer the route / more ships on it, the more ships i need to assist them. That's where changing how the subs behave would have a huge impact, since they were used against merchant ships, not warships (mostly). There should be some kind of estimated danger level, what's the probability my merchants will be sunk. If i have a route with idk....30 merchants between England and allied America this time, and i have only 4 ship protecting them, and also next turn, the enemy I'm at war with just about to cross my trade route with it's doomstack task force, i need to know/see if i have to act. Some kind of indicator (which is not a next turn pop up) saying me, flashing red on the map, that in 2 turns, if i don't change anything, or send anything, there is going to be a high probability of losing a lot of merchant ships from that specific route, since my 4 ship is not enough to match what is coming. Thiese routes also can be dinamic of course / born new ones if i have a new alliance, or gets cancelled if i am not in a good relationship with someone. Of course this is true the other way around. Seeing the enemies trade routes, so i can plan missions / task forces to strike there and hurt their economy. You know where I'm getting with this. I'm not good with this kind of ideas, you guys had much better explanation how it can look like. I don't know coding, I don't know what's possible. The game is growing so much, it feels like I'm looking at a child becoming an adult with every patch and bug fixes. We are proud of it, even when we are critisising the bugs. We just want to make it better :_D
  12. Interesting. I started a 1890 japaniese campign, and i had the rising sun flag there.
  13. For a quick test, 200mm guns having hard time firing constantly when 50mm guns are acive is still present. I'm gonna bet that this is going to be true for other combinations as well. Also, am i the only one whose ship has problem just sailing in a straigt line? My ship wants to go in a zig zag constantly. AI is not turned on for a start...... Also i use 1 ship here for testing, so it's not trying to avoid anything.....I'm not sure what i'm doing wrong here.
  14. It's maybe due to me playing a lot of UBOAT nowdays until the new patch comes, but i would actually love real generated battles with submarines against dds and merchant ships, where i can control these hunts. Pressing auto resolve button is not very attractive gameplay I know that a lot of peaple have ptsd from wows submarines, and wouldn't like them, but i definietly would xD
  15. One more way to test that this is not related to splashes created by smaller guns, is to test it against 2 enemies. Focus the secundary fire on A enemy, and the main guns on B enemy. And you will find the same resoult, that the main guns will still not be reliable. I have only tried it in campaing and forgat about it. I just rememberd as you wrote this post. I'm sorry. It's a very lenghty process to try to figure out how this bug works :_D
  16. I have written a pretty lenghty report in 1.09 about which guns work tougether and which not. I need to repeat that this is NOT a secundaries not letting the main guns fire thing. It's more like certain sizes are not comaptible with each other. I have tested this on dd, cl, ca, bc, bb. If you really want i can re-test it again and make an excel about it. Make video. The easiest to prove would be a dd, since it only has "main gun" option to choose from, yet if you try to use 2 inch and 5 inch guns tougether, the 5 inch guns will stall / fire erraticly, i don't know how to phrase it. And you can't just turn off said 2 inch guns, becouse dds doesn't have secundaries. And yes, i also tried to put every gun into agressive mode ( as i told you, please trust your testers) and it did not help at all. Thank you neph for your testing and posting about this as well. At this point I'm happy that we got some answer from you Nick. Like...finally.....even if this answer is not beliving us. But it's a start. I'll wait for 1.10 to see the changes.
  17. It would be even better if the game got steam workshop where we can downlaoad each others ships. By the way, let's say I make a Ship for 1923....in campaign the year comes, AI unlocks the technologies to build my ship, and it builds it....how long should we expect the AI to use it? 4-8 years? Can it refit my ship? How much will it change when got refitted? I don't know what to expect since we crealry know that even in the 1920s years, we still see the AI use 1890-1900 designed ships. Not even refitted just...the base ship as it came out with Mrk1 guns and everything.
  18. I miss the version when it just came out to steam...a simple campaign with german vs british, where the guns / penetration worked, battle generation worked, no 5 vs 300 laggy battle, repairing ships worked, using torpedoes on your ship was viable, no complicated features, no tension system, and our biggest problem was that when shells missed, they went to a single spot next to the enemy.... good times. I was so hyped to build my ships of my dream and lead it to battle. I have 1000 hours in it already so belive me when i say i love the game. Don't get me wrong i like everything they have been addig for the last year, but they don't work as should yet. Can't be helped, poor guys have bigger problem then fixing the game. Stupid war.
  19. I have been wathing this gun behaviour for 3-4 months now i belive? Patch after patch, nothing happens about this. Devs don't even say anything. Everyone, if you see this, please keep sending in bug reports. They can't just ignore this forever. The more people voicing this the better. I'm sick of this bug. I'm not even gonna play until this gets patched.
  20. I'm glad i could help at least one soul :_D Oh no, that was not my intention. The game is still playable, it's just harder. I'm so sorry. It's one thing that this bug applies to players......but if you check, this also affects the AI as well. I have been watching enemy AI ships, their guns are not working good as well. This is more concerning for me, since i know how to work around this, and how to build my ships so that all guns can still fire. But the AI don't. Their battle effectiveness is also reduced. I have forgat to mention this in the previous post, but this is also important. I have also met with this very funny bug, i have tried to play that battle 3 times, and crashed all the time. you are forced to auto resolve so you can continue.
  21. No sorry. this is not a realistic feature, at least not the way it is right now, that's clearly a bug. iI have tested this in normal battle, 1930 using a britt cruiser vs a punching bag something that can take hits. There are some guns that can be used tougether and some that can't. For example, if i put 50 and 70mm guns on the ships, then any 127,150, 177, 200,220mm guns will NOT fire, only the 250, 270+, that's why bb-s usually work with them. And that's why it's very hard to make good dds, cls, ca-s. In dds you are forced to only use 1 type of gun. (50 and 70mm guns will work tougether, but 50 with 100+ or 70 with 100+ will not) In a Cl, if you are putting 50/70mm secundaries on your ship, then only the 100mm main guns will work. 127 and anything bigger will not fire normally. On CA you have 2 choices: either you can put 50/70mm secundaries, but then you need to use 250+ main guns, or you dont use anything smaller than a 127mm, this way you can put any sized main guns on them i belive. In some way this bug also applies to bbs: for example let's say you want to use 70mm and 150mm 200mm secundaries, 350mm mains. Only the 70 and 350mm guns will be usefull, the 150 and 200mm secundaries will be dead weight. So no, seeing this, this is not a feature. This was in the game before the shell splash thing was in. And considering how the devs see our 40+ reports about this, and not saying a world, i'm pretty sure they think that maybe the ship can't see the tartget / guns turned off / guns have no ammo / enemy ship going too fast / the stars are not aligned / the testers are blind / i have no idea what other excuse they have for this, but they are not beliving us.... So the only thing we can do is to adapt to this bug. I hope i wasn't too rude in the last part.....it's just my fustration, because i love the game, very very much, and it makes me sad that this limits my designs...especially that i had to learn all this in campaign the hard way.
  22. Am i supposed to get this much VP? Is this intended? The patch before this, 15 ships sunk would have been around 300 VP
  23. I was just in a mission, where i enemy bb flew away with the speed of light, 2 enemy light cruisers could not be targeted, the game speed was at 10x, even close to enemys ( i enjoyed that one), then shorty after the game crashed.....this all happened so fast i could not think to press the report bug button xD sorry edit: i would like to mention that i'm not using mods or save edit or anything. I'm just playing the campaign vanilla style
  24. Fuel is not just used in battle, but on the map view as well (mostly there).... for example I'm still struggling to find out how to refuel on the sea when I'm playing with the americans. i make my ships with 20.000+km, 150-200% engine efficiency, and i still run out of fuel when i try to reach europe or any continent. i got frustrated and gave up, now i'm playing with the british. they are amasing, because they have colonies and ports literally everywhere, so even my 10.000km ranged ships always have 100% fuel loaded. In battle, they don't run out if you are full. Other question, do you guys get only small missions as well? most of the time i get 1 vs 1 cruiser battles, 1 vs 1 dd battles, or sometimes 2bb vs 5 dd ambush missions, half of the time the ambusers running away... (let's hope the next patch fixes that ) My ideal battles would be around 10 vs 15 or something like that...
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