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Upcoming patch Alpha-2 v62


Nick Thomadis

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Hello Admirals,

We deeply thank you for all the support and feedback you are providing. We would like to inform you about our work for the next patch, which is scheduled to arrive next week. First of all, some balances:

Balances/Fixes

  • Penetration rebalance (Not so high drop-off of penetration strength, better shell shatter threshold for not so frequent partial-pens of HE). With the new settings however, angling will be even more important in order to inflict critical hits to heavily armored ships.
  • HE penetration strength reduced slightly for compensation, making HE shells not so powerful compared to AP as before.
  • AI choses shell ammunition more efficiently. It should switch to HE as a human player would do.
  • Main Guns/ Sec Gun fire rate rebalance (+15% Big guns, -10% Small guns)
  • Increased slightly the impact of flooding, making AP and torpedoes potentially more hazardous, as their hits can cause flooding with more probability.
  • Targeting became slightly sharper (fixes issues of very low accuracy at close range, due to very rapid change of bearing).
  • Cost rebalance of the Yamato type hull, so that in mission "Modern Battleship" it is less possible to build many weaker battleships. It is still possible to do so, but they should be so weak that they will be worthless (especially with new penetration balances).
  • Increased the accuracy of electric torpedoes further, but now they cost +12.5% more.
  • Reload Mechanism now affects range, turret traverse speed and aiming, instead of accuracy. Together with some weight/cost rebalances it is added an extra reloading tech component with no range drawbacks but is much more expensive.
  • Improved Auto-Designer to build ships favoring stronger main armament (and be more competitive against the player).
  • Fixed an issue with ship stats that affected torpedo detection range for towers (causing them to be too large and battleships to respond too early without the need of escort ships.).
  • Fixed issue that caused surface visibility to not be at realistic levels, according to ship size. Now big ships should be visible at reasonable distances. Late missions have been rebalanced in initial distance and duration to compensate for the new improvement.
  • Fixed stats issues not updating properly several components in late techs, for example,  citadel bonuses on resistance.
  • 1st Mission has -2 minutes duration to be not a pushover.
  • Increased +1km of average initial distance of opponent CL (2nd Mission) to reduce chance of an early lucky shot that can destroy the cruiser too soon.
  • "Destroy Full Fleet" mission is rebalanced and moved higher in the mission list, to reflect better its difficulty.

The second part of improvements

The second part of the patch will be mostly dedicated to several crash fixes and fps optimizations. Two more missions and some other improvements are also scheduled for the next patch. We will provide more information in our final patch notes.

Have a good weekend everybody, and enjoy the game!

The Game-Labs Team

PS: For those players anticipating problems in purchasing the game, we will soon offer alternative payment methods to suit their needs. 


 

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Been a fan of all of your Total War work, and when I learned that you were doing a 3d Rule The Waves, I thought it was too good to be true! So glad I got this and can't wait to see what you have in store for us. Take your time, polish it, and we'll be here to make sure it's perfect for release!

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2 hours ago, DarkTerren said:

Brought this up with a rep when they were in a stream can we get important info like this sticky on the steam fourms plz and a website so they know they can get instant acess here

Greetings,

the information is provided on Steam forum of the game

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Sorry but why is there a nerf for small guns? We want realistic rates of fire for both big and small guns, not a "rebalance", we don't want unrealistic balances in this game, I don't understand the need for artificial balancing in this game, it's not even a multiplayer

20191020_200935.thumb.jpg.79923532e63ad06424c90626fbec4f28.jpg

Edited by Jay Gatsby
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5 hours ago, Jay Gatsby said:

Sorry but why is there a nerf for small guns? We want realistic rates of fire for both big and small guns, not a "rebalance", we don't want unrealistic balances in this game, I don't understand the need for artificial balancing in this game, it's not even a multiplayer

The way I read this is that big guns will take longer to reload. At least I hope.

Atm smaller main and all secondary have no use at all, you are always better opting for the most accurate big gun available without any secondary.
In real life they where useful against smaller ship. It is clear that navy's did not always opt for the biggest gun possible, and for a variety of reasons.

You see, when you talk about realism its always a question of perspective.

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7 hours ago, RedParadize said:

The way I read this is that big guns will take longer to reload. At least I hope.

Atm smaller main and all secondary have no use at all, you are always better opting for the most accurate big gun available without any secondary.
In real life they where useful against smaller ship. It is clear that navy's did not always opt for the biggest gun possible, and for a variety of reasons.

You see, when you talk about realism its always a question of perspective.

No it is the opposite, it is a nerf for secondary guns to buff the main guns, the Japanese opted for the biggest guns available for the Yamato, it is not a question of perspective

Edited by Jay Gatsby
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On 10/18/2019 at 11:34 PM, Nick Thomadis said:

Improved Auto-Designer to build ships favoring stronger main armament (and be more competitive against the player

I find this part rather strange, cause in the later missions i usually face AI ships that have maxed out main caliber (17-18" inchers) an stomped my ships into the sea easily, so that i personally had to switch from rather moderate 14-16" inchers main battery builds to using 17-18" to ever succeed. :)

On 10/18/2019 at 11:34 PM, Nick Thomadis said:

Main Guns/ Sec Gun fire rate rebalance (+15% Big guns, -10% Small guns)

I look ahead to a bit more main guns frequency and so more active gameplay, but the nerf to small guns seems unnecessary. At the moment i found secondary guns so underperforming that almost all my successfuls ship builds rely on there main battery only.

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Problem of secondary guns not rate of fire . Problem secondary guns is that  they cannot hit  small ships due to poor accuracy, and cannot penetrate armor large ships .  Poor accuracyis mainly about casemate guns, but turret  guns also far from ideal,  there is not much space on the deck where you can put them.

So secondary guns are ineffective and this will not help

20191020_200935.jpg.5d99801e1d134b79d194

But maybe this will help?

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Edited by TAKTCOM
*
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Maybe just buff secondary accuracy after a few volleys, i mean with the amount of shells they pump of they are bound to be very consistent at some point.

obviously sudden, course and speed changes plus damage to the guns themselves and towers woudl hinder that but still.

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