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>>> Update v1.05 Feedback<<<


Nick Thomadis

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13 hours ago, StoneofTriumph said:

Okay, so I have played three campaigns as the Italians (1890, 1910, 1920), and I have not seen a single enemy transport in Convoy missions. What happens is that I run into the enemy warships, sink them, and the mission ends instantly before I can hunt down and destroy the TRs, if they were even on the map to begin with.

They're there - on the other side of the enemy warships steaming away from you. (In later eras when you have radar, you can track them down.)

But you don't really get many VP for killing them, so it's probably not worth the bother.

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6 minutes ago, Dave P. said:

They're there - on the other side of the enemy warships steaming away from you. (In later eras when you have radar, you can track them down.)

But you don't really get many VP for killing them, so it's probably not worth the bother.

It does seem to hurt their economy if you keep sinking their transports, same as if they keep sinking yours. And I usually try to send fast ships past their warships to spot and sink as many transports as possible before I kill off the warships. Now I admit destroying their economy is not very important currently as the campaign rarely lasts beyond 2+ years, but will be a crucial strategy once campaign goes 5+ years and can carry over peace time to next war.

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1 hour ago, Maty83 said:

They count as killed as long as you either sink them, or destroy all escorts.

Unless IJN Mogami is one of the escorts, you're going to actually go out and hunt them down. This task can be a pretty massive pain in the a** before radar, and could take several hours of in game time.

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14 minutes ago, SodaBit said:

Unless IJN Mogami is one of the escorts, you're going to actually go out and hunt them down. This task can be a pretty massive pain in the a** before radar, and could take several hours of in game time.

I find a few fast torpedo boats help in finding and sinking transports

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1 hour ago, SodaBit said:

Unless IJN Mogami is one of the escorts, you're going to actually go out and hunt them down. This task can be a pretty massive pain in the a** before radar, and could take several hours of in game time.

From what I had in the campaign at least in the betas (And using my campaigns as a base) it did tell me I got the transports at the end of the battle. Though I may be wrong about it, but after killing all escorts for me the battle just ends, crediting me with the kills.

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Nick about the shell dispersion issue. Here is another example about what is happening since the first 1.05 beta version.

 

It is possible to notice this issue happening for both the player and the AI. Doesn't matter if it is a secondary or main battery. The shells will all coming to ONE side only away from the target. When the game engine % accuracy value decides is going to hit the target, then we will see the shell flying directly to the ship. Is not going to fly above the target or fall a little short, will always going to hit the target if coming in the middle. In this situation, we can also see that the range to the target will not make any difference. This was below 2 km distance from the target, and the shells continue to fly away to one side.

 

I understand that there was an issue with magnetic ships catching all the shells in 1.04 that were targeting another ship behind, but still, apart from that issue the shell dispersion in normal conditions felt much more natural and pleasant to see.  I really hope to see a solution for this. Doesn't happen all the time, but is very common to see this happening in almost every battle.

 

 

 

Edited by o Barão
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I don't have feedback here per-say, but it is an issue that I'm looking for clarification on.
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I'm playing as Germany and I've got two separate navies blockading me. What I want to know is how are these blockades being maintained? Against the British blockade, my forces are on par with the Royal Navy, so it seems a bit weird that they can blockade my entire coastline. Against the French blockade, my forces have superiority, so I should be the one blockading them if anything. If the blockading forces are divided, I should be able to break both blockades, but that doesn't seem to be happening. If there is simply one big Allied blockade, and the forces listed for each power are just what they have available to maintain the Allied blockade, then it should be reflected in the UI, with a "Total Enemy Power Projection" rather than two separate powers being listed as having blockades independent of each other.

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12 hours ago, SodaBit said:

I don't have feedback here per-say, but it is an issue that I'm looking for clarification on.
 

 

I am not sure either but I have found that if you hove over a "Sea region" it tells you additional info:

This was the initial declaration that I got blockaded ...... by less/equal force it seems. 🤪

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However if you hover your mouse cursor over the writing of i e "North Sea" you get this:

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Now that makes more sense. Some of my ships got auto send to repairs in the Baltic Sea, so not all are present. However I say "more sense" not "perfect sense" since I still dont understand how the weaker navies (already sunk some ships) got more power projection. I suppose its because they have more individual ships that naturally can be in more places? IDK its the only thing I have.


 

 

Edited by havaduck
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On 4/14/2022 at 7:43 AM, neph said:

Yall underestimate how cheap the AI builds ships. I'm always shocked--they're often around half of the cheapest design I'm comfortable with. The starting cash is even--it's just that the AI takes a very different approach from most players

 

This (altough the AI might get some extra, wich is fine).

I thought it was because I upped the difficulty after getting initially used to the game and more than one time setting.

I kinda like it. I cant just click best and slaughter horribly outclassed AI ships. If I click semi-oil and it adds more than 1 million, Ill be more than willing to go cheap coal. Same with turbines, those are expensive and I rather deploy oars.

And frankly, now I have now met slightly (on paper) superior AI designs that are actually more epensive, which keeps the game interesting.

 

In my recent campaign I rolled with a 4 x 2 12"  18 mio BB of 23 knts, the french BB I was afraid of the most did cost 22 mio. (I seem to no longer be able to attach screens?)

I have already done plans (for fun, the campaign ends before a newly built one would be ready) for a BC 5 x 2 12" 27 knts for 25 mios,

a 4 x 2 13" 23 knts BB (most modern hull with heavy 2ndary) for 24,5 mio,

and a "moderate upgrade" for 4 x 2 13" 23 knts BB for 19,5 mio.

 

I have solely on the ground of costs decided against them; if not the BC would have been essentially a faster version of my BB with aditionaly fire power. If I were to built some ships (lets say due to losses and campaign time advancement), I would probably lay down the 19,5 mio ones. Really cheap.

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Been really enjoying this update so far. A few things to point out. The Heavy cruisers during the pre-dreadnought era, especially Germany and Austria-Hungary have issues with the amount of funnels they can stack, which in turn makes for horrific engine efficiency on heavy cruisers that are above 18 knots. This in turn kind of forces me to make more light cruisers or a weird Pre-dreadnought battlecruiser to fill in the gap.

Enemy ships still run away in combat, even if they are much stronger i.e one of my light cruisers against a battleship in a convoy raiding mission.

The abillity to research additional engine types or induction types my solve the first issue and add more variety to ship design.

For some reason ships in refit still take part in missions unless they are set as "in being", and during those missions are in their refit form. Incidentally I found light cruisers with 140mm of armour and full bulkheads are super tanky and durabile, thus meaning a swarm of them will shred almost any enemy fleet.

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On 4/13/2022 at 11:21 PM, Vanhal said:

Basically every single CL and CA i encounter at 1920+ is like this. Negligible guns and insane unholy amounts of torpedoes. I think this is a feature to give AI some fighting chance because it can't design the cruisers and the torpedoes are the most unrealistic thing in this game with how absolutely reliable they are.

Not just reliable, but vastly superior range and speed compared to IRL.  Meanwhile good luck getting a secondary with range even close to IRL.  The 5"/38 had a maximum range of 15.9km with its HE rounds.  Good luck getting that in-game.  It could also penetrate 2" of Krupp armor at 10km with CPBC rounds, but good luck with that, too.

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so having not played much since the final release of 1.05 ill say this. it seems that mostly to be working as intedned for me with one or two instances of the torpedo bug  but the ship was turning at an extreme tight turn so maybe thats why theu missed. what i would like to know @Nick Thomadisis what the next update plan is and ofcourse that you and the team are all still safe as can be

 

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9 hours ago, Cptbarney said:

Update 1.06 will be interesting as we will only be 3-4 updates from 1.10 as well (sort of a milestone i guess). Interesting too see how the game has evolved from mid 2019 to now. 

Have a good one lads.

Continuous campaigns against any nation is when this game is going to take off. Players will then truly immerse themselves into fleet ownership, advancement and establishing a continuous dominion. The game will be less about a series of battles and more about planning for war.  

Edited by Skeksis
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@Nick Thomadis I promise I won't bother you with this again, but this is very important. A quick comparison between shell dispersion in 1.04 version to the current version 1.05

Here we can see how good it was in 1.04 . The shells would track the target bearing. Some would fall short, some would go above the target. A natural behavior taking into consideration the ship motion in the ocean (pitch/roll). It was very pleasant to see this. It seems so realistic and natural, as if we were watching a real battle.

Now in 1.05 we have this.

All the shells that are not going to hit, are going to fly to a mysterious bearing to one side away of the target. Doesn't matter how far the target is. If the shells start going to one side, all are going to follow that unknown bearing, except the ones that are going directly to the target. Those will always hit the target. It seems easy to see why this doesn't feel right and completely ruins the game immersion.

So, I ask you to reconsider this new shell dispersion version and revert to the old one. This is a major issue what we have atm in game and should be fixed asap imo.

 

NOTE: the videos captured on geforce experience, become darker when uploading to youtube. But still i think is clear enough for all to understand the issue here.

 
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1 hour ago, o Barão said:

@Nick Thomadis I promise I won't bother you with this again, but this is very important. A quick comparison between shell dispersion in 1.04 version to the current version 1.05

Here we can see how good it was in 1.04 . The shells would track the target bearing. Some would fall short, some would go above the target. A natural behavior taking into consideration the ship motion in the ocean (pitch/roll). It was very pleasant to see this. It seems so realistic and natural, as if we were watching a real battle.

Now in 1.05 we have this.

All the shells that are not going to hit, are going to fly to a mysterious bearing to one side away of the target. Doesn't matter how far the target is. If the shells start going to one side, all are going to follow that unknown bearing, except the ones that are going directly to the target. Those will always hit the target. It seems easy to see why this doesn't feel right and completely ruins the game immersion.

So, I ask you to reconsider this new shell dispersion version and revert to the old one. This is a major issue what we have atm in game and should be fixed asap imo.

 

NOTE: the videos captured on geforce experience, become darker when uploading to youtube. But still i think is clear enough for all to understand the issue here.

 

Old dispersion is much, MUCH better than what we have now. I've gotten into the habit of looking for "missed" shells, because those are the ones that are actually going to hit. It's a bit ridiculous for a gunnery team to over-lead a target by exactly 800 meters for 35 minutes straight. But, that's what we have currently, the salvos landing in the same area, over and over, until a few shells magically magnetize to the enemy ship and actually score a hit. 
Footage of a "Veteran" BB crew engaging targets at very close range:

I know the previous dispersion models might not have reflected actual gunnery practices, but it's a much better system from a gameplay perspective. It's also significantly harder to dodge shells when you don't know exactly which shells are going to hit, and have to maneuver based on what you deem to be the most likely hits. When the enemy salvo arrives down range as a cluster of shells, it's up to you to determine how best to avoid or mitigate the damage dealt, by angling your armor in a manor that will provide the most protection. When the "salvo" arrives down range as a lone shell that's 100% going to hit your ship, it removes almost any possibility of dodging, as the plot demands that shell hits its mark. 

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Yes, i didn't even see anything wrong in 1.04 dispersion, but 1.05 is immediately and obviously wrong. Even at the close range you can immediately after shot see exactly which shells are going to hit, because those shells fly at the direction of enemy ships, and all the others are going in one small circle way out of enemy ship.

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Hi,

Just a quick note: I found it historicaly and balance wise a bit strange that the 15 inch guns for the 1920 campian are just mark one and as that realy not comparable with the 14 inch guns, wich are mark three. 

The QE and german bayerns were laid down in 1912/13 and alrady had that caliber. If they would build a ship in 1920 with 15 inch guns in 1920 they would have enougth expirince for a second generation (if this is the systems of the game)

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1 hour ago, antifleshnimbus said:

Hi,

Just a quick note: I found it historicaly and balance wise a bit strange that the 15 inch guns for the 1920 campian are just mark one and as that realy not comparable with the 14 inch guns, wich are mark three. 

The QE and german bayerns were laid down in 1912/13 and alrady had that caliber. If they would build a ship in 1920 with 15 inch guns in 1920 they would have enougth expirince for a second generation (if this is the systems of the game)

Given that the Big Seven were coming online in the early to mid 20's it seems a bit weird that smaller, more widely used guns would be at the same level of maturity (or lower) as the new highest caliber guns? Also, iirc, the 15" guns used at Jutland weren't hilariously inaccurate in comparison to the 11" and 12" guns, the accuracy was actually considered to be better on the Q.E's, but that might just be down to crew training.

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I did the Germany campaigns 1910-1940, I *was* significantly outnumbered in ships but I always had a pretty significant quality advantage, the 'battle maker' fights sometimes had me outnumbered and sometimes not. I did occasionally decline engagements. I generally did not take advantage of the 'task force system' 

some things I noticed:

1. hits from HE shells to soft parts of a ship deal can often deal  significant amount of structural damage. It is hard to test but is there some way for the game to run checks to see whether hits to, for example, the funnels affect the rest of the superstructure or the areas below the armored deck? (more so than if the shell directly hit the superstructure or deck and did not penetrate or partial pen)

2. The current shell dispersion usually involves all of the 'missed' shells veering way off target and then when a good shot lands it's noticeably off from the rest. I assume this is done to reduce the instances of ships hitting nearby targets (i.e. light cruiser getting 1 shot because it was too close to a BB that was getting shot at) 

It looks silly, though I do actually like the idea that the initial salvos miss *because* they fall short/long left/right of the target rather than being pure dispersion all of the time. 

3. QUALITY CONTROL:  The 'screen' formation where light ships flank either side another ship is an extremely annoying formation to manage. I often got into battles where some or all of my screens were on the wrong side relative to the enemy's fleet. Each battle a few minutes are spent untangling and re-arranging ships. It's nice though that avoiding collision can be disabled since the ships will re-arrange themselves faster. 

My own suggestion would be for each division where relative to the main battle line the fleet screen operates rather than having it 'surround' the ship. Ideally this could be done prior to the battle. 


 

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