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Finally, the anticipated new update is available for you! Read everything about it in our blog! https://www.dreadnoughts.ultimateadmiral.com/post/alpha-7-gameplay-optimizations ==Restart your g

Guys when we will able to save design in CUSTOM BATTLE ? It's quite time consuming not having this feature yet. When ? So everytime i/we don't lose 20-30 min because of the design. WHEN ? please is an

Hello everyone,  We have just deployed a hotfix including the following: Alpha-6 v73 Fixed a rare bug which happened when you clicked on "secondary guns mode" on a ship with main guns, torpe

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21 minutes ago, Bluishdoor76 said:

wot??????

It's called hyperbole. In any case, the new missions are impossible to do because you can't build sufficient numbers of DDs without most of them turning around in circles trying to get into formation.

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There is two things which bug me more than the formation finding. Flash fire randomness and the AI retreat.

First, flash fires: The results are extremely random, basically turning battles in an instant. I was doing the "Destroy a full fleet" mission. I had a perfectly healthy BB and a heavily damaged one. The perfectly healthy BB had taken only two 14" hits over the course of the battle, while the heavily damaged came under fire from the entire enemy fleet and was holding steady at 35% structure. I was engaged in a stern chase of a BB when a flash fire with 13.8" Krupp IV armour and reinforced bulkheads suddenly disappeared my ship despire not spreading to the B turret right behind. No fanfare, nothing. A 98% structure ship with only a single upper deck section damaged just disappeared. And the enemy BB who I had been throwing shells at for several minutes from 4x as many guns (The BB had 15" turret armour, but at ranges where I was seeing a reliable feed of "Turret damaged" messages pop up). Despite this, no flash fires. On other occasions I quite happily sailed a cruiser squadron with each missing at least one triple 10" turret through an enemy formation.

AI retreat: The AI decided to retreat with 3 ships in the previously mentioned "Destroy a full fleet" mission, retreating their DD, CL and BB at 60-70% structure without major vital parts damaged. thus I was unable to complete the mission as the ships motored out of range.

On the other hand, the AI designer seems to be doing very well, but in some cases this results in older missions which were previously completely possible being now extremely difficult to accomplish. At the same time, this presents an issue due to the AI not having budget constraints and sometimes getting superior tech. The AI's designs which are mentioned as inferior in briefings sometimes carrying 17" guns when you only have access to 16" guns, or other times bringing 20" Krupp III armour on a 37800t design during missions. I even saw what was supposedly a battlecruiser capable of only 24 kts in a 1918 custom battle.

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  I think with the addition of the features such as flash fires, i think having a modular armor/sections placement and them being highlighted in shipbuilder would be a good improvement. There are many players who want to see where the armor is placed and which sections of the ship are placed on the design. Currently all internal sections and parts such as armor, bulkheads, torpedo protection are only sliders, which does not visually lead the players enough to make sense to most newcomers. Highlighting of ammo storage, boilers, engines, etc can also be done as to decide where armor can be placed or strengthened. This would also add more design possbilities as new armor types are unlocked in the campaign,  and modular bulkhead, torpedo protection and armor placement can increase design possibilities, as well as replayability. With these changes, even the same hull designs can spawn very different warships, such as a very fast heavy cruiser design with little armor/bulkheads/torp prot, to an ultimate raider, which can take more punishment thanks to its modular armor redesign, and can be used to lure escorts away from a convoy etc..

I am well aware that the campaign in itself is not even in inception yet, but with the historical strategies such as gunboat diplomacy, colonial stations and fleet reviews, i hope there is an expanded diplomacy option when your fleets are not out fighting to use your naval force as a diplomatic negotation card. Which would give us more events, not only in war with major powers, but a way to interact with minors during the peacetime, earning you renown, political power, resources etc... I would also like to see Naval Treaties, which may be used to limit stronger AI, in regards to tonnage, and making things such as submarine warfare illegal would give you more political power each time enemy subs try to attack your fleet etc...

 Finally, as a visual treat, i would like to see a dynamic world map, territorries changing owners, mşnor nations collapsing, and in some cases fleet mutinies which could change the government in the case of Russia becoming Soviets and Qing becoming Chinese Republic/Kuomintang, changing their flags/banners accordingly. 

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17 minutes ago, Warbie said:

I am well aware that the campaign in itself is not even in inception yet

I am sorry if I didn't get this right (because I am not a native speaker) but if you wanted to say that campaing development didn't even started yet then it's not true.

In their blog there's written this:

At the moment of writing, several of these campaign features remain a work in progress. As features are implemented in the game, we will present more details about how everything is going to function.

And this was written in April 2019.

Also if you look into Help while in-game you can read specifically how some features in campaing work and by the style it's written I think we can assume that a lot of campaing features are already made.

 

By the way I agree with those features you proposed. Especially with those that have something to do with campaing (some of them were already proposed by me in other topics)

 
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Posted (edited)

Looking at your name i guess you are a Spanish-speaker, (or looking at your location should i say "Ahoy"??)

Asi, No lo sabia que ellos han empiezado a realizar el campana. Lo siento si yo he dado los factos incorrectas a vosotros. Solamente quiro saber mas de campanas en general! Veo que tienes mas attencion a eso que yo! Gracias por contarme!

Edited by Warbie
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7 minutes ago, Warbie said:

Looking at your name i guess you are a Spanish-speaker, (or looking at your location should i say "Ahoy"??)

Asi, No lo sabia que ellos han empiezado a realizar el campana. Lo siento si yo he dado los factos incorrectas a vosotros. Solamente quiro saber mas de campanas en general! Veo que tienes mas attencion a eso que yo! Gracias por contarme!

I am truly sorry for confusing you.

I am not a spanish speaker. But because my location is Czech Republic I am czech-speaker.         I use this nickname because three years ago (when i started to learn spanish) i was creating new account for some website and because it wasn't impartant for me I just wrote something random that came first to my mind (Aceituna).

 

(or looking at your location should i say "Ahoy)

May you explain this to me? I really don't understand what you mean. xd

 

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Hmm i thought "Ahoy" was used to say hi in Czechia and Slovakia, that's the only thing i remember from a Czech girl i had met :D

I did not know they had started to develop the campaign, sorry for misinforming people then! 

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I have come across a few flash fires now, haven't yet seen one kill a ship. It blows the turret off and you remove the turret, but I would have thought a flash fire blew the ship apart?

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Posted (edited)
6 hours ago, Maty83 said:

There is two things which bug me more than the formation finding. Flash fire randomness and the AI retreat.

First, flash fires: The results are extremely random, basically turning battles in an instant. I was doing the "Destroy a full fleet" mission. I had a perfectly healthy BB and a heavily damaged one. The perfectly healthy BB had taken only two 14" hits over the course of the battle, while the heavily damaged came under fire from the entire enemy fleet and was holding steady at 35% structure. I was engaged in a stern chase of a BB when a flash fire with 13.8" Krupp IV armour and reinforced bulkheads suddenly disappeared my ship despire not spreading to the B turret right behind. No fanfare, nothing. A 98% structure ship with only a single upper deck section damaged just disappeared. And the enemy BB who I had been throwing shells at for several minutes from 4x as many guns (The BB had 15" turret armour, but at ranges where I was seeing a reliable feed of "Turret damaged" messages pop up). Despite this, no flash fires. On other occasions I quite happily sailed a cruiser squadron with each missing at least one triple 10" turret through an enemy formation.

It sounds like you didn't get a flash fire but a standard magazine hit. I guess they're kinda the same thing but you know magazine explosions can and did destroy ships outright, i.e. Hood. So what's the problem? Turret dmged doesn't mean turret destroyed or magazine penetrated. In point of fact you have to penetrate the hull to get to the magazine so messing up the turrets means nothing. I don't think turret armor extends to the barbette, hence why there's a separate barbette thing. That doesn't make a ton of sense but yeah. 

Edited by Jatzi
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2 hours ago, Cdodders said:

I have come across a few flash fires now, haven't yet seen one kill a ship. It blows the turret off and you remove the turret, but I would have thought a flash fire blew the ship apart?

There are two types IRL, one that is contained within the turret that is hit and damage is limited to it (as just the ammo/powder in the barbette is ignited). The other is not contained and reaches the main magazine usually blowing the ship apart.

Without knowing the mechanics behind how it is implemented in game, I can't tell you in game when one happens versus the other. 

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Posted (edited)

1719618150_UltimateAdmiralDreadnoughts5_18_202011_43_40PM.png.07df772bbe520fa4d9a53a02ae8ca7b9.png

 

Seems to be an issue with the Dreadnought I hull in that you can't place 152mm casemates this side of the ship, the other side doesn't have this issue.

Edit: Also the single barrel 102mm secondaries are actually showing up as twin barrel

Edited by Mutsu
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I liked the ability to rotate funnels and towers, which is now gone. And my custom battleship duels are now unsatisfying and extremely brief race to see which ship(s) flash fire/ammo detonation first.

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Finally found the time to try out the new alpha. What can I say:
- Flash Fires mechanics are good, finally fire became a real threat. The quality of the animation is satisfactory, however...

fire-on-gas-stove-picture_csp36032615.jp

Yes, the blue gas flame looks rather strange.

- Detailed Combat Statistics: the only option could be better is addition kill-cam.

- Combat Music: just not. Try to listen to this music for a couple of hours, it builds tension and so on in a circle for hours. For what? To drive a player crazy? Thank you for the opportunity to turn off the music in the options.

New Destroyers: now we have IJN and  few others DD archetypes.  As usual, typical collision problems with turrets and towers.

Other part of patch note: acceptable.

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Posted (edited)
1 hour ago, DerRichtigeArzt said:

Update would be better if we got 2 unique hulls and parts for them for each nation. Currently all the shit I build looks almost the same. 

 

The most part of hulls is copypaste.

okayguy.jpg

Edited by TAKTCOM
WAR FOR IMPROVEMENT
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I seem to have an issue where one of the wing turrets won't turn and engage, just sits there. It's opposite number happily turns and blazes away though

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23 hours ago, Cdodders said:

I have come across a few flash fires now, haven't yet seen one kill a ship. It blows the turret off and you remove the turret, but I would have thought a flash fire blew the ship apart?

Oh I have seen them one shot a BB, also seen chain reaction flash fires as well. Its pretty impressive but so bullshit when it happens to you :3

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1 hour ago, Cdodders said:

I seem to have an issue where one of the wing turrets won't turn and engage, just sits there. It's opposite number happily turns and blazes away though

Probs keeping it minimal for now, till they can work on destructable models or better death animations. (i doubt we will see actual 3d models splinter and break apart like in real life anytime soon due to how much power such simulations require to play out, plus the amount of bloody polys as well lol).

(Sorry replying to the message bluish made).

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