Adding my two cents on bugs present in the current build. A few of these bugs have been mentioned by other people several times, but I thought I should weigh in to help the developers with prioritization:
. Player ships have a really hard time targeting fast-ish opponents in later eras. For example, I had a 1940's, fully maxed-out battleship be completely unable to respond to a group of heavy cruisers at any range. BB's guns would rarely ever fire, and when they did, accuracy was appalling (again, even with maxed-out tech). The cruisers, meanwhile, replied with a constant barrage of pin-point accurate fire. Both primary and secondary batteries are affected;
. In the same vein, guns (mostly primary, but secondaries can do this too) often refuse to fire at all, or fire sporadic, partial salvos, while peer opponents throw a whole lot of lead my way without any hesitation;
. Ships still wobble and shake violently for a few seconds when starting a battle in all but a flat calm;
. Ships with no or very little armor are sometimes able to block or ricochet capital ship-grade projectiles. This tends of happen at shallower angles, but still seems very unfeasible from a physics standpoint.
Other improvement suggestions:
. A more sophisticated damage model: including mesh deformation and the ability to have masts, superstructure and so on be partially or completely destroyed, and the ship itself be able to break apart when sinking would greatly enhance immersion;
. Ship models have varying degrees of scaling inconsistencies, which do interfere greatly with the sense of, well, scale in the game. These are usually more apparent when the displacement slider is away from the midpoint. Ship's boats are recurring culprits, oftentimes being way too big in relation to the hull, making the ship look tiny, and the same can be said for deck clutter, such as capstans, cranes and hatches;
. Animated screws;
. The game is very much GPU limited, at least on the PC's I've run it on. Adding FSR 2 as an alternative to FXAA and TAA should yield substantial performance and image quality gains for players, especially those on more modest systems.
Highlights:
. Magazine explosions look really dramatic and powerful. SFXs compliment the visual effects quite well;
. New weather and time-of-day system is quite a looker, too;
. Sounds effects are pretty gratifying and weighty overall.
Again, I appreciate the developers' efforts in bringing the game up to shape. Despite its flaws, UAD is one of my favorite games and I'm eager to see what's down the road. Cheers!