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>>> Beta 1.06 Feedback<<< (FINAL UPDATE 6th Release Candidate)


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Most of the early era torpedoes will dud, as you get more torp tech, that chance gets lessened, but you also get larger warheads, which have a higher dud chance. It balances itself out, and the AI is dramatically less effective with full torp BBs.

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Posted (edited)

Ok this patch is for continuous campaigns and not diplomacy particularly, but I did expect more options to influence. Result is, IMO, diplomacy feels manufactured.

E.g. A new 1910 Germany campaign should not automatically start a war with Britain.  

For tension, one option is to deploy fleets on a particular nation's door step, increases tension there, can be done now. But other nations can have ports close by, (should) increase their tension too, therefore:

  • There needs to be some way to focus fleet tension.

Other options for tension are subs & mines and spies, all are WIP, but they could too need some way of focusing.

For ease of tension, when building a fleet for war it doesn’t mean you’re going to attack your neighbours. Like there seems to be far more tension increasers than tension decrease’s. This is what gives the feel that the campaign is manufactured. To balance:

  • Need non-aggression pact options, especially for neighbours.
    • When building, your neighbour should be asking alot of questions (lots of events).
  • Need more allying influencing to counter unwanted tension.

Technically, with a good diplomacy engine, you should be able to pursue peace without ever going to war, though you maybe kicked out of office sooner or later. 

The ‘Ultimate’ series have all the campaigns scripted or linear in nature, i.e. manufactured, this should not happen in UAD. Control and direction of the campaign should be in the player hands.

Edited by Skeksis
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Got some feedback that I don't really know how to classify here.
Zombie ships appear to be a thing once again, but unlike last time, these aren't full HP ships with no crew, but rather 0 HP ships that are somehow still going.
0oessEN.png
This BB has taken a horrific amount of damage, probably enough to sink her 2 times over, but will probably continue to fire back until she floods out. This is a significant problem for the cruisers I have in the area, as this ship is armed with 15" guns that are perfectly capable of damaging them. This is the exact reason this BB was targeted in the first place, to allow the cruisers to move forward and mop up enemy light forces, which they can't do now, because the BB that was supposed to be dead isn't f***ing dead for some reason, despite most of the inner workings of the ship being reduced to scattered debris, along with a good chunk of the crew.

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9 minutes ago, SodaBit said:

This is the exact reason this BB was targeted in the first place, to allow the cruisers to move forward and mop up enemy light forces, which they can't do now

It seems you could have done that so long ago. Look at the accuracy values. That ship, is so heavily damaged that it can't hit anything.

Anyway. According to the manual, that ship should already be sinking. A bug that needs fixing.

yXM3l9v.jpg

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This Bug: I am at War with the French and so am I too with the British. GB and FR obviously arent at war with each other .... officially.

However given the chance to fight whoever they are at war with or join up with whoever they are at war with to fight the French the British obviously choose the later.

98Tb5mD.jpg

I am also allied to the German (accepted an alliance) and they are apparently not in this war at all, which is odd given that it says somewhere, that there shall never start are war without them henceforth.

 

Powerprojection is broken to obviously ........ or at least it makes no sense being at 0.

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Also spawning. This heavy cruiser literally spawned 0,3 km from the next warship and ist logically toast.

0DfuKMy.jpg

Not to mention that in my previous campaign I barely got a single battle per year. This time the french can reliably pull my taskforce that has maybe a single BB into battle with theirs and that with ridiculous supperior numbers like that that just start with 5 BBs. The spawning ist just the icing on that cake.

A toast to that doomed cruiser for instagibbing 2 DDs ......

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I distinctly remember that previously at first when you sunk the escorts of a convoy, the mission would end, which was seriously unfun and not exactly satisfying. Then it was changed to be able to sink the transports too ...... which ofc is exactly as it should be.

 

..... now it ends again automatically and we are back to square one. Bug? Old Built?

fB8tInq.png

I certainly wished to anihilate the rest of their transports instead of just 1 ....

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6 minutes ago, havaduck said:

I distinctly remember that previously at first when you sunk the escorts of a convoy, the mission would end, which was seriously unfun and not exactly satisfying. Then it was changed to be able to sink the transports too ...... which ofc is exactly as it should be.

 

..... now it ends again automatically and we are back to square one. Bug? Old Built?

fB8tInq.png

I certainly wished to anihilate the rest of their transports instead of just 1 ....

I think you're mistaken - I don't think it was ever not immediate-end after clearing the escorts.

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Posted (edited)

Out of curiosity, has anyone found where in the tech-tree the new cloaking technology is?
I mean, I'm assuming its there since even enemy transports spot my battlecruisers and attack them before the BC knows where they are.  Had to get to less than 5km to see them...

Edited by Kane
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14 minutes ago, havaduck said:

I distinctly remember that previously at first when you sunk the escorts of a convoy, the mission would end, which was seriously unfun and not exactly satisfying. Then it was changed to be able to sink the transports too ...... which ofc is exactly as it should be.

 

..... now it ends again automatically and we are back to square one. Bug? Old Built?

fB8tInq.png

I certainly wished to anihilate the rest of their transports instead of just 1 ....

You’re right, there’s no opportunity to chase down ships that are just outside of visible range.

We have an ‘end battle’ button anyway, there’s no need to end prematurely. Annoying for some.

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3 hours ago, Kane said:

Out of curiosity, has anyone found where in the tech-tree the new cloaking technology is?
I mean, I'm assuming its there since even enemy transports spot my battlecruisers and attack them before the BC knows where they are.  Had to get to less than 5km to see them...

Second. I mean, I understand spotting distance, but if they can shoot me, I should be able to see them.

This isn't Vietnam, this is naval gunnery. There are rules.

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Why is the save-file in our AppData a big Chinese copypasta? Trying to give all sides double research speeds but the Save file is clearly hidden somewhere else now.

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1 hour ago, Traslo said:

Why is the save-file in our AppData a big Chinese copypasta? Trying to give all sides double research speeds but the Save file is clearly hidden somewhere else now.

It's encrypted now.

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3 minutes ago, Dave P. said:

It's encrypted now.

Well that's a shame then. The tech goes excruciatingly slow relative to the dates that are on the techs themselves. Rather annoying for that to be screwed with.

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3 hours ago, Traslo said:

Well that's a shame then. The tech goes excruciatingly slow relative to the dates that are on the techs themselves. Rather annoying for that to be screwed with.

Well, people screwed around with stuff they did not understand and then enough BS reports were sent to the devs due to these modifications causing unintended issues that this had to be posted:

 

 

And as is traditional, people don't do QA on their own changes to the save files but rather offload that work to devs. And that is why we can't have nice stuff.

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so now i have played a bit.

firstly the new armour and gun settings are interesting if a little confusing it would helpo to have a nice descripotion of them and details of how it works.
secondly and more importantly i am getting a number of crashes between turns that are not simmilair to previous issues of this kind as the game does not technically crash atleast according to task managed but it locks up permeneantly having left the game as a test for 10 minuets.
thirdly the nature of the campaign as it currently stands is not a good sign fdor the full campoaiugn if it is not modified. i start already heavily (as britian) upset at germany and this makes the campaign feel scripte instead of what it shjould be which is free for the player to decide what to do. hooefully this issue is related to the yet ot be updated full campaign

@Nick Thomadis the main thing is that the campaign is updated to the full camoaign asap as at that point so many of the bugs we are seeing in this patch may be fixed or no longer relevant. barring that i must present my usual hope that you and your families are all as safe as can be in the circumstances

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 A few points I've noticed after playing pretty much all weekend:

  1.  German Mk3/4 15" turret and all turrets using that model are scaling the gunhouse, not the guns.
  2.  Dud torps are far too common (frequently seeing 2-3 duds per salvo, with undamaged Mk4 torpedo tubes!!!).
  3.  Torpedo bearing deviation is far too strong (torpedoes deflecting >30 degrees at random points in their run) and occurs far too often.  These features have made torpedoes even less reliable for player vessels than they already were (which is saying something), which I can only assume is the opposite of the intended effect.
  4.  The "invalid ship design/no hull of selected type available" bug has returned with a vengeance in Custom Battles.  The game is currently bricked for me outside of Campaign Mode and the Naval Academy (not fun :().
  5.  Gun calibre makes a massive difference on performance, which is fantastic, but please for the love of god let us select which models we want to use.  The new Mk4 2/3" guns for the Allies are ugly as sin and don't remotely match the tech era they're placed in.  We're finally reaching a point where historical builds are properly possible - aesthetics matter!
  6.  Detailed citadel armour doesn't seem to make a huge difference on ship performance.  The interior armour zones are also incredibly vaguely-named and don't have any visual representation whatsoever, either on the 3D model or in the new citadel plan view, leading to a distinct and frustrating sense of futility/lack of player feedback.  Very disappointed in this feature; I was expecting an overlay-based system similar to World of Warships/War Thunder's armour viewers.  What we got just...  Sucks.
  7.  New ballistics and damage mechanics are satisfying, especially when paired with the new custom calibres.  Guns perform much more reliably in this patch and I like it.
  8.  The ability to see additional stats like turret rotation rate is nice, but we still need an ammo breakdown between HE/AP.  Currently the stat panel still only shows the total ammo for the mount.
  9.  Additionally, the amount of information presented on the stat panel causes the panel to be partially pushed off the screen in the battle UI.  Currently gun calibre, barrel length, and several other stats are cut off.  Text wrapping, the ability to pin and drag the panel, or locking the vertical position of the stat panel to the center of the display would be hugely beneficial.

 Overall, this update was a huge step in the right direction, but it still needs a lot of work.  I'll refrain from passing any harsher judgement than this, but UA:D is going back on the shelf until some or all of this is fixed.  These are game-breaking issues that severely detract from the user experience, in my opinion.

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Is it intended that the most rear gun matters for weight balance that much? I was trying to reconfigure armament otherwise, but it seems no other gun changes balance that much (not even the most fore one). 300 ton TB in AH 1890 campaign (currently feb 1898)

2022-05-31_17-21-35.png

2022-05-31_17-23-15.png

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oi, me again. Some more issues I found in the campaign.

I started in 1900 and it is now 1912 and the campaign is still going. No large battles, just some skirmishes with torpedo boats and destroyers, sometimes an enemy ambush. The british blockaded me for a while (with 4900 power projection against my 69000). Only now I am able to blockade the british. No significant changes in provinces or politics. France has a gigantic fleet of over 500 ships, I am at war with them, but they are severally lacking technology, so they do not engage me.

Torpedoes...well...hmm...yes...but no. At first I was very positive about the changes in torpedo behavior, especially in early battles, where torpedoes were more prone to breakdowns or being duds.

However...imagine the following situation : A large battle. Smoke everywhere, dreadnoughts firing everything they got against their enemies. Escorts trying their best to avoid the big guys while trying to prevent enemy torpedo carriers from closing...yet a german squadron of large torpedo boats manages to break through. The smoke clears and they make out their target, the british modern dreadnought Indomitable, hero of half a dozen battles, victor over the older dreadnought Kaiser Karl der Grosse. It is now or never. The british rule the waves and they show it. S-87 is hit by the behemoth's main guns and quickly loses speed, explosions wrack the hull. S-84 is hit soon thereafter, veerig off, firing it's puny 105mm guns in an act of defiance. Now...S-94 is close enough, firing their 105mm and 50mm guns, hoping to keep british crews down and boosting the own morale. On the bridge, the torpedo officer checks his watch, then the rangefinder, turns to his commander.

"Jetzt, Herr Kapitänleutnant!" The commander nods back, turn and yells "Torpedos los!!!" The crews at the four twin launchers...botch it completely and S-94 fires...to the opposite side. Indomitable is on the starboard side, yet all eight torpedoes are fired to port. Now, the hapless KaLeu cannot even curse his bad luck, as another salvo disintegrates his puny vessel.
WHAT? That happened twice now.
Veering torpedoes are another thing. Two of my destroyers were speeding to catch an enemy convoy. Out of nowhere, several enemy torpedo boats appear and fire their torpedoes. My lead destroyers turns into the oncoming eels, braking to avoid being hit.
And it would have worked...but one of the torpedoes veered off, striking my destroyer. Coincidence? Probably.
Other torpedoes only reach half of their intened range and many salvoes are so completely off, that I suspect drinking on duty.

As stated, I am in a twelve year war (europe is probably a wasteland by now). I have researched Dreadnought III hulls, yet can only place three main guns on the centerline. Research is probably capped there, but I find progress to be extremely slow, even with 100% reasearch funds (except the year of blockade).
I find that money in this campaign (hard difficulty) is no problem, but the lack of decisive battles, the complete and total control of the AI over battles (by now, the brits have no battleships or armored cruisers left, yet I am not able to use my 23 battleships to shell a single harbour) and the lack of random events make it a bit...boring.

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@Nick Thomadisabout the new barrel and gun mechanics.

g8ypCFv.jpg

100% accuracy for the main and secondary guns against a target at 31 km away.

This new mechanics are a great addition. No doubt. But is possible to consider lowering, by half, the positive and negative effects?

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  • Nick Thomadis changed the title to >>> Beta 1.06 Feedback<<< (FINAL UPDATE 6th Release Candidate)
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