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Found 14 results

  1. I hesitate to brings this up, but is it just me or are propellant (that which makes the shell fly) and filler (that which makes the shell explode) conflated in UA:D? I am not one hundred percent sure but Lyddite seems to be a filler while tube powder and poudre blanc are propellants (as far as I can tell at least tube powder propelled shells filled with TNT). Should this be grouped into two categories or left smushed together?
  2. EDIT of 23/06/20: Not going to continue with this specific thread, or any future ones I had in mind. You can read my last post for more detailed explanation. ================================================================ I'm wondering if any of you like the idea of making several of these threads as it seems to me it's potentially a good way of drawing together our very wide experience, knowledge and talents and present them to the devs in formats that are relatively specific and focussed. I do appreciate I'm asking you all to post things you very possibly have done previ
  3. 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.
  4. With the excellent addition of the ability to hit ships other than your target, it's produced an interesting and no doubt unintended side-effect. My understanding of how the rendering of gunnery works, what we see on screen is a consequence of calculations already completed. I'm certain that's the root cause of the following issue. If you have your ammo selection set to 'auto', your guns will fire whatever ammo best suits (according to the AI) the target. That means if you have a BB set as your target BUT the calculation has determined one of those shells will in fact hit a TR o
  5. I am thinking about this idea for a very long time and since I see that the complaints about demasting are on the rise again and that many mostly blame the accuracy of our cannons for this, I decided to present this Idea in a hopefully fashionable manner. Keep in mind these are just some ideas I have and want to share. I don’t insist that these should be implemented nor would I be frustrated if they won’t (I will just write a bad steam review ). I too think that our cannons are far too accurate and thus enable players to snipe for specific parts of an hostile ship. Especially at longer ra
  6. I thought the article Gunnery in Great War at Sea: A Designer's Perspective did an excellent job breaking down some of the challenges in portraying the gunnery of the dreadnought period. Obviously Ultimate Admiral is much more granular than GWAS. Having said that, the campaign and battle system of GWAS is often considered the one of the best of all time. This article touches on many of the topics of discussion concerning the accuracy of guns during the period, the effectiveness of secondary armaments and so on that have arisen on this forum recently. Especially of interest to players of
  7. To begin with I want to present the preface to this idea, and it's pretty simple, actually: Accurate gunnery at sail-plans with a lot of sail are way too accurate, and it does to a great degree defeat the purpose of at all having the "Battle" speed mode (sail-plan). My idea for how to fix this would be relatively simple to introduce, and I think it would be very interesting to try this for a few months on the live servers: Remove the "gyro-stabilization" on the follow-up shots after the first one. Currently it doesn't matter how much the ship rolls after the first shot leaves the ba
  8. So Let's first off cover all of the basics, in Naval Action there consists 3 different firing techniques: Rolling Front Fire, Rolling Back Fire, and Random Fire. Now each of these firing versions have a unique purpose and advantage. Rolling Front Fire fires all of the cannons in succession, starting at the bow of the ship and ending in the stern of the ship. Rolling Front Fire: This should be your 'default mode' this mode is used when performing rakes of any kind, hull or sails, is used when you are approaching a ship coming alongside it and YOUR ship is faster, and it is used when excha
  9. This german dude made some pretty cool relevant vids many here would like. Here is one of them:
  10. I know you can disable specific decks in order to dedicate more gunners to the active cannons, but is there a way to designate a specific side? It would be extremely useful sometimes to have all gunners dedicated to either port or starboard cannons.
  11. The guns on my ships seem to fire spontaneously, often part-way through a manoeuvre, wasting the broadside into the sea or the air. I have asked about this before so I apologize if this is the incorrect place to ask about it again. It is almost as if there is a setting to 'fire guns immediately they are loaded' that I need to un-set. I can't find any such setting, however. This is really frustrating for me (although I suspect not for my opponents!). Has anyone else come across this? What is the cause? How can I stop it happening?
  12. Gunnery can be a pain. The ships is moving, your target is moving, the cannon shot is going all willy nilly...it is all just a very large best guess. This make it a challenge, and there is the fun. What I do not like though is that some how, you can not give an order to fire while using the Spyglass. To range a shot you need to fire, then quickly press Shift and hope you can spot where the round lands. What I propose is that the Spyglass and Gunnery sighting are integrated. While in gunnery mode, if you use the spyglass you get the same elevation indicator as without. By raising an
  13. So, as everyone playing the game knows, you can outfit your ship with officers, I've got a few suggestions and would also ask for some player feedback into what officers roles should be and how that would affect your sailing; if they go down with the ship or have a chance of getting onto the longboat and paddling to the nearest pirate port, whether they can be injured, gain XP and rank up just like you; or just simply be modules you plug into your ship, leaving all the captaining and micromanagement to you, though captaining a ship would be no easy task. Firstly I'll take a look at navigation
  14. IRL - a captain would have a mate or a midshipman or a lieutenant available to remind him "Sir, we have double shot loaded on the port side - that ship is out of range" That could be emulated easily by changing the aim point (the red aiming bar in firing view) from a single line to a double line when doubles are loaded on that side. It would help me.
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