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>>>"Alpha-2 v.63" General Feedback<<< [LATEST UPDATE: 26/10/2019]


Nick Thomadis

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Ultimate Admiral: Dreadnoughts Alpha-2 v.63

  • Hotfix: Game Speed limits are much softer now. 3x is the minimum auto-adjusted game speed. 10x game speed became available when fleets are very far away and not in contact. This system protects you from some known bugs related to game speed, that can cause also crashes. Please be patient and in next updates we will improve as per your suggestions.

Ultimate Admiral: Dreadnoughts Alpha-2 v.62

BALANCES

  • 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.
  • Lyddite shell damage increased slightly to continue having its historical impact.
  • AI chooses 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). 
  • Main Gun ammo increased to compensate for the new reload balance. Ammo numbers should be also close to historical data.
  • 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.
  • Transports’ damage control systems is not so efficient as before, so they should become destroyed if they are having extended fires and flooding. The mission “Undefended Convoy” became rebalanced to have some form of challenge.

NAVAL ACADEMY

  • New Mission “Defeat the Semi-Dreadnought. Design and built ships that can defeat a Semi-Dreadnought and two escorting Light Cruisers. 
  • New Mission “Numbers don’t matter”. Your main adversary is a huge battleship with technologies of the 1940s. You will be outgunned, outperformed in every way, but you have the numbers!
  • The mission “Pre-Dreadnought Conflict” was rebalanced to work with less ships. We will add more ships or offer a similar mission later, when the game’s FPS performance improves further.
  • The mission “The Power of Dreadnoughts” provides less money to player. It could become too advantageous. 
  • 1st Mission has less 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.


AI 

  • Improvement on how AI decides to move to optimal engage distance. The AI should not steer so sharply and mix its formation lines. This improvement will also affect player fleet, when setting up screen formations.

VISUAL

  • Waves now properly follow the wind direction and several fixes/improvements on their mechanics (Affecting positively the game performance).
  • Ship flag is now more accurately switching according to wind direction and ship speed.

TECHNICAL/BUG FIXES

  • Many performance optimizations and graphical fixes. You should notice an increase in FPS and less crashes due to game lag.
  • Fixed issue with launcher which made it to not close properly when exiting the game.
  • Fixed an error that caused guns to stuck.
  • Fixed error/crashes related with numerical key commands.
  • Fixed errors caused by unstable bug report button.
  • Fixed bug that could cause the ships of the main menu to rotate wrongly.
  • Sound optimizations affecting positively performance.

OTHER

  • Faster armor increment/decrement by using the buttons.
  • Armor can be adjusted by text.
  • Various hotfixes in texts.
  • Game speed is reduced automatically to a rational minimum level according to distance from enemy.
  • Damage inflicted by player (penetrations, detonations etc.) is indicated on the right top panel. It is a WIP feature.
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57 minutes ago, Nick Thomadis said:

Transports’ damage control systems is not so efficient as before, so they should become destroyed if they are having extended fires and flooding. The mission “Undefended Convoy” became rebalanced to have some form of challenge.

Hey I helped with this part I think.

 

I'll try it out when I get home from work and hopefully you aren't forced to make what's essentially panzerschief to effectively sink transports. Time to give realistic CLs raider a go!

Edited by Tankaxe
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Please remove or alter the restriction on the time acceleration(aka "its too dangerous to do it message with greying the buttons). 

The trigger seems to be bugged or not properly implemented.

Some times it triggered and disabled the x2,x3,x5 for no reason, others it allowed only x2 when my CL was sinking. 

I had to play 30+min in X1 and I just quit in the semi-dreadnought mission.

Waiting for the RNG of the pre-dreadnought BB secondaries to hit CLs in x1 for 20-30min is just too much.

|

The secondaries still are close to useless even in <2km range  - for 6" casemate and single turret that I used twice.

Better than before, but not so much. Also, some times the secondaries seemed to refuse to shoot, even well within their range. The main battery was shooting normally.

 

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Will penetration values be based solely on realistic calculations, or will there be an element of game play balance thrown in there? Guns are certainly more effective now, but they still only have 2/3rds of their real life penetration values if we treat German KC n/A as equivalent to the final tier of armor.

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24 minutes ago, Tankaxe said:

First bug of the day. Over the displacement limit AI designs!

It had at max 13.7" armor with %80 quality

5 17" guns

And a 25.5kts top speed

3f5580efeb.jpg

This is not a bug, it is a bigger hull variant not yet available to player. You can notice the hull proportions are different.

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Please focus on the campaign more than naval academy. I know you probably are and it probably doesn't need to be said but i just want it said anyways. Balancing combat is obviously very important but combat is naval academy is wonky in large part due to the weird tech bonuses and incomplete mechanics. Some things like HE and torpedoes and armor obviously need work but without the full mechanics it's hard to really judge it well. The meat of the game is gonna be the campaign where everything comes together so that needs the most attention. I know it's kinda already been said and you likely understand all this very well. But still for others it might need to be said. Thanks for the update and keep up the good work! 

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Oh and another thing, i find it annoying how the AI will litterally disappear from site and attempt to run away as far as possible, which makes engaging all ships in a slow and/or battered ship next to impossible so you just lose.

Unless someone knows how to combat it. It's quite annoying having an epic battle only to find out that bloody CL is half way across the pacific already...

And also i never understood limiting acceleration. There was nothing wrong with it nor was it requested.

I would like it back please, watching everything in normal speed can be very tedious.

 

Either way thonks for teh update!

Edited by Cptbarney
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I dont think restricting time compression is a bad idea but you should always be allowed to accelerate to atleast double speed.

22 minutes ago, Asthaven said:

Also if enemy is trying to retreat there should be proper mechanic for it so it counts as defeated enemy. 

Retreating enemies should be counted as defeated or escaped and count towards destroyed enemy ships in academy. 

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Game speed reduction was unnecessary.

Players should be able to choose what speed they want to fight the battle, or it becomes really, REALLY tedious even with the time limits.

Seriously, having to wait for a full min or two for the main gun to fire is too much frustrating. Even more as there are range finding shots in the game.

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I like this new update. The AP is now powerful and can destroy well armored battleships. The secondary accuracy is not great, not terrible.

I hate the timers. I think in real battles there weren t timers. "Guys we have 5 more minutes to defeat the enemy battleship, or we will lose." Naaah. In the middle of the ocean you have all the time to finish the enemy. Or the enemy will finish you.

Anyway, this small dev team did an excellent job making this game. I enjoy every second of it! 

Keep up the good work! :)

 

 

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I have tried the new patch, and although I have not crashed in the current mission (which is great and appreciated) I CAN'T SPEED UP THE TIME? Was that done as a work around to increase alpha stability? Because if intentional for game play I feel it was a major mistake. It's definitely NOT ENJOYABLE to watch 2 crippled ships missing each other in real time for 33 minutes!! I am wasting my time. 

I love creating new designs and pitting them against other ship designs. I also really enjoy watching exciting parts of the battle and zooming in to see various occurrences. But once It's decided or becomes a monotonous game of tracer pong as ships miss each other for long stretches at a time I like to fast forward to the "meat" of the match whether it be the sinking of the last ship or my loss. Please don't force us to drag out the doldrums.

Currently I'm alt tabbed letting the bots fight it out and tying up my computer entertainment time for ..NOT having fun. Forcing 1x speed has literally killed the game's entertainment value for me.

If slowing down the game to 1x speed is fun, then might i suggest 64 times more fun for your players by forcing them at 1/64th speed?

-JG

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