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Nick Thomadis

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Is it the case that deck armor does not covering the funnel/ bridge part (like sensible real life case), or is the HE penetration just too good?

In that modern battleship mission I had a case of my super-heavy 18" gun shooting HE, and just one-shot an enemy battleship in the first salvo by a full penetration. From 16km away when enemy haven't even spotted me yet. Is this working as intended? 

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5 hours ago, Shaun said:

When your guns are still training on the target, there's a -75% decrease in accuracy. After your guns are trained, this penalty is removed. Other factors include both being small and fast.

Training the guns was done ages ago. They even say "locked on".

The crew with armed rifles could shoot better.

 

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Please remove the time limit on these missions. I can't understand how a game that tries to simulate ship combat has me limited to 45 mins to destroy 1 CA and 5 transport ships?! And that is my destroyer is based on the Clemson Class Destroyer, not some fantasy ship I made up. I had to dance around the CA for at least 20 mins to destroy it with 10 21inch torps (which in itself is ridiculous and should be balanced). And then I have to pray to RNG-Jesus so that my guns would somehow deal enough damage to sink all the transport in time. Like c'mon guys.

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5 hours ago, Pedroig said:

To be fair, until guns got -15 degrees of elevations it didn't take much of a sea to make it hard to hit anything within a mile.  Think sailing ships, even at 50 yards had horrible hit rates due to pitch and roll.

As far as why they have low chance to hit, closer you get to fast ships the harder it is to keep up with tracking. 4 degrees a second traverse would be pretty quick, and a TB doing 32 knots at 500m is doing over twice that...

That is a fair point. Though most small vessels couldnt even be used in too rough a sea to begin with, keeping a speed of 32 knots is near impossible for a small vessel if the weather is so rough that a large ship finds it hard to be somewhat stable. Which the weather never is like that in UA:D. The waves would have to be going over the bow to make it hard to hit anything.

Most secondary guns had atleast -5 degrees on them. Take the Mikasa. Its 6 inch guns were just lower than 10 meters above the water line. Which means that just over a 100 meters away you can shoot at the sea. Or a small boat.

Most small ships cant get that close anyways without being in vast numbers or just attacking an already destroyed wreck.



 

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On 10/11/2019 at 9:42 AM, Squatter said:

There's something amiss with the way divisions reorganise when a ship is disabled - often a whole division more or less comes to a halt or confused when the lead ship is damaged and pulls out of the line. Such a hit can essentially wreck a whole division of torpedo boats or DDs. Perhaps the damaged ship should auto detach from the division and have AI concentrate on it manoeuvring to avoid the oncoming ships left in the division? Obviously this can be done manually when it happens, but anything that reduces the need for micromanagement is a positive.


Really hate to dredge this up again, but I've been toying around with commanding larger forces recently to see how well things go. I have to say that this point is rather concerning. In its current state, this is something that isn't just limited to the way vessels react to the lead ship being damaged, but general pathfinding with regards to one another in general. If I spawn with two columns of ships and I want one column to follow the other, I need to move one column forward, wait until it is out of the way, and then set the second column to follow, otherwise the AI has no idea how to set them to follow. It is also pretty cumbersome moving multiple ships into a single division. During Jutland, for instance, the British rather impressively moved from their multiple columns-of-transit to line-of-battle, which is a maneuver that we can't really replicate with the tools at our disposal all that well - a limitation of both the formation control and the pathfinding, I think. 

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13 hours ago, ColonelHenry said:

Please remove the time limit on these missions. I can't understand how a game that tries to simulate ship combat has me limited to 45 mins to destroy 1 CA and 5 transport ships?! And that is my destroyer is based on the Clemson Class Destroyer, not some fantasy ship I made up. I had to dance around the CA for at least 20 mins to destroy it with 10 21inch torps (which in itself is ridiculous and should be balanced). And then I have to pray to RNG-Jesus so that my guns would somehow deal enough damage to sink all the transport in time. Like c'mon guys.

Why are you wasting time on the CA?  The mission is to sink the TR's...

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12 hours ago, Schwieger said:


Really hate to dredge this up again, but I've been toying around with commanding larger forces recently to see how well things go. I have to say that this point is rather concerning. In its current state, this is something that isn't just limited to the way vessels react to the lead ship being damaged, but general pathfinding with regards to one another in general. If I spawn with two columns of ships and I want one column to follow the other, I need to move one column forward, wait until it is out of the way, and then set the second column to follow, otherwise the AI has no idea how to set them to follow. It is also pretty cumbersome moving multiple ships into a single division. During Jutland, for instance, the British rather impressively moved from their multiple columns-of-transit to line-of-battle, which is a maneuver that we can't really replicate with the tools at our disposal all that well - a limitation of both the formation control and the pathfinding, I think. 

Actually you can on the division level at least, if you select Line Abreast, AND, give the division a 90 degree turn order, they will do what they are suppose to do, then you can switch it back by selecting Line Ahead AND a 90 degree turn in whichever direction the flagship is in.  

We should really have an additional layer of control, Fleet for layout, and hopefully when the campaign hits, some control on "Default" organization.  

I did a run with the unescorted convoy with 12 CL's v 8 TR, ran it multiple times, all sort of wonky "division" layouts, 5-3-4, 5-3-3-1, 4-4-3-1, 3-3-4-2, never a logical 3-3-3-3 or 4-4-4...  Dropping out of a division/squadron should be easy, as it was historically done, almost always with a RTP order as well.  Putting ship(s) into a division during combat is near impossible, and very impractical...

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On 10/17/2019 at 5:54 PM, imeoin01 said:

I tried your advice. It still didn't work.

Any luck with WIP dreadnought?  There are 3 ways to land more hits with big guns.

1.) Get closer: But this negates your tech advantage and requires you spend more on armour.

2.) Tech-up: use more fancy equipment to increase accuracy.

3.) Or bring more big guns to the battle. More shells flying means higher hit chance. 

Edited by Evil Commie
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I'm feeling I'm getting trolled in the "destroy a full fleet" mission. 

Apart from the known issue that my BC could not spot spit from >9Km although they recieve salvoes from the enemy capital ships, I just lost because the "no retreat" AI retreated. 

After shinking the whole enemy fleet bar one BB and three DDs, the remaining BB spend its ammo and went...somewhere (I only had visual for ~10min  on it, the rest of the time it was in fog of war shooting me) and the DDs were popping inside and outside the visual range of the BCs avoiding combat with constant smoke. I managed to sink one of the DDs and the last 30s almost got the second to last. 

Needless to say that I lost this mission because of AI cheesed the time limit.

Never happened before, though. I mean the AI retreating/behaving like this and its quite a bit frustrating. 

 

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AI didn't retreat, it just went beyond visual range.  Retreat means to actually leave the battle area.  

The DD's are spotting for the capital ships, you ca't see them until you get about 7500m away, meanwhile they can see you at 9500+ depending on which hull, towers, and funnels you pick.

Advice, in any mission, don't get "bearing struck", make some big swooping 180 degree turns whenever you switch targets and are taking the initial penalty to your big guns anyway.  This helps keep the enemy force in sight and also will result in the AI bunching up and/or completely stopping.  So in a BC you'd want to initially engage going the opposite bearing of the enemy, taking out the DD's to begin with, then after your pass, turn around and will be in a chase mode with the BB's.

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11 minutes ago, Pedroig said:

AI didn't retreat, it just went beyond visual range.  Retreat means to actually leave the battle area.  

The DD's are spotting for the capital ships, you ca't see them until you get about 7500m away, meanwhile they can see you at 9500+ depending on which hull, towers, and funnels you pick.

Advice, in any mission, don't get "bearing struck", make some big swooping 180 degree turns whenever you switch targets and are taking the initial penalty to your big guns anyway.  This helps keep the enemy force in sight and also will result in the AI bunching up and/or completely stopping.  So in a BC you'd want to initially engage going the opposite bearing of the enemy, taking out the DD's to begin with, then after your pass, turn around and will be in a chase mode with the BB's.

I couldn't even properly spot the capital ships. A problem mentioned elsewere in this forum and I think something to be addressed in the coming patches.

|

I had no problem finding and sinking ships that actually enganged. Plenty of slight and major bearing changes and changing the formation when needed.Eg. divided the BCs in a line abreast with around 5-6KMs difference between them to find the remaining ships after the majority sank. No problems there.

|

Unfortunately the DDs during the whole combat behaved like confused spotters, popping in and out of the visual range in the beginning and then just turned tail and run away.

My mistake was that I wanted to find the BB first. After a while I understood that it simply vanished and the time is running out. The DDs already were in full retreat. 

They were bunched in a line and made a run for it with smoke when available. If I hadn't had three 35knot BCs I think that I wouldn't have seen them at all in the later part of the engagement.

I don't know, but chasing light ships and hoping for a hit (less than 4% for the main batteries) for ~70min is not my idea of a fun mission(even with x5 time compression is still alot of waiting for a failure due to cheeziness). 

In this case, I think that the player should get the victory by default due to the AI retreat, or force the AI to an engagement.

 

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23 hours ago, Pedroig said:

Why are you wasting time on the CA?  The mission is to sink the TR's...

LEAVE NO SURVIVORS

Which I agree with. If you get the uperhand on a superior enemy then you want to destroy most of the ships as possible... if you can.
I guess when campaign or future multplayer (I hope) comes out and you Germans vs UK. You will want to destroy as much UK warships as possbile if you have the chance.

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image.thumb.png.caf2b568f8155d305bb2a9093c4b6d06.png

Oh NO


 



unsolvable ai est
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
<RangeCalc>c__Iterator0:MoveNext() (at F:\UGG\UA_Dreadnoughts\Assets\Scripts\Ship.cs:4014)
Ship:Update() (at F:\UGG\UA_Dreadnoughts\Assets\Scripts\Ship.cs:2429)
 
(Filename: F:/UGG/UA_Dreadnoughts/Assets/Scripts/Ship.cs Line: 4014)


Dunno why this is coming. Probably somthing to do with the game crahing all the time. Also. I need to make the ship accelerate faster. :(

 

 

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2 minutes ago, G777GUN said:

image.thumb.png.caf2b568f8155d305bb2a9093c4b6d06.png

Oh NO


 



unsolvable ai est
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
<RangeCalc>c__Iterator0:MoveNext() (at F:\UGG\UA_Dreadnoughts\Assets\Scripts\Ship.cs:4014)
Ship:Update() (at F:\UGG\UA_Dreadnoughts\Assets\Scripts\Ship.cs:2429)
 
(Filename: F:/UGG/UA_Dreadnoughts/Assets/Scripts/Ship.cs Line: 4014)


Dunno why this is coming. Probably somthing to do with the game crahing all the time. Also. I need to make the ship accelerate faster. :(

 

 

Post it in https://forum.game-labs.net/forum/182-game-technical-issues/ you got the wrong spot.

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Balance idea for the "power of dreadnoughts" mission. 

I re-finished this mission deploying 20 old pre-dreadnought BBs, and spammed the hell out of the two enemy BBs with 11" HEs and torps.

I lost 5 ships, but it was irrelevant as they pretty much mean nothing and I didn't even pay attention in any kind of real control/tactics. 

I don't know, its silly in a very funny way, but maybe make more difficult to achieve these kind of situations as they make finishing the missions very-very easy?

Or keep it for the LOLs?

 

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2 hours ago, Fishyfish said:

Noob question: Why does base accuracy increase when your warship is going at greater speeds?

It’s because best accuracy is achieved at cruising speed which is represented by the little square box on the speed control.

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2 hours ago, Fishyfish said:

Noob question: Why does base accuracy increase when your warship is going at greater speeds?

What mission are you on and which ship is it. I know a wise would increase accuracy or setting your with higher speed will make have a higher more accurate cruise speed. But increased acuracy just by going fast> Might be an RNG thing.

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16 minutes ago, G777GUN said:

What mission are you on and which ship is it. I know a wise would increase accuracy or setting your with higher speed will make have a higher more accurate cruise speed. But increased acuracy just by going fast> Might be an RNG thing.

I think it might be related to how some IRL vehicles need to be going a certain speed to be stable. Though this traditionally doesn’t make sense for ships. Though I could see the advantages of sailing into waves which does require a measure of forward speed.

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25 minutes ago, G777GUN said:

What mission are you on and which ship is it. I know a wise would increase accuracy or setting your with higher speed will make have a higher more accurate cruise speed. But increased acuracy just by going fast> Might be an RNG thing.

 

5 minutes ago, Absolute0CA said:

I think it might be related to how some IRL vehicles need to be going a certain speed to be stable. Though this traditionally doesn’t make sense for ships. Though I could see the advantages of sailing into waves which does require a measure of forward speed.

I was playing the armed convoy attack mission, and I noticed the trend with my twin heavy cruisers. In the general reports box to the left, covering details affecting accuracy like maneuvers, sea conditions and weather I noticed that when ever I slowed down from flank my accuracy in relation to "own cruse speed" would drop by a few percent, and only rebound when I laid on the speed. 

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12 minutes ago, Fishyfish said:

I was playing the armed convoy attack mission, and I noticed the trend with my twin heavy cruisers. In the general reports box to the left, covering details affecting accuracy like maneuvers, sea conditions and weather I noticed that when ever I slowed down from flank my accuracy in relation to "own cruse speed" would drop by a few percent, and only rebound when I laid on the speed. 

Weird my accuracy seems to be on a bit of a bell curve where it slowly gets better to cruising speed then gets progressively worse the faster I go over that.

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Main Gun And Secondary targeting

As the game sits its quite impressive although it'd be nice to have main gun targeting and secondary targeting 

it'd be nice to select main gun long range targets and then select secondary targets for closer ships when the dd's get closer

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