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>>>"Alpha-1 v.60+" General Feedback<<< [LATEST UPDATE: v61, 10/10/2019]


Nick Thomadis

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I got into the game yesterday. I love it so far. Great job! Doing the naval academy missions I am having a lot of fun.

I am currently stumped on the Battlecruiser versus the dreadnought. My 13 inch guns and keeping at a distance tactic is not working at all and getting under 10 km I just get obliterated.

The 2 speed basics though I was unable to complete. Because even though I used a stripped down cruiser to go at the maximum of 29.5 knots there is simply not enough time to reach the fleeing dd.  Both those missions that happened multiple times. This mission should be at least 30 minutes to an hour long or I should have the ability to make faster than 30 knots ships? at any rate in my humble opinion tutorial missions should have goals that are reachable.

A few minor observations. I feel the waves are a bit too big and the ships bob a bit too much. Often the waves near submerge a ships visually it seems.

I would love it if secondary guns and other weaponry like torpedoes could target other ships than your main armaments. Or maybe give them a Fire at will command? So that cruising through a transport fleet you can fire all guns on both sides of the ship.

As someone mentioned in this thread better sky boxes with volumetric clouds would be really really good. If my system can handle Assassins creed odyssey at 3440x1440 at 60 fps and  then this should be a doozy.

I would love it if I could zoom in a tick more on my ships in a battle or even have a viewpoint from the bridge.

Kudos to ultra wide support btw. And I love the sounds of the weapons. Nice going. 

I am definately looking foprward to playing all teh further builds. 

Question. Can we expect submarines at any point? that would be interesting imo. Cheers.

Edit: Oh man I just found out how funnels work. And redid speed basics 1 and 2. No problem. Now that I am able to reach full speed with an extra funnel. 

 

Edited by Sorbopalop
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I really like the rudder slider /for sharper turns. Is there a keybind for that so I could cycle through certain degrees? Especially one for 0 degree would be nice.

I would suggest controlling speed and rudder angle with arrow keys or num block numbers.

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1 hour ago, Sorbopalop said:

I am currently stumped on the Battlecruiser versus the dreadnought. My 13 inch guns and keeping at a distance tactic is not working at all and getting under 10 km I just get obliterated.

 

I remember dropping speed to minimum (23 knots), maximized the displacement, and turning my BC into a fake BC.. by literally making a dreadnought out of it... 😕
 

 

1 hour ago, Sorbopalop said:

 

Question. Can we expect submarines at any point? that would be interesting imo. Cheers.

 

I have seen the game put in SS? when it was still classifying a ship for me, so I guess so.

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2 hours ago, Jetu said:

I remember dropping speed to minimum (23 knots), maximized the displacement, and turning my BC into a fake BC.. by literally making a dreadnought out of it... 😕
 

 

I have seen the game put in SS? when it was still classifying a ship for me, so I guess so.

Sweet! Thanks for the tip. Ill go try that out. 😃

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11 minutes ago, Absolute0CA said:

Found an error, the 15" Mark 1 Turret is lacking the barbette cap so it fits in places it really shouldn't. the one in red is a 14" turret for reference.

 

image.thumb.png.6746f501abcf60e28de55f5f6977bf0d.png

can you please also repost to ship designer feedback. 

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Since latest minor(?) update; 

*These are not complaints; just observations of things that may, or may not, need more work.

1. I played the un-escorted convoy mission and all the various ships/setups I used are very accurate. *The time limit is a bit low IMO. Even heavily damaged ships take time to sink. (10 Transports / Time remaining once located), usually equals 90-120 seconds per ship.- (that's damage time + Sink rate). Granted that spamming DDs or some such might work. However; it does forgo any creativity while waiting for the full game. This could be said of all the tutorial scenarios. It would be nice to temporarily remove the time constraints for all of the "tutorial" scenarios till such time as the game is more fleshed out, to allow for more play-ability in the mean-time.

1a. Other scenarios do not have accuracy anywhere near the afore mentioned. In fact, the phrase "There seems to be something wrong with our bloody ships today." keeps coming to mind. *Granted you are not shooting at sitting ducks, still the hit-rate seems appalling,(or realistic) no matter the choice of hull, guns, towers, etc...In either case, either the un-escorted convoy mission is realistic and the rest aren't so much, or vise-verse.

3a. I've noticed that turrets placed on the bow, and those placed at the very stern, seem to crisscross their fire. If that is an attempt to converge fire, then the accuracy of said ship is way off. This attempt at fire conversion is happening miles away from the target under perfectly optimal range conditions and after target lock, etc... The result being that said shells land way ahead of the target and way behind the target. If you only have two main gun mounts then your hit rate borders on the miraculous.  *Having thought more about it; it may be that I am to close to the target.

1b. AI accuracy is down-right frightening. In later scenarios, hits occur on your ship with the first range-finding salvo(or the first 30 seconds, whichever comes first.). Currently no amount of maneuvering will deter this event. I believe this is the scenario where you are put against late game "super-dreadnoughts/BBs". It does seem that the accuracy of the AI in this scenario, borders on "can't miss". :D

1c, Turning directly toward/away from AI ships, (a tactic that should, in-real-life, reduce the chance of the enemy scoring a direct hit substantially), currently, all but insures an immediate spread of shells hitting your ship from stem to stern with all subsequent shots.

2. Speeding up the game, only serves to make the AI much more accurate, while your own ships retain the in-ability to hit anything.

3. I have to concur with the previous poster on the way you steer your ship. Using the right mouse-button to both steer and select the target does indeed lead to huge, lets call them complications in maneuver. ;) 

Ran into my first reproduce-able crash on latter missions with large battle group fights. *I'm fairly certain that this is a known issue but, I just wanted to point out that it is still there.

Combining the necessity to sink all/or some ships (and the fact that the enemy ships can sink to just at the water-line, and thus realistically become all but impossible to hit), with a time constraint, seems a bit harsh. I'm hoping that time constraints(negating the amount of daylight etc...) will not be a part of the campaign's battles. Minor damage done to ships usually required months of repair, effectively removing them from the war effort for a large amount of time. Significant damage was enough to keep them in repair longer than it took to build them in the first place, taking them out of action longer than the war itself. In other words - As fun as sinking ships is; damage was far more costly to the enemy, and much more advantageous to the war effort. Much like casualties in any war. - Just my thoughts.

Keep up the good work!

Cuz, Picking apart somebody else's hard work, is sooo much more fun than critiquing my own. :D 

Edited by Otter Admiral
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16 hours ago, Sorbopalop said:

The 2 speed basics though I was unable to complete. Because even though I used a stripped down cruiser to go at the maximum of 29.5 knots there is simply not enough time to reach the fleeing dd.  Both those missions that happened multiple times. This mission should be at least 30 minutes to an hour long or I should have the ability to make faster than 30 knots ships? at any rate in my humble opinion tutorial missions should have goals that are reachable.

I caught up to that guy in 2 Minutes. you must be doing something fundamentally wrong. Too much armor or not enough engine efficiency ?

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@Otter Admiral

1.  Try CL's with 5" guns, split up your groups and then FF on 2 or 3 targets (one for each group) and basically circle their formation in opposite directions at 2500m

2.  (You skipped 2)

3.  Yes it is converging fire, exaggerated quite a bit in scope and it gets worse the closer the target is.

4.  AI accuracy, if you hover an enemy ship you get to see its stats as well.  One thing I have noticed is that WE take a "target size penalty" which the AI not only does not get, but it receives a "target size bonus" with it being about 5% when you use CL's and goes up to 25% for maxed out BB's.

5.  Turning into the shots doesn't really make it harder to hit, it does make it much harder to penetrate.

6.  Test your theory by putting YOUR ships on AI control and see if there is a difference.  Another thing you can "cheat" on is use x5 between main gun shots and then when you hit 95% reload drop back to x1.  Does nothing for secondaries, but they don't do squat anyway in current game state.

7.  Once you get ship is sinking message, the ship counts as sunk, until then, valid target, Geneva Conventions be damned.

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Hi,

got into the game a few days ago and even though it is in alpha i really like it and found it running suprisingly well and so i like to give some feedback and observations.

General

  • it would be nice to have additional grafics options, especially FPS limter, vsync and the ability to display an FPS counter
  • performance needs optimization, i run an I3-8350k@4,5 Ghz and a GTX 1080 and on beautiful settings the performance seems to suffer, especially when close to smoke effects
  • the missions Destroyer vs. TB, Super Dreadnough or Battlecruiser, Destroy a full fleet,  Pre-dreadnough conflict and The modern Battleship frequently crash and i was not able to play through most of them

Ships and design features

  • AI often designs near unsinkable or really unsinkable ships, maximum bulkheads seem to play a major part in that i.e. i had multiple runs on Torpedo the Dreadnough where the AI BB got around 20-30 torpedo hits and was easily able to counter any flood and stay afloat
  • AI has a tendency to build "franken" ships which look rather odd, most prominent in the sink a fleet mission, where i see very odd combinations of 17" or 18" turrets with tiny towers
  • secondary guns seem to fullfill no real role and i feel that installing them is usually a waste of tonnage and money, only in the BB vs TD i needed them to succeed and even there the performance was rather poor
  • both in battle and in ship designer i would find it more usefull if the effective thickness of the armor is always displayed in inches so i can directly compare that to the penetration ability of the guns, currently it is confusing and not excatly clear from the game itself have different armor types affect effective thickness and against which amror type penetration is meatured

Mission design and AI

  • the AI often seems to somewhat build the opposite of what i build for a mission, i.e. if i got with a moderate main battery of 12-16" inchers i constantly ran into AI ships featuring 17-18" inchers, to my suprise when i switched to a 17-18" inch layout the AI only brought lower calibers to the battle. The resulting missions tended to be rather one sided either in favour for or against the AI
  • it is a little frustrating that even in those missions labled "fight old ships with a modern counterpart" the AI always sees me way further than me and seems to have access to radar when i have not, usually resulting in damage to my ships before i am even able to spot a single opponent
  • my own gunners AI sometimes switches to another target for no apparent reason, it would be nice to be either informed why that is or else be able to restrict the AI from doing that and have only manual control over my gunners

Battle UI

  • i rather accidently discovered that you can set speed in increments of 0.5 knots and not only 1 knot, it would be great if displayed speed setting and increments in which i can change match up, additionally it would be great if the actual speed the ship is currenty moving at would be displayed without the need to hover over the speed bar
  • i would like to have the option to set both a main and secondary guns target and ammunition choice seperately, this might make secondaries a bit more viable (see above)

 

 

 

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