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Hobo

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Posts posted by Hobo

  1. I have wanted a game like this for a long long time.  I will right a long (very positive) review when I get the time but there is one issue bugging me and that is how fleeing troops get super human powers and can run 3x faster than regular troops for hundreds of miles and then regoup in to an effective fighting force with all of their guns and arty in a few hours.  I have run in to this a couple of times but the best example is when I forced the garrison out of Fort Stevens, I had my Portsmouth garrison on the other side of the Merrimac as a blocking support force.  The Stevens garrison  troops fled right through my blocking force and ran for a few hundred miles in the woods in my controlled territory only to regroup a few miles from Portsmouth and quickly take the open town.  I had my fresh garrison militia trying to follow them but they were a day or so too late.  In another game I was able to pin the fleeing garrison in the NW corner of the map with a 3-1 advantage and it took a week and roughly half of my force to slowly destroy them.  In another game I had the Newport garrison flee south in to the atlantic ocean almost to block island and hung on for over a week before they were slowly reduced to zero.  

    Also, you really do need a manual as the game has so much depth that is not covered in the tutorials that you need to understand to be able to play the game effectively.  My fear is you are going to lose a lot of early adopters that get frustrated and quite.  I understand why you do not have one available as they are a pain to create and hard to keep current as the game evolves, but I do think it would be in your best interest.  At a minimum you need to create a lot more tutorials with greater explanation of the basic game management.

     

    My two cents and to repeat, this is a great game and I want you folks to have great success.  And then this is done, please port it back to the civil war ASAP:}

     

  2. On 10/29/2021 at 9:38 PM, jimh said:

    Lets start from my perspective  I spent an adult life in naval service, doing this for real. I have served on nuclear cruser, Large amphip (small carrier), fast combat support, 2 Nuc aircraft carriers ( Enterprise and GW) and a DD in a warfighting rate. I lived in CIC.    I had high hopes this would be a good tactical simulation requiring realistic tactics and not a typical   PlayStation BS game.

     

    These are my thoughts...

    1. Hire a retired naval officer as an technical tactical  adviser. 

    This game has serious  tactical  deficiencies, no one with an ounce of experience can take some of the "Naval Academy" missios  as anything other then a bad joke by someone who knows nothing.  No officer in any real navy would command and take a major capital ship i.e. high end BB  1BB vs   3BB, 5 heavies, and 5 destroyer.   you cannot if invincible hold enough ordnance to accomplish that sinking them all .   fact is    This would never happen, ever.   not even close to realism (is the a john wick BB)    And no Naval command would place someone in charge who was so stupid to try.     The only thing remotely close would be the Bismark break-out ( she had CA PE with her, and they were not tasked with engaging and destroy the British navy)  they were tasked to break contact  and  avoid the main fleet and do commerce raiding,  they failed, Bis managed to sink the hood but was damaged enough for a mission kill,   was forced to return to port from damage we all know the stories ending.    When heavily outnumbered you disengage and run like hell   except the most  unique situations (e.g. Battle off Samar).  That isn't an academy mission it was getting caught with their pants down and trying not to be killed en mass.  This requires bb john wick and about as real .   

    2. No ship is constructed or for that matter refit  for 1 specific mission, none ever.  Capital ships takes years to make and are major investments,  (other battleforce ships are not  cheap for that matter ) all ships are designed with numerous missions in mind.  and they are made well rounded,  maybe campaign mode with address this the NA should support that theory

    3. I won't rant too much on the bugs,   i have seen and others have noted,   battery fire, fleets that  cant maneuver or hold station (tip allow the "admiral to assign  ship stations there is more to driving then line  abrest or line a stern  ) don't spin circles, run into each other and otherwise be usless.  torps that never shoot. but are deadly accurate  from max range,   don't start a long rang battle between heavies at 18km no one spams in at 18k with heavies, scrap the clock it isn;t a race, this isn't a video game  let us close maneuver and try gain advantage

     

    4  ditch the AI building crap ships  use period class  models ie BB  CA  DD MTB etc  there are thousands to choose from. they were build as they were for sound reasons and it would be realistic.  

    5. Check the combat calculator for buggs,  I have experienced on 5 occasions out of like 9 being engaged at +26km and the opposition scoring multi  1st salvo hits... seriously  the first shots are fired to bracket and deliberately fired at different elevations to range you  only when ranged do salvo togeather  you don't get 2-3 on target from a cold tube.  anyone that lucky needs to go to Vegas or Monte-carlo.  

     

    There is much i could like about this game, graphics are great,  some battles  seem reasonably viable and enjoyably challenging .  Others are garbage.  there is no joy or challenge to be forced to play an unplayable sim.    dump the junk get real and you could  have something worth of my time and  money.  

     

     

     

    With you on most of these, especially #4 AND #5.  I think they started far to ambitious.  Day one should have been a bunch of pre-planned existing ships and then once everything else was good add the ability to design your own.  I am excited for the campaign if they ever make it that far.

  3. Hey Guys -

     

    Just got the game yesterday based on my love for the their Civil War games and must say in its current state it is unplayable due to performance issues.  Not sure if my rig is inadequate, my settings to strong (I detuned standard settings to Medium Textures), or if the game is just needs more work.  Played with multiple settings and cannot get beyond 3 FPS in a 3 ship game.  According to task Manager I have plenty of CPU and RAM available but GPU RAM is pegged.   My guess is lack of GPU RAM (or simply the GPU) that is the problem but would love your thoughts.  

    image.thumb.png.9f476e7044a1957a7c59e611026c9835.png

    Also, the game needs a mini-map to track all of the known ships in the game.  When playing more than 1 ship it is impossible to get control and understand the positioning of your squadron.  

  4. 6 hours ago, Powderhorn said:

    Yeah, I always thought the 18th NC had the nickname, "Tar Heels," and I always found it odd that UNC uses that as their team name :P

    Wrong war.  Tar Heels comes from the Revolutionary War where the NC soldiers did not have shoes so they put tar on their heels.

  5. I  just won it on BG level as CSA with about 60K troops and 3 Corps.  My strategy was to set a forward defense in the North from the isolated woods in the NE across the first first line of defense in front of the corn field and across all the way to the woods on west.  After US failed to push through my defenses I moved forward from the corn field and took all of the woods directly to its North.  At the same time I defended the first bridge with 3 arty brigades, 1 skirmisher, and 3 1-2* brigades.  I had 1 brigade of cav millee to take care of the US Cav troops that slipped through my defenses.  The AI gave everything it had at my two flanks forcing me to eventually retreat my left flank back to the woods aligned with Dunker church.  My right flank held until the second round when the map expanded so they retreated to the woods on the far right and while weak were a pain in the ass to the US for the rest of the battle.  I slipped 2 cav brigades to the US rear and stole 2-3 of their supply and hurt a number of their arty.  When the 3rd round came I had basically won the North with some tough fighting defending the woods to the right of the sunken road, but had to retreat from the first bridge to the heights to the right of the sunken road,  My reinforcements helped but it was touch and go.  I also held the last bridge for a while before eventually falling back to Sharpsburg.  On key was to sneak 1 strong brigade and a cav unit around the south most river pass and harrass the troops trying to push over the bridge and steal their supply and shake up a couple of their arty brigades.  They key principles for me were:

    - Steal their ammo wagons with Cav as logistics is my weakness

    - Use all of the woods as cover and force them to fight in the open.

    - Retreat when you have to but use that as an opportunity to expose their flanks while resting the retreating troops.

    - Use skirmishers to weaken their flanks and basically demoralize them

    - Never, ever, fight a fair fight.  This most importantly.

  6. Dang, I hate arguing with my favorite CSA general, however, DLCs are not fixes,patches, or updates, but expansions.  They are a way for developers to add a little more content and make a little more money and probably a lot more margin since the basics of the game are in place and working. Remember, if they don't make money, we don't get game.  And I like this game.

    • Like 1
  7. Probably doesn't rank in the top 10 things I want for arty.  The top few include:

    - Ranges for various arty options such as canister as provided in UGG.  I do not want to micro-manage the options, I just want to know the ranges in which different types of ammo are used.

    - Fix the declining effectiveness bug

    - A better way to understand the effectiveness of each type of cannon.  It is not clear what is provided matches battlefield results.

    - Better blocking algorithm. Seems you can easily shoot through trees and even your own troops.

    • Like 2
  8. I am OK with all of this.  I just want my defending Brigade to stay put when the attacking unit breaks off the charge instead of running after them in to a bunch of flank volleys from adjacent enemies.  And I really want the attacking unit to route back towards their lines instead of towards the back of my lines where I have to deal with them the rest of the battle.  Just fix those two items please.........

  9. Antitiem is where my first real campaign attempt died.  I had an army similar to yours and after a failure at Antietem creek (Burnside and Porter both pushed through)  I concluded I just did not have the troops to hold on without extreme luck.  I am not sure if it can be done with just two Corps.

  10. 3 hours ago, A. P. Hill said:

    You cut off the head of a snake, the rest of it is pretty much useless. 

    You have the leader of men taken out, there is no one else to lead them! ;)

    Did you try to reassign the unit to attack something?

    Actually, they did a reasonable job.  Understand I had them sniping at the yanks flanks so they were not involved in heavy fighting.  I dont remember the exact stats but it was something like 250 kills for 35 losses.

  11. No.  He was alive when I told him to take his troops over to the wooded area just South of the Feds and was dead by the time he got their when I was going to tell him precisely where to set his line.  I must say in his absence the XO did extremely well killing hundreds of dirty yanks.  I wish I could promoted him.

  12. In an early campaign battle as the Rebs I captured four enemy brigades with a total of about 5K men.  I cannot tell you how excited I was to get all of those guns only to see that none of them were given to me at the end of the battle.  What gives?

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