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Nick Thomadis

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Everything posted by Nick Thomadis

  1. This already works. Floatability stat, Pitch/Roll, weight off-sets, several ship components affect how effectively a ship can deal with flooding.
  2. Hey Admirals, Please share the following: 1) Academy Missions you like the most and why? What would you change to make it more interesting for you 2) Academy missions you hate the most and why? What is causing frustration? 3) Please propose new missions or challenges (historical or fictional), share your ideas for missions you would enjoy playing, by describing the situations and the difficulties you want to face. Maybe your suggestion can be the next mission you will play in Ultimate Admiral: Dreadnoughts! Thank you in advance for you feedback and suggestions!
  3. Hello, we traced the cause and we will address asap. Please restart game when you notice this issue.
  4. Yes, we need to make the UI info clearer. Thanks for pointing out.
  5. It is an OR state, we should state it better.
  6. Hello, you can choose the graphical settings when you launch the game, as shown in image.
  7. Hello Admirals, We deeply thank you for all the support and feedback you are providing. We would like to inform you about our work for the next patch, which is scheduled to arrive next week. First of all, some balances: Balances/Fixes Penetration rebalance (Not so high drop-off of penetration strength, better shell shatter threshold for not so frequent partial-pens of HE). With the new settings however, angling will be even more important in order to inflict critical hits to heavily armored ships. HE penetration strength reduced slightly for compensation, making HE shells not so powerful compared to AP as before. AI choses shell ammunition more efficiently. It should switch to HE as a human player would do. Main Guns/ Sec Gun fire rate rebalance (+15% Big guns, -10% Small guns) Increased slightly the impact of flooding, making AP and torpedoes potentially more hazardous, as their hits can cause flooding with more probability. Targeting became slightly sharper (fixes issues of very low accuracy at close range, due to very rapid change of bearing). Cost rebalance of the Yamato type hull, so that in mission "Modern Battleship" it is less possible to build many weaker battleships. It is still possible to do so, but they should be so weak that they will be worthless (especially with new penetration balances). Increased the accuracy of electric torpedoes further, but now they cost +12.5% more. Reload Mechanism now affects range, turret traverse speed and aiming, instead of accuracy. Together with some weight/cost rebalances it is added an extra reloading tech component with no range drawbacks but is much more expensive. Improved Auto-Designer to build ships favoring stronger main armament (and be more competitive against the player). Fixed an issue with ship stats that affected torpedo detection range for towers (causing them to be too large and battleships to respond too early without the need of escort ships.). Fixed issue that caused surface visibility to not be at realistic levels, according to ship size. Now big ships should be visible at reasonable distances. Late missions have been rebalanced in initial distance and duration to compensate for the new improvement. Fixed stats issues not updating properly several components in late techs, for example, citadel bonuses on resistance. 1st Mission has -2 minutes duration to be not a pushover. Increased +1km of average initial distance of opponent CL (2nd Mission) to reduce chance of an early lucky shot that can destroy the cruiser too soon. "Destroy Full Fleet" mission is rebalanced and moved higher in the mission list, to reflect better its difficulty. The second part of improvements The second part of the patch will be mostly dedicated to several crash fixes and fps optimizations. Two more missions and some other improvements are also scheduled for the next patch. We will provide more information in our final patch notes. Have a good weekend everybody, and enjoy the game! The Game-Labs Team PS: For those players anticipating problems in purchasing the game, we will soon offer alternative payment methods to suit their needs.
  8. Single guns have a better base accuracy, but in practice the multi-turrets are more effective, since they ladder aim faster, and the bigger salvo (compared to a single gun shot) increases the chance of a hit.
  9. We will allow further flexibility on placing ship assets in the future patches. Yes, we will see some, for example the Chinese Ironclad Dingyuan. We are going to improve further the barbette system, but unlikely to offer open barbettes, as it was a limited feature, almost not existent for the era we cover. We will offer ramming functionality, maybe some hulls will get extra power when ramming, due to their ramming bow. Already, single guns have an accuracy bonus, not only a reload. These advantages perish overtime according to late technologies.
  10. Yes, reverse is going to be available.
  11. We will support night battles (they are just not yet available for players, but they function internally). Towers will have different extra bonuses for night vision and aiming. It is not yet decided if searchlights are going to be visually represented.
  12. Thank you for all the data. We cannot promise but cannot deny that ourselves would also like to add this. But what we can offer always depends on other development priorities.
  13. Thank you for the notices, we are fully aware of all those issues and we are going to solve gradually. We already cover the most important. You pick guns with calibers from 2 to 18-inches (adding more custom caliber might be considered for later) Shell weights, muzzle velocity, Explosive charges covered. Further moddability can be prioritized later, when we implement more important things. Secondaries/Casemate armor is planned. Bulkheads planned. Several other armor details, will be added asap. Many times said, we shall in due time Part of the game is to trace yourself the torpedoes not add visual aids. Did real captains use birds eye view? Let's compromise on some minimum sense of difficulty for the player. Twin/Triple guns penalties are progressively reduced via techs only visible in the campaign. But you can notice them in practice in several late missions. Addressed in upcoming patch.
  14. We definitively have not spent development resources to make something like this What is randomized in missions is weather, enemy ship designs, initial distances. From then on, what we call RNG can resemble also reality, because in reality, you are never certain where exactly a shell will land. There are too many natural variables involved to have absolute certainty for that. Multi-targeting per gun caliber group is scheduled for a next game update. When crew is implemented, most things you mentioned shall be simulated accordingly. Penetration and aiming improvements of next patch will result in better balance of damage (including destruction of guns) and Damage control difficulties, as for example, bigger damage means bigger fires, bigger flooding holes, more intense situations that will need containment. Citadel is pending to receive more improvements by controlling its actual size on the ship. Current modifiers accurately affect the protection of internals (engines, magazines) and increase hull resilience against damage with the respected cost in weights and construction.
  15. That would be highly impractical, as the design system - realistically- must calculate armor weight to evaluate the overall weights of the ship. Over the years, the armor was not that much increased in thickness but its strength was immensely improved due to technology advancements. This is what we currently reflect in game with the armor quality.
  16. Quad guns will become available gradually for very big, late tech guns. Not sure if it is correct to make available for smaller caliber, players can comment on that. Probably you mean the "Long Range Accuracy" (?) because most secondary towers, except some tall or late tech towers, do not have Long accuracy rating.
  17. One of the things that the AI will effectively do is properly align its bearing in relation to your ship and periodically maneuver slightly. This is not a cheat but a skill that player must also possess, to hit consistently.. Many players, from what I have seen in some videos, move in maximum speed, turn around at maximum rate and play in multi speed. Those actions, especially the multispeed play, which does not let you maneuver effectively and reduce AI aiming, will usually put player in disadvantage versus the AI. Anyhow,, the upcoming patch will address all important gameplay inconsistencies, and hopefully players will get more expected results from their gunners.
  18. >>Guys, please calm down! This is a very nice thread for historical discussion. Any debate with each other, should be in polite manner.<< I would like to mention two books, as very interesting to read regarding the game's era: Battleship Design and Development 1905-1945 by Norman Friedman Naval Weapons of World War One: Guns, Torpedoes, Mines, and ASW Weapons of All Nations: An Illustrated Directory by Norman Friedman Please forgive me, if mentioned before.
  19. This mission will receive the necessary rebalance and will go up higher in the mission list, to reflect its difficulty.
  20. Ship initial speed in battles is at about 60% of engine power. I suppose you mean the speed slider to not be set at maximum speed. Not sure if most players would like this option, we need more feedback on this.
  21. We already plan to add more ship designer components gradually. There is certainly room to add those as special components. We just cannot guarantee when this is going to happen, until we finalize several other priorities.
  22. Yes, save system will be done, but we cannot say a specific date or patch.
  23. We need to define the difference of B and BB in UI, especially when we start offering the campaign.
  24. You can notice the effect of long range accuracy when you hover your cursor on targets/map (and review the accuracy panel). Check how it gradually increases to understand where it gets true benefit.
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