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>>> v1.06-1.08+ Feedback<<<(17/8/2022)


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27 minutes ago, jtjohn1 said:

One major issue is the game is automatically moving damaged ships into very small harbors then you are acruing the harbor penalty.  The auto battle is also getting worse (3 CAs 1 CL battle 4 98K Ton battleships sink two CAs but experience heavy damage to the battleships that will take months to fix.  In a harbor that's too small for them....)

Worst still you can't move damaged ships out either. Harbor penalties should disable until players can set designated repair ports or enable (for the meantime) one per ship port to port movement while damaged.

Edited by Skeksis
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I think you should be able to choose to keep ships in a task force even when damaged, until you manually send them home for repairs. I don't want to take one of my BB's off the frontline because a 2" tertiary gun got damaged by a stray shot, but I would send it home for repairs if its engines got damaged and it took a lot of structural damage - and in that case probably send some escorting ships with it.

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On 8/3/2022 at 5:27 PM, IsmaelMolina2021 said:

That's a good idea to add "1950" option in the year selection for Custom Battle. When it does that happen in the game, I was proposing the same thing about this one. Will the "1950" option would become available for Campaign? What new nations would be like in 1950s campaign? I heard a lot about the history of Cold War that involves on Africa, Middle East, Indian Subcontinent, Southeast Asia, Caribbean, Central America, South America and Korean Peninsula that happened in real life. And will the endgame date for campaign would be "1960"?

What do you guys think about my proposal idea?

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On 8/2/2022 at 7:47 AM, Urst said:

No, the solution is to either: force the AI to not make throw-away ships OR force taskforces to be capped (probably by ship type) until it's been fixed.

If limited by type, I would cap BBs/BCs at 3 (one squadron) and then 2 CAs for each BB/BC, 2-4 CLs for each CA, 2-6 DDs/TBs for each CL

Would making them more expensive not make the AI toss them? 

The amount of ships in the battle isnt the issue. its that its entirely unfeasible to do so. 

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Why am I having ships start a battle with 0 structure and sinking. They clearly were not at that damage level in a previous battle or they would have been sunk then. My ship should have been under repair in port because I never had a task force so it should not have had to travel anywhere damaged. I keep losing ships to this. 

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5 hours ago, IsmaelMolina2021 said:

What do you guys think about my proposal idea?

I prefer the earliest scenarios, like from 1860 to 1905. No big guns, no torpedoes, no insane ranges and fast battles. Just old ironclads.

Edited by mk4m
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The turrets not rotating during/after manouvering bug is still here, sometimes not affecting all of them but still annoying. Also, it takes even more time to start rotating again.

While i'm here, i'd like to have an answer from the developers: why we can't just directly build refits? It make no sense and it's causing a mess with fleet designs...

image.thumb.png.0a5d986a6e479cd4a9522a5093a9c0b1.png

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Okay, since the devs for some stupid reason are actively deciding to ignore something as easy to fix as the triples weight, which should be way lower weight per barrel than twins, as the experience in all the naval warfare from 1910 to 1950 proved, I'm going to spam this every day until it gets solved.

THIS
20220806105604_1.thumb.jpg.58ac859d78a857bd5b858748ece6e62d.jpg

Should be way lighter than THIS
20220805212319_1.thumb.jpg.61fcc7195ff3e34eaee83d6cd3bfb31e.jpg

But right now is the other way around, making triples worthless.

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2 hours ago, The PC Collector said:

Okay, since the devs for some stupid reason are actively deciding to ignore something as easy to fix as the triples weight, which should be way lower weight per barrel than twins, as the experience in all the naval warfare from 1910 to 1950 proved, I'm going to spam this every day until it gets solved.

THIS


Should be way lighter than THIS


But right now is the other way around, making triples worthless.

Have you considered the barbettes weight on which the turrets are mounted?

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4 hours ago, Zyw said:

The turrets not rotating during/after manouvering bug is still here, sometimes not affecting all of them but still annoying. Also, it takes even more time to start rotating again.

While i'm here, i'd like to have an answer from the developers: why we can't just directly build refits? It make no sense and it's causing a mess with fleet designs...

image.thumb.png.0a5d986a6e479cd4a9522a5093a9c0b1.png

The turret rotation jitter is fixed. If turrets reload more slowly than the ship, then they may appear static. A full "fix" would require to make turrets to rotate unrealistically fast. In any case, we will look to provide further fixes if needed, but is really minor.

You can copy a refit and then use this design to build. 

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Any info about manual save feature? I hate to say it but sudden crash in PC/Laptop during updating information after pressing next turn will cause permanent campaign loss (No campaign save file will be available, not even a save from the previous month before the crash) and I need to start a new campaign which is fine if I just progress for about 5-10 years, but kinda annoying when I already 30+ year in a campaign.

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8 hours ago, Hangar18 said:

Would making them more expensive not make the AI toss them? 

The amount of ships in the battle isnt the issue. its that its entirely unfeasible to do so. 

It would force the AI to make Modern ships and their economy would limit the number to a more realistic scale.

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Can you please tone down the maintenance costs?  At least on legendary they are quite ridiculous.    In being, in harbor (Not a harbor that's too small) they are costing ~16 million each.  Adjusted for inflation that comes to ~313 million just sitting in harbor each. 

The operating cost of an Iowa class battleship (NOT just sitting in harbor doing nothing) was 35 million ANNUALLY in the 90s.  

Go to sea control and it's now 471 million..  Monthly...  Or the cost of one Ford class super carrier every 2 years (Ish)

667 million at sea (The cost of one Ford class roughly every year and a half...)

Lord help you if you wind up in a harbor that's too small for your ships.

These are ~66KTon ships so not talking about a Super Battleship just a G3 (Playing UK this time) 

Can't put them in mothballs or limited status because their crew loses experience (Even though you keep the crew slider up)

With an average of 75% on all sliders I can keep 5 battleships in being with a small surplus as the UK...

Edited by jtjohn1
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Is anyone else seeing guns just not firing regardless of clear shot or decent accuracy chance? I'm seeing this on both main guns, secondaries and Torps. Been happening the last couple of patches but the one from today is by far the worst, I have entire sections of a fleet just refusing to fire even if set to aggressive.

Very frustrating! If anyone knows of a mechanic reason why this is happening I'd love to hear it, but it feels like a bug that has crept in recently. 

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Quote

*BALANCES/IMPROVEMENTS*

  • Improved campaign AI to more effectively scrap ships, and so to create a more advanced fleet.
  • New feature which was planned for the next major update: Crew Heal/Salvage techs. Researching survivability allows options to improve the amount of crew casualties that become restored after combat. This feature is not yet fully working, please note.
  • Ship maintenance increased further.

Wouldn't it be better if some of this stuff was beta tested here first before going live.

If not or the team has decided to go general listing, then maybe the game should list different steam betas/versions so players could roll back if needed.  

Edited by Skeksis
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