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>>>Alpha-3 General Feedback v65<<<


Nick Thomadis

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New Feedback Thread: >>>Alpha-3 General Feedback [HotFix v66]<<<

======================

9/12/2019

A new update has become available. You can read the details in our blog: 
https://www.dreadnoughts.ultimateadmiral.com/post/alpha-3-brings-many-new-features

or below

======================

NEW SPECIAL FEATURES

  • Custom Battles: You can now choose to fight randomly during years 1890-1930 selecting the nation, fleet composition and year for both you and opponent. The available ship designs will be based on the upcoming campaign tech tree , so errors/warnings may occur, for example ships might not be available for a nation in a specific year. We are going to improve further the functionality in next updates.
  • Explore all available hulls via the Custom Battles: We delayed the patch to create this additional feature. In custom battle mode you can quick-start or design your desired ship class of your fleet. You will be able to select all available hulls of the selected nation and year. Enabling the setting “Unlock” will provide you all hulls of all nations for the selected year! This feature replaces and supersedes the previous cheat mode (Unlock Parts/Techs). All cheats had to be eventually disabled, because they caused multiple issues to the game, and were replaced by this new feature which can be easily played by anyone without exploits.
  • Damage decals: You will notice much more detailed damage effects on ship hulls due to shell or torpedo impacts and realize where each hull penetration took place.
  • Improved Combat Penetration Info:  Detailed “Penetration Estimator” shows up when you hover your mouse over an identified target, including information about sections that you can penetrate, your total pen power over the enemy armor, ricochet angles and side/deck hit chances. This feature should help players to understand what is the best distance and angle to attack versus heavily armored warships. 
  • Save and name your designs: You can now save your ship design, for the respective missions. and also give custom names to your creations. This is a first simple functionality and is going to be improved further when we make the campaign.

NEW MISSIONS

  • Sink the Raiders: Use your Semi-Dreadnought or other ships to defend your transports from three dangerous cruisers.
  • Meet the US Battleships: Try to defeat two very large and experimental battleships of US Design.
  • Rise of the Heavy Cruiser: Design modern heavy cruisers without the constraints of treaties and confront three strong reconstructed armored cruisers.
  • There can be only one: A speculative Iowa vs Yamato scenario! The ships of course are not identical but their designs are based on the historical hulls.
  • Sink “The Cruiser Killer”: Fight versus an experimental and deadly Battlecruiser.
  • Heavy Duty: Design modern warships and fight versus a super battleship and its escorts.

NAVAL ACADEMY BALANCES

  • Increased armor of targeting ship in mission "Targeting Practice" and reduced available time to increase the difficulty.
  • Added +1 opponent torpedo boat in mission "Battleship vs Torpedo Boats" to keep things interesting with the new balance.
  • "Search and Destroy" mission rebalanced in initial distance between ships and also two light cruisers escort the enemy BB.
  • In the “Modern Battleship” mission, the AI fleet has one extra BB, to make it a tougher challenge, due to the new balance.
  • Re-allocated mission "Pre-Dreadnought conflict" in the mission row, since it is now easier than initially. Additionally, the enemy will not retreat, so that the mission can be not lost because of some enemy light ships running away.
  • Reduced the time for mission "Raid an undefended convoy" due to new balances.
  • Further rebalances as per feedback for several other missions. “Defeat the Semi-Dreadnought” allows one extra BB hull plus technology bonuses are more appropriate versus the opponent’s tech. “Destroyers vs Torpedo Boats“ mission gives to player ships less technology difference vs the opponent, so that AI ships are not overpowered on average and various more.
  • Ship building limit for missions became 30. Previously without limits, it was possible to build many more small ships in some specific missions, causing balance or performance issues.

COMBAT GAMEPLAY

  • Improved Secondary Guns' Penetration & Accuracy.
  • Torpedo Boats less resilient against gun fire.
  • Penetration rebalance for more effective medium/long range encounters. HE shells should not be as overpowered as previously.
  • Fixed issue with hull damage that made severely damaged ships and torpedo boats too hard to sink.
  • Reduced ladder aiming penalty of initial salvo shot, from -75% to -50% because it caused too low accuracy at close range.
  • Cordite, Tube Powder, TNT explosives rebalanced to reflect better their special characteristics. Cordite offers more explosive power but is unsafe, Tube Powder is the safest explosive and more effective in penetrating armor, TNT is very expensive but overall the best compromise.
  • Fixed issue of Radar towers, increasing too much the surface visibility of ships that carry them.
  • New Oxygen fueled torpedoes.
  • New 23-inch and 24-inch torpedoes.
  • Late tech torpedoes have even more intensified damage so they are useful against heavily protected battleships.
  • Torpedo protection now also increases floatability but reduces acceleration and turning speed making a ship slightly less maneuverable, yet, it will be vital for your capital ships in order to survive against the stronger torpedo threat.
  • Citadel armor schemes increase the armor quality, but are more expensive. Citadel is a feature not yet finalized, but this new functionality simulates better its influence in armor schemes and vitals protection.
  • Ship steering/acceleration slight rebalance for more realistic maneuvering. This balance addressed additionally the over-effectiveness in evading torpedoes and the unnaturally very tight turning circles of small ships, which causes also issues in formation and evasion logic.
  • Coal engines produce more smoke obstruction from funnels. Oil fuel engines will significantly reduce this penalty.
  • Engines hp efficiency and other related balances for improved ship maneuverability with the proper design and vice versa.
  • Reduced slightly the penetration penalty of light shells, from -7.5% to -5%. Their weaker weight and steeper trajectories at long ranges made them too inefficient.

VISUAL

  • Guns smoothly elevate to fire at target and depress to reload.
  • Water displacement effects (better waves, ship splashes and interaction with water).
  • Improved fog dissipation over distance.
  • Sinking mechanic improved so that ships do not “jump” to a default sinking state as previously. Ships will gradually sink according to their last floating state.
  • Fixed issues with USA battleship hull type. Now mission “Design a Dreadnought” includes a properly looking and scaled model based on BB South Carolina.
  • Cage mast towers are available to a series of hulls belonging to USA.
  • New modern battleship assets based on BB Musashi.
  • New modern battleship towers and hull types, based on BB Missouri/Iowa.
  • New Heavy Cruiser hull types based on Italian Cruiser Pola.
  • Several other hull types unlocked to become playable.
  • Several new visualizations for guns according to technology. Fixed also some issues with scale for some guns.

BATTLE AI

  • Slight fix of AI related with formations. AI should keep formation and respond to screen orders at better distances. The fix is not final. AI is going to be optimized on this aspect in next updates.
  • Fixed issues of AI related to engage mechanics. AI ships should approach more gradually and fire broadside salvos at more effective angle and distance.

BATTLE MECHANICS

  • Targeting became more dynamic and is affected more smoothly due to maneuvering.
  • Ladder aiming may be acquired faster but aiming can be lost very soon, due to evasive maneuvers. This new feature will make much more effective your evasive actions against long range guns, that previously could lock on you and progressively destroy you without a real chance to do something to avoid them.
  • Barbette damage now causes damage to its attached gun and vice versa. You will no longer see barbettes becoming individually damaged without any effect to the attached gun.
  • Detected torpedoes are now indicated by a visual warning for a short period of time.
  • Improved shell ballistic mechanics, addressing cases where shells could go too wide at short ranges.

SHIP DESIGN

  • Minor interface fixes. Some stats were not properly updated. More fixes will follow on next updates.
  • Improved AI ship design (with proper focusing on armor for Battleships).
  • Some minor bug fixes reported by players, related with ship assets.
  • Slight more flexibility in mounting guns/towers/barbettes/funnels. More fixes will follow in next updates.

BATTLE UI

  • Gun ranges now show with better visuals and are optimized for better performance. You can toggle them to fade out after some time or not, from the in-battle settings.
  • Gun stats show what is their propellant.
  • Added notification when battle time runs out.

BUG FIXES

  • Fixed error-message/bug caused by gun aiming calculations.
  • Fixed crash related with amount of torpedoes fired.
  • Fixed timer not reverting to maximum speed, even though enemy was completely unseen.
  • Fixed error of log report that could make it completely invisible for player.
  • Fixed bug that could make invisible AI ships traceable by using the mouse pointer.
  • Fixed crash that could be caused in Ship Designer interface when pressing a hotkey for a disabled category.
  • Fixed issues of flags that could become white at a certain angle.
  • Fixed a bug related with the scrolling of Help window.
  • Fixed issue with operational range not altering weight, in some late ship designs.
  • Fixed distorted damage info window for ships that disappear from LOS.

OTHER

  • Some game performance optimizations, increase the FPS for all pc systems.
  • Minor improvement on gun fire, shell trails and impact sounds.
  • In-game music reverted back to full functionality.
  • Removed possibility to enable developer debug options on build.
  • Much faster loading of Ship Designer interface. 
  • Added graphics quality slider in settings.
  • Added option “Centimeter” in measurement system.

======================

We hope you like all the new improvements. Let us know with your feedback!

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10 minutes ago, Nick Thomadis said:

A new update has become available. You can read the details in our blog: 
https://www.dreadnoughts.ultimateadmiral.com/post/alpha-3-brings-many-new-features

or below

======================

NEW SPECIAL FEATURES

  • Explore all available hulls via the Custom Battles: We delayed the patch to create this additional feature. In custom battle mode you can quick-start or design your desired ship class of your fleet. You will be able to select all available hulls of the selected nation and year. Enabling the setting “Unlock” will provide you all hulls of all nations for the selected year! This feature replaces and supersedes the previous cheat mode (Unlock Parts/Techs). All cheats had to be eventually disabled, because they caused multiple issues to the game, and were replaced by this new feature which can be easily played by anyone without exploits.

We hope you like all the new improvements. Let us know with your feedback!

What does the bold part mean exactly?  Is this unlock setting only in custom battles?  Or is it a general setting that can be used in multiple places?

I'm mostly asking as using the part / tech unlock is a lot of fun in the naval academy and I can see it also being fun if over powered in the campaign mode

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45 minutes ago, captinjoehenry said:

What does the bold part mean exactly?  Is this unlock setting only in custom battles?  Or is it a general setting that can be used in multiple places?

I'm mostly asking as using the part / tech unlock is a lot of fun in the naval academy and I can see it also being fun if over powered in the campaign mode

You unlock hulls and tech years in custom battle mode in almost the same way. Dev Console Cheats that broke the game are disabled.

37 minutes ago, KiltedKey said:

On the Yamato BB hull, I think the models of Modern Tower 1 and 2 are flipped. As Modern 2 is the smaller one currently.

Same with the Secondary tower 1 and 2.

Please check again, no such issue happens as I test.

@All
Save mode is available only in Naval Academy missions.

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A few things I found so far. Unable to place 2" Secondary guns at the Modern Tower I (there are 3 spots at the front on each side). Searchlights? and air intakes that are 'invisible' in the ship builder are not fitting when in battle. I mean they are in the wrong places, like in front of a main Gun, or right inside of secondaries, making them look weird.

3VRi3OZ.jpg

 

Some turrets look broken when looking at them.

ZlwtHCl.jpg

 

HE Shells seem to do more Dmg than AP to a Battleship (1st picture) that is 30km away. AP is bouncing of, while HE is penetrating towards flooding.

 

The turret position and placement shouldn't be possible...

https://imgur.com/RKqyIC7

https://imgur.com/oYwzzl8

Edited by BB_Illusions
Added Picture Links of wrong Turret placement
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Hmmm couple things...

Trying to set up a CA vs CA fight in 1940. I design a nice 14k tonner with 8'' guns, kinda traditional stuff...

AI shows up with a 4x11'' AC full of casemates able to move at 24 knots at best. Needless to say I wiped the floor out with him. Thinking this was kind of an anomaly, 2nd go, this time with a slightly larger 15k tonner with 9'' guns (you know, trying different stuff)... AI shows up with a 2x9'' AC full of casemates and a 25knot top speed. Oh my xD

So...methinks you guys have to tell the AI that ACs are not the kinda stuff you bring to the battlefield after 1920-ish (or before if one takes in account battlecruisers ;)).


Then I Tried to set up a CL vs CL fight, mid 30s. Uhm. All are old light cruiser hulls....ok, let's try it in 1940... nope...all hulls look decidedly WW1-ish with casemates and stuff ;). I just set the fight in 1915 and had fun instead, but certainly so far there's no way to design a proper mid-war looking CL, certainly not a WW2 looking one. Soooo suggestion, some more CL hulls to toy with?


Finally I set up a BB vs BB battle. 1925. I proudly bring in a 35k tonner, 10x14'' guns and 26 knot top speed, well protected...proud of myself, that's a design I'd definitely go for in a campaign where I'm limited by treaties or funds!!!!...

AI shows up with a 12x16'' monster displacing 56k tons. My buttocks still hurt from the ass whooping that came next XDDDD.
Sooo suggestion for future iterations of the custom battle - let us put some upper tonnage limits in the same screen as you put in year and ships?. I mean, otherwise there's kinda no point in designing anything that's not ridiculously large, right? ;)


Loving the new armor pen detail popup, btw. Really helps out choosing when to use AP or HE. Great update so far!

Edited by RAMJB
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2 hours ago, Nick Thomadis said:

A new update has become available. You can read the details in our blog: 
https://www.dreadnoughts.ultimateadmiral.com/post/alpha-3-brings-many-new-features

or below

======================

NEW SPECIAL FEATURES

  • Custom Battles: You can now choose to fight randomly during years 1890-1930 selecting the nation, fleet composition and year for both you and opponent. The available ship designs will be based on the upcoming campaign tech tree , so errors/warnings may occur, for example ships might not be available for a nation in a specific year. We are going to improve further the functionality in next updates.
  • Explore all available hulls via the Custom Battles: We delayed the patch to create this additional feature. In custom battle mode you can quick-start or design your desired ship class of your fleet. You will be able to select all available hulls of the selected nation and year. Enabling the setting “Unlock” will provide you all hulls of all nations for the selected year! This feature replaces and supersedes the previous cheat mode (Unlock Parts/Techs). All cheats had to be eventually disabled, because they caused multiple issues to the game, and were replaced by this new feature which can be easily played by anyone without exploits.
  • Damage decals: You will notice much more detailed damage effects on ship hulls due to shell or torpedo impacts and realize where each hull penetration took place.
  • Improved Combat Penetration Info:  Detailed “Penetration Estimator” shows up when you hover your mouse over an identified target, including information about sections that you can penetrate, your total pen power over the enemy armor, ricochet angles and side/deck hit chances. You can use this in reverse by selecting enemy ships and pressing the alt-key while hovering your mouse over your own ships. This feature should help players to understand what is the best distance and angle to attack versus heavily armored warships. 
  • Save and name your designs: You can now save your ship design, for the respective missions. and also give custom names to your creations. This is a first simple functionality and is going to be improved further when we make the campaign.

NEW MISSIONS

  • Sink the Raiders: Use your Semi-Dreadnought or other ships to defend your transports from three dangerous cruisers.
  • Meet the US Battleships: Try to defeat two very large and experimental battleships of US Design.
  • Rise of the Heavy Cruiser: Design modern heavy cruisers without the constraints of treaties and confront three strong reconstructed armored cruisers.
  • There can be only one: A speculative Iowa vs Yamato scenario! The ships of course are not identical but their designs are based on the historical hulls.
  • Sink “The Cruiser Killer”: Fight versus an experimental and deadly Battlecruiser.
  • Heavy Duty: Design modern warships and fight versus a super battleship and its escorts.

NAVAL ACADEMY BALANCES

  • Increased armor of targeting ship in mission "Targeting Practice" and reduced available time to increase the difficulty.
  • Added +1 opponent torpedo boat in mission "Battleship vs Torpedo Boats" to keep things interesting with the new balance.
  • "Search and Destroy" mission rebalanced in initial distance between ships and also two light cruisers escort the enemy BB.
  • In the “Modern Battleship” mission, the AI fleet has one extra BB, to make it a tougher challenge, due to the new balance.
  • Re-allocated mission "Pre-Dreadnought conflict" in the mission row, since it is now easier than initially. Additionally, the enemy will not retreat, so that the mission can be not lost because of some enemy light ships running away.
  • Reduced the time for mission "Raid an undefended convoy" due to new balances.
  • Further rebalances as per feedback for several other missions. “Defeat the Semi-Dreadnought” allows one extra BB hull plus technology bonuses are more appropriate versus the opponent’s tech. “Destroyers vs Torpedo Boats“ mission gives to player ships less technology difference vs the opponent, so that AI ships are not overpowered on average and various more.
  • Ship building limit for missions became 30. Previously without limits, it was possible to build many more small ships in some specific missions, causing balance or performance issues.

COMBAT GAMEPLAY

  • Improved Secondary Guns' Penetration & Accuracy.
  • Torpedo Boats less resilient against gun fire.
  • Penetration rebalance for more effective medium/long range encounters. HE shells should not be as overpowered as previously.
  • Fixed issue with hull damage that made severely damaged ships and torpedo boats too hard to sink.
  • Reduced ladder aiming penalty of initial salvo shot, from -75% to -50% because it caused too low accuracy at close range.
  • Cordite, Tube Powder, TNT explosives rebalanced to reflect better their special characteristics. Cordite offers more explosive power but is unsafe, Tube Powder is the safest explosive and more effective in penetrating armor, TNT is very expensive but overall the best compromise.
  • Fixed issue of Radar towers, increasing too much the surface visibility of ships that carry them.
  • New Oxygen fueled torpedoes.
  • New 23-inch and 24-inch torpedoes.
  • Late tech torpedoes have even more intensified damage so they are useful against heavily protected battleships.
  • Torpedo protection now also increases floatability but reduces acceleration and turning speed making a ship slightly less maneuverable, yet, it will be vital for your capital ships in order to survive against the stronger torpedo threat.
  • Citadel armor schemes increase the armor quality, but are more expensive. Citadel is a feature not yet finalized, but this new functionality simulates better its influence in armor schemes and vitals protection.
  • Ship steering/acceleration slight rebalance for more realistic maneuvering. This balance addressed additionally the over-effectiveness in evading torpedoes and the unnaturally very tight turning circles of small ships, which causes also issues in formation and evasion logic.
  • Coal engines produce more smoke obstruction from funnels. Oil fuel engines will significantly reduce this penalty.
  • Engines hp efficiency and other related balances for improved ship maneuverability with the proper design and vice versa.
  • Reduced slightly the penetration penalty of light shells, from -7.5% to -5%. Their weaker weight and steeper trajectories at long ranges made them too inefficient.

VISUAL

  • Guns smoothly elevate to fire at target and depress to reload.
  • Water displacement effects (better waves, ship splashes and interaction with water).
  • Improved fog dissipation over distance.
  • Sinking mechanic improved so that ships do not “jump” to a default sinking state as previously. Ships will gradually sink according to their last floating state.
  • Fixed issues with USA battleship hull type. Now mission “Design a Dreadnought” includes a properly looking and scaled model based on BB South Carolina.
  • Cage mast towers are available to a series of hulls belonging to USA.
  • New modern battleship assets based on BB Musashi.
  • New modern battleship towers and hull types, based on BB Missouri/Iowa.
  • New Heavy Cruiser hull types based on Italian Cruiser Pola.
  • Several other hull types unlocked to become playable.
  • Several new visualizations for guns according to technology. Fixed also some issues with scale for some guns.

BATTLE AI

  • Slight fix of AI related with formations. AI should keep formation and respond to screen orders at better distances. The fix is not final. AI is going to be optimized on this aspect in next updates.
  • Fixed issues of AI related to engage mechanics. AI ships should approach more gradually and fire broadside salvos at more effective angle and distance.

BATTLE MECHANICS

  • Targeting became more dynamic and is affected more smoothly due to maneuvering.
  • Ladder aiming may be acquired faster but aiming can be lost very soon, due to evasive maneuvers. This new feature will make much more effective your evasive actions against long range guns, that previously could lock on you and progressively destroy you without a real chance to do something to avoid them.
  • Barbette damage now causes damage to its attached gun and vice versa. You will no longer see barbettes becoming individually damaged without any effect to the attached gun.
  • Detected torpedoes are now indicated by a visual warning for a short period of time.
  • Improved shell ballistic mechanics, addressing cases where shells could go too wide at short ranges.

SHIP DESIGN

  • Minor interface fixes. Some stats were not properly updated. More fixes will follow on next updates.
  • Improved AI ship design (with proper focusing on armor for Battleships).
  • Some minor bug fixes reported by players, related with ship assets.
  • Slight more flexibility in mounting guns/towers/barbettes/funnels. More fixes will follow in next updates.

BATTLE UI

  • Gun ranges now show with better visuals and are optimized for better performance. You can toggle them to fade out after some time or not, from the in-battle settings.
  • Gun stats show what is their propellant.
  • Added notification when battle time runs out.

BUG FIXES

  • Fixed error-message/bug caused by gun aiming calculations.
  • Fixed crash related with amount of torpedoes fired.
  • Fixed timer not reverting to maximum speed, even though enemy was completely unseen.
  • Fixed error of log report that could make it completely invisible for player.
  • Fixed bug that could make invisible AI ships traceable by using the mouse pointer.
  • Fixed crash that could be caused in Ship Designer interface when pressing a hotkey for a disabled category.
  • Fixed issues of flags that could become white at a certain angle.
  • Fixed a bug related with the scrolling of Help window.
  • Fixed issue with operational range not altering weight, in some late ship designs.
  • Fixed distorted damage info window for ships that disappear from LOS.

OTHER

  • Some game performance optimizations, increase the FPS for all pc systems.
  • Minor improvement on gun fire, shell trails and impact sounds.
  • In-game music reverted back to full functionality.
  • Removed possibility to enable developer debug options on build.
  • Much faster loading of Ship Designer interface. 
  • Added graphics quality slider in settings.
  • Added option “Centimeter” in measurement system.

======================

We hope you like all the new improvements. Let us know with your feedback!

Yaay!

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Hello,

i experienced in 2 different cases, that battleships are even harder to sink now, i blasted about 100 18 inch shells in a battleship, just after it was down to 40%, it was still 40%, im in experimental mood, so i made it half he, half ap, but i think that is quite strange. Same goes for light cruisers...

And to me it appeared, that actual hitrate is nowhere near shown hit%. While the AI seems strangely accurate. Im not new to this and though i liked to use the cheat menu, i well won all missions without. But at this point, the light cruiser in gunnery practice one wiped my bb of the screen, nearly unscared, even though i gave it my all to max out accuracy and firepower.

Seems odd.

Finally, in some of the new missions, enemies run away, which makes it difficult to win, when they can handle 100 18 inch shells with ease, while you just cant close the gap to blast them short range.

Not sure, that was intended.

Love the torp buff (biting in my fist as i say it), as i finally have to evade. damn they are accurate and deadly now -_-

Teckelmaster out

I wish my mission progress wasnt lost through this, as i will hate to redo some of them, with the current changes xD

 

 

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hi

 

it  was a dream to see and manage fleets  in 1905  I just start battle between russia and japan  with high graphics -> BB  ca cl dd tb

 

 

thanks a lot guys to accomplish this

 

 

great job

 

 

best regards

Edited by biondi
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Great job! I really liked the custom battles. A couple of proposals:

  • The holes at the hull seem a bit unrealistic;
  • Why no cargo ships at the custom battles? 
  • Why can't we place guns at the sides of the ship facing foreword?
  • Custom battles: Perhaps to be able to select time and weather? 
  • How about some more camera views? Ie, an interior camera from the bridge? 
  • Lifeboats could remain there floating after we sink a ship. Now after a while they disappear I've noticed though that you've removed now this support below the lifeboats which is great.. 
  • Post 1917 flag is shown as Russian. We could have a soviet navy instead.

Thanks again,

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8 minutes ago, comrade_admiral said:

 

  • Post 1917 flag is shown as Russian. We could have a soviet navy instead.

 

 

On that end, and being nitpicky (but you know spanish players will make a huge mess out of it because people are that way)...the spanish flag has the correct red and gold colors but the incorrect coat of arms. The flag used is the constitutional one (post-1975), not the early XX century one (different coat of arms), nor the republican three color flag (1931-36/39), nor the nationalist/franquist one (1936-75, back to standard red and gold but with the eagle coat of arms).

Though to be safe I'd just use the pre 1931 iteration and be done with it. Given spanish politics and how illiterate people are here, about their own history, and the fact that most people can't get over things that happened 80 years ago well before even their fathers had been born, you'd get people with blisters in their eyes and throwing huge temper tantrums if they saw the republican flag or the franquist one (Depending on who's watching it) and making a COLOSSAL mess out of it.

At any rate ... yeah, the spanish flag. Colors are right, the coat of arms, it's not correct XD

Edited by RAMJB
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Emplacement for tower and Barbette remain extremely limited. In the case of one of the new modern battlecruiser hull there is only one tower and it fit only on one place, to make it worst you only have one choice of tower. On almost all hull the tower placement is too much forward, specially if you stretch them.

Edit:
Against a single target ship get stuck in ladder fire forever. That is really annoying, specially since you cant restart custom battle

Edited by RedParadize
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