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torpedoBoatAddict

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Everything posted by torpedoBoatAddict

  1. Urgent bug! Hi Nick, It seems like upon the introduction of the R2 fix, there is now a major bug with Mothballing, such that whenever you re-crew a mothballed ship, it has to go through a considerable period of repair (2-4 months for DDs, 12 months for BBs!), rendering it out of service for that duration and making the mothball mechanic to save maintenance cost completely worthless. Please fix asap as my Campaign rely heavily on mothballing ships in peace time that can be reactivated to war in short notice.
  2. @Nick Thomadis Please consider adding this feature of a turret bearing lock to the game., as this will greatly improve the aiming of both guns and torpedos for players willing to invest time into micromanagement and reduce the amount of people who complain about gun not firing or torpedo not launching. I noticed that most of the time, the gun or torpedo doesn't fire because the turrets are still turning, and because turrets will not turn to track the enemy when fire is turned off or when the enemy is not spotted yet, it makes pre-aiming the armaments impossible. This is especially true for torpedos because we will often turn it off due to the long reload following a premature launch. But turning torpedo launchers off makes it simultaneously lose the ability to turn towards the target and we often find ourselves in situations that, after maneuvering the ship to the ideal position (like 1km diagonally ahead of the target) to fire a volley of short range torps that will surely kill the target, the torpedo turrets are still taking a million years to turn to the required bearing to actually fire off the torps, such that you end up losing that golden opportunity and usually die as a result of getting so close to a capital ship. I would envision the feature to play out like this: Player can toggle a button and enter the turret bearing lock mode whenever they wish. Then, they can specify a general direction to lock the bearings of the ships turrets on (so all turrets will be turning in that direction), much similar to how the waypoint mechanic is used when steering (where the player right click to specify the direction they want their ship to move in). Then, they can unlock the turret bearing to let the weapons aim in using the fantastic current autoaim system right before they shoot. A simple feature like this will make the gameplay much more tactical, as the ability to turn turrets in the direction players wish and pre-aim targets (locking the turrets to aim at the area right before the target enters and hold off a salvo till the prime moment when the target sails into the kill zone) can allow for a much wider range of close combat and torpedo tactics that can exponentially increase the fun of this game with very little extra code to implement.
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