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Zombie1914

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  1. WTF??? PS: FPS is more like Frames per Minute but neither CPU, GPU or RAM are much in use. Battle size is about as extrem as it gets and my computer is still bored... PPS: Funny thing is as soon as i hit pause CPU and GPU spike pretty hard
  2. Not implemented yet for all nations. As far as i am aware only the french get the quad secondarys for now.
  3. You got that right. Pen and ammo type (detonation delay) define where the main damage (shell detonation) and secondary damage (penetration) happens. Sometimes you get lucky and while your shell is over-penetrating and exploding outside the target you were still able to hit a vulnerable part of the target (Bridge, Boilers/Engines, below waterline) for the extra damage. If you see a lot of over-pens you might want to rethink your shell types or switch AP for HE. Lets say you have a 16" gun with default high pen but your targets are lightly armored cruisers it would be better to go with a shell type with less pen so you do not get the over-pen effect. That being said i personally prefer my load-out to have a bit of pen on HE (nose or base fuse) and max pen on AP with increased HE for the main guns to balance effectiveness vs different targets.
  4. Another questionable VP calculation: No damage taken & only 1 crew lost, 2x CL sunk and they still get more VP? Is the ammo i spend on sinking them more expensive than the ships themselfs or how does that work? PS: Oh and in the summary both of my ships show with "light" damage....
  5. Latest itteration looks good and stable to me, research speed is fine too for now. Some small issues that are still a bit annoying: - Inability to use conquered ports, i think that is campaign must have - Provinces dont seem to impact GDP - VP bug is back in some very rare cases (only had it 2x in the last few days) - Win / Defeat calculation is sometimes questionable (see screenshot) How is that now a win? (time ran out btw) From my point of view the 1.06 is ready for release as soon as conquered ports are usable, rest is minor bugs and balancing issues that can wait til 1.07+.
  6. I see your point but most of the information gained through the ship identification is not as relevant as you make it sound. Yes, eyeballing the ships gets you a better idea of their abilities but you would normally have Navy Identification Charts and basic intel available so its not that much of a cheat. Ship size, smoke and attack pattern/behaviour telll you pretty much all you need to know. Even the spotting order and/or seeing some smoke clouds closing in is good enough information for most battles. e.g. you see some small ships on a course near you and they suddenly start turning away, you can bet there are torps on the way Sure, the AI might have Veterans on board and better accuracy on its guns but knowing this honestly doesnt change how to attack him. Yes, i would try to out-range the oponent if i knew that i have more range but how often is that actually viable. Yes, just because my own AI can do it too i still consider it cheating because its BS and honestly made me giving up on fitting torp entirely.
  7. The AI has access to all the critical information (and is usually much better at interpreting it). The only "cheating" part on the player side is being able to interpret certain predefined AI behaviour and reacting accordingly but this is true to any game with a very few exceptions. That being said the ability of the AI to fire torps in an coordinated offset pattern and my experience of getting hit by torp salvos out of nowhere, after several course changes when i myself didnt even know that i would be moving on the new course, makes the AI torp aiming questionable at best. PS: Have you seen the way the AI dodging torps?
  8. Yes, including the dud mechanic. That being said i also get the impression that the torps have a much longer range than indicated. But AI is a dirty cheater when it comes to torps anyway.
  9. It is part of the Unity Game Engine (https://en.wikipedia.org/wiki/Unity_(game_engine)), which is apparantly what is used for UAD.
  10. Did a few changes to the resolution, no change to resources used. Opened the ship designer and RAM usage increased by 0.1GB but nothing on the CPU/GPU. Havent had any battles yet, maybe thats whats lingering in the RAM for you?
  11. Pretty much the same as seen on the screenshot. 1.6GB RAM and not much extra on the GPU RAM. GPU usage 7-38%, CPU less than 2% most of the time. Only running Steam and Firefox in addition to UAD
  12. VP calculation is still just silly. 1890s German campaign, March 1905 and never build any ships. Already won against the French and now winning again vs A-H. Almost like i was sending some army over instead of a non-existing fleet.
  13. Hanging in "Building New Ships" again but at least the GPU is doing something (whatever that is): Rest of the system is bored though. I really hope that this gets fixed as a priority. Having to restart the game every few rounds is rather frustrating.
  14. Seriously, Update 18 is pretty bad. The stability is actually getting worse and i am experiencing more issues than in the last 4 updates combined. On a positive note: Seems the number of deck hits is reduced but i have not had enough battles to really get a feel.
  15. I would like to add: - Hamburg STILL a Baltic port (this triggers me a bit) - STILL no way to force battles with hostile fleets - shipyard build size is not timeline progressiv and depends entirely on when you start the campaing - research tree with lots of empty entries, please remove them till they have an effect or give them a small basic bonus. (e.g. secondary quad turret reseach for Germany) - GDP and therefore the total money spent on the tech budget has no influence on research whatsoever. At least to me it looks like only the % makes any kind of difference - Port capacity growth needs to be addressed - War anouncements for already comencing wars
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