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Found 22 results

  1. To illustrate some of the exploits possible with the current version of the game (in regards to torpedoes and other issues impacting them), I decided to build a ship that would demonstrate and test my observations using the Destroyer. Let’s start with the design (1930 tech, custom battle). Two principles govern it, speed and vast numbers of torpedoes. At $28M, this one is not cheap. I am really looking at this one as overkill and the design could certainly be optimized. But comparing it to a Yamato class I built in a previous build of the game at almost $150M, still a bargain
  2. I decided to do a test on how Armour weights effects ships by class. This is to test if say I could Armour up a BC more the same as a BB. (German 1930's tech)Hulls used Include: Modern Battleship Modern Battle Cruiser All ships towers are the most advanced available. But all these factors will remain the same Krupp 4, Barb 4, Anti Torp 3, Reinforced Bulkhead 2, Citadel 5, White Powder, Electro-hydro turrets with auto loading as well, and finally Stereoscopic 5 with Radar 2. The ships will all have a 30kt speed, medium range with standard bulkheads. Again the purpose of
  3. So I have a question/observation. I was recently doing a custom battle British vs. Japan. Just to warm up 1940's tech was gonna build the biggest battleship I could, But then I noticed that the biggest battleship The Brits could get are the Dreadnought IV and the N3/G3 hulls which top out at 62k displacement. That got me thinking does Britain actually have the smallest size battleship displacement in the game? All Displacements are max French 93k Germany 130k Japan 125k USA 109k Spain 69k Russia 69k Italy 65k Austro 90.5k China 87k Briti
  4. Too me it seems that the armor upgrades in game are a bit drastic. Getting any of the Krupp tier armor makes putting a ton of armor on too easy and it also makes the ships absolutely impenetrable, throwing 500mm of armor with Krupp IV makes the ship only vulnerable to torpedoes and the absolute largest guns. Does anyone else feel the same way? It just feels like smaller weapons even on battle ships, and I dont mean 5 inch guns, i mean the 13-14 inch weapons are just not viable for very long.
  5. Attached is an overview of reload times for all the naval guns I have manged to get my hands on in finished British and United States campaigns. Often times the reload times spike for at least one gun in the series, but these spikes are also not consistent with a single poundage. Something similar is going on with the prices, but since my campaigns are on varying difficulty levels I can't fully compare them yet. Since I am by no means an expert on naval guns I must ask, are these reload discrepancies intended or are they errors?
  6. So I tried my hand at re designing an battle cruiser class. The original Indefatigable class was sunk during the battle of Jutland. I decided to remake the class in 1933 setting seeing if i could make the best BC I could that hopefully wasn't out of the scope of what the campaign of the game would allow in terms of effectiveness. And I think I did pretty good just looking for any feedback if any. The class costs around 77.4 mil to lay down kinda expensive but only an maintenance of 7,800 a month which I thought was pretty nice because an battle ships maintenance for the same year just to
  7. Like the title suggests, I'm new to the game and certainly not an expert on naval combat, but I've been having a lot of trouble with mission 10 in defeating the 3 heavy cruisers. I've found battleships to be extremely underpowered, and get picked off easily by the cruisers. I remember someone on the forums saying they used a mix of 13-inch guns, heavy armour and 19-knot speed, so I tried that and got picked apart. That led me to sacrificing almost everything but armour, and resulted in the screenshot posted here. I still got picked off and sunk before one of my guns even got a hit. I could be
  8. So I've noticed that Cruisers, destroyers, and etc. are faaaaar too weak. Their guns dont nearly deal the damage or have the accuracy they should. I feel Cruisers and Destoyers need a massive buff, because a battleship of practically any kind is worth almost a fleet of smaller vessels, where in reality it wasn't this severe. Advanced battleships also are a bit too extreme compared to dreadnoughts. It makes sense for Dreadnought vs Pre-dreadnaught but I feel it's a little bit extreme with Dreadnought vs WW2 era Battleship.
  9. Warships in the age of sail are nothing more than gun platforms. ( let's exclude trader vessels for the moment being ). They were designed with usage of certain guns in mind. So the framing, planking and woods to be used all were focused on being able to transport into battle a certain set of guns. My proposal is this: - tie the structural strength of the ship - mainly the woods used can reflect this - with the size of the guns than can be equipped. For example, a USS Constitution built of Live Oak and Oak would be able to carry the heaviest guns for her - the 24's and the
  10. “Make a quick write-up”, I thought. Yeah, well… TL;DR at the bottom. We’ll get to play with new-old acceleration soon that some of you whippersnappers might not have tried. The idea is to (hopefully) drastically reduce acceleration globally. I hope we also get acceleration based on hull size and shape. There have been differences in acceleration all along, but now with speed-Bellonas, Aggies and Rättvisans having much more firepower than the superfrigates, the game could use some help with viability between those “classes” in particular: The old school fat-bodies and the Napoleonic
  11. Idea: Dynamic NPC Nation Overlays... Short version at the bottom... @admin You’ll need a drink for this, try to bear with me... Summary To build out Multi Nation storyline campaign arcs that intersect. This out of game backstory pushes the in-game content taking a few weeks to complete. Background and some views... Basic idea was seeded from a post by @Cetric de Cornusiac. Please read his post. http://forum.game-labs.net/topic/26636-create-national-councils-for-regulating-the-big-picture-of-each-nations-stance/ I didn’t agree with many
  12. Suggestion: Introduce taxes for stockpiling in the warehouses. Details: all player warehouses and clan warehouses will have to pay taxes on each used slot every maintenance cycle. If player cant effort to pay the taxes local goverment will size the goods till missed fee + additional charge is payed sized good penatly payment increases each day up to a maximum of xx. A clanwarehouse at a port that the clan owned has no tax cost. Pros: Money drains reduces stockpiling by players "meaningful eco?" + pressure rvr Cons:
  13. Why does the LGV refit still have only 3 skill slots ( and other traders too ) ? It used to be underwhelming enough when it was 3/3 compared to 3/5 frigates but now that you can built 5/5 ships, it just became even more useless. YES, I know it can enter enemy ports and has a decent amount of cargo hold BUT for that it pays with a puny broadside weight that is surpassed even by cerberus, that is actually on par with the Niagara 6th rate ( Niagara actually has a lot more firepower when mounting carronades - I know right.... what the F...lipper ) while being the target size and having the maneuve
  14. The super heavy frigate Constitution is at the moment plain broken. Turn rate is 2.37 (almost on par with a Bucetaure - 2nd rate! - being at 2.33) and inferior to all 3rd rates (Wasa Bellona and 3rd being at 3.06 2.79 and 2.79)... not talking about 4th rates (Wappen Agamennon and Inger being at 3.60 and 3.04). So, having a far lower broadside there is not reason using her in place of 3-4 rates turnrate wise. Speed wise she sits at 11.69 with all frigates (5th rates) being between 12.66/7 - Cerberus/Renomee and 12.01 of Indefetigable). So again: no sense using her in place of a standa
  15. Today I lost my snow, so I need to collect gold for another. I took combat mission (7th rate-the easiest one) and went here with a basic cutter. But bot there have brig (6th rate) and I CAN'T kill him. Can't buy something to deliever too. Help me pls.
  16. Contrary to the tags on this thread (clickbait ftw) I have a nice solution (and easy to do!) for the ganking issues that plague PVp at the moment. here it comes... Make PVP rewards scale to BR difference. mind blown yet? Please follow my thinking: Target BR : attacker BR x100%= % of rewards. And I do not mean rewards per player, but total potential rewards across all players for the attacking group. Group of players x attacks player y. The BR difference is X: 500, Y: 100. So the maximum rewards for the players in group x can be AT MAXIMUM 20% of what it would hav
  17. What we got now - We can add a clan in our friend list. We don't know if this clan add us in return on his own frienlist. The ones i put on friendlist can enter the portbattle the clan lead in defense or offense Why it's a problem - We don't see if the clan we add add us on friendlist leading to strange situation where you are ready to help a clan that forget to add you. - We are unable to add clan from different nations in the friendlist. Sometimes, as the map is huge, all the clan from a nation are not playing on the same area. A geographic alliances would be far more inter
  18. The lethality of each ship can vary greatly dependent on Rate, Type, Quality, Number of upgrades, Quality of upgrades and Rank of commander (Crew on board) Observation. A basic fir 74Bellona with 1 common upgrade slot and Flag Captain with 69% crew is NOT the same BR as an Exceptional Live oak 74Bellona with 5 upgrade slots all exceptional and a Commodore with full crew. Will the end game allow for such variations in deciding the BR of each ship or will all ships continue with the set single BR rating.
  19. I think that we should have a "long term repair" option that does not have a limit, but is very slow. The inspiration for this was a very frustrating Trafalgar battle in the surprise, I got heavily damaged, my sails pretty torn up and slowly taking on water. I managed to break from the action to recover, but realized I was out of repair kits. I had to spend the rest of the battle half full (and slowly filling) with water and on low sails, unable to catch up to the action and do anything. It just felt silly that I was out of the battle, not being fired at, but still could not repair my hull by
  20. I'm trying to play as CSA against a Balanced, unboosted Union AI and I have yet to find any good way to kill union artillery. Charging doesn't really work, since a couple canister shots will break a brigade. Rifle fire doesn't seem to do much, either, and focusing multiple artillery batteries on a single union battery takes a really long time. I've found that I can do reasonably well by not directly targeting union artillery and that the AI will feel compelled to withdraw if it's threatened by several nearby brigades, but this is definitely a sub-optimal solution. Any tips? PS I've read th
  21. The Rebels are still hugely overpowered in the game. I've had whole divisions overrun on high ground with cover and artillery support. Its almost as if all the Rebels have to do to win is charge. The only thing that seems to stop them is canister. I think giving the Rebels a charging bonus is drastically unfair. It makes defending as the Union impossible.
  22. SO yesterday I finished another two campaigns against the Rebels, one on "Offensive" the other on "Cunning." Both resulted in decisive victories with casualties of 3:1 in my favour. I decided to play a new campaign today and suddenly the Rebels were unstoppable. I watched as Archer and Davis took 40% casualties and literally did not waver. Meanwhile, my supposedly Veteran Brigade under Cutler broke under a few volleys from what should have been an exhausted Davis. It took at least two brigades of equal strength to defeat one of their's, and that was only if mine was in cover. I finally lost
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