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>>>Beta v1.1 Feedback<<< [RC 6]


Nick Thomadis

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After 15 years ingame and 5 wars fought I don't see any problem with torpedoes. None of my ships were sunk by torpedoes, only gunfire, so I can hardly see any problem with that. And yes, I tend to save the weight sometimes by reducing bulkheads, but I also start to maneuver whenever something with torpedoes gets within the launch range.

 Try not playing with time compression and just watching big guns blasting. You can not controll things well at 5X speed.

Edited by Zuikaku
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50 minutes ago, Zuikaku said:

After 15 years ingame and 5 wars fought I don't see any problem with torpedoes. None of my ships were sunk by torpedoes, only gunfire, so I can hardly see any problem with that. And yes, I tend to save the weight sometimes by reducing bulkheads, but I also start to maneuver whenever something with torpedoes gets within the launch range.

 Try not playing with time compression and just watching big guns blasting. You can not controll things well at 5X speed.

How??? There is impossible to reliably score hits more than 1 Km away! The problem with torpedoes are not torpedoes themselves. Are that the ships carrying them survive too long because aiming is shit.

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2 hours ago, o Barão said:

Let me fix the title for you.

"The silliness to complain about torpedoes in the forum without using adequate protection."

There you go. Much better now. Or do you really think I wouldn't notice that you took 4132 torpedo damage with only 2 torpedoes?

https://steamcommunity.com/app/1069660/discussions/0/3191363817374588874/

I did that exactly one year ago, but instead of using destroyers, the experiment was with torpedo boats.

If your focus is on blood volume, it means you have never understand how the warships work in this game.

Didn't You see float %14 this ship is acctually dead.And this ship is build before fix 20.It is built with the idea of PanzerShip,You need to be full of precision and armor, And there is no tonnage to too much torpedo protection🤣

1.thumb.jpg.ebb348556de454d52d73c7fc705382f3.jpg
I must tell you that the torpedo protection of this ship is sufficient before hotfix 20.
If now is hotfix 19, tell me how you want to increase torpedo protection.
The first consideration of a combat ship is not armor and naval gun, but torpedo and torpedo protection, which is really ridiculous.😆
Edited by Alnitak
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2 hours ago, Zuikaku said:

After 15 years ingame and 5 wars fought I don't see any problem with torpedoes. None of my ships were sunk by torpedoes, only gunfire, so I can hardly see any problem with that. And yes, I tend to save the weight sometimes by reducing bulkheads, but I also start to maneuver whenever something with torpedoes gets within the launch range.

 Try not playing with time compression and just watching big guns blasting. You can not controll things well at 5X speed.

So you started turning at 15km. Who can you hit.

What if you have several ships attacked by torpedoes at the same time, what if your ship is attacked by torpedoes in the blind area, and what if the enemy is equipped with electric torpedoes.

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17 hours ago, Lima said:

This is what many have been talking about. Ships near the target are just magnets for projectiles. This has been a long-standing problem, but now it has become the best way to deal damage to the enemy.

 

They are not magnets. It is that the aim is always trying to hit the waterline. So any ship in front will SURELY be hit.  Gunners in this game  always aim too  low and too much ahead.

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4 hours ago, Alnitak said:

If your focus is on blood volume, it means you have never understand how the warships work in this game.

Didn't You see float %14 this ship is acctually dead.And this ship is build before fix 20.It is built with the idea of PanzerShip,You need to be full of precision and armor, And there is no tonnage to too much torpedo protection🤣

1.thumb.jpg.ebb348556de454d52d73c7fc705382f3.jpg
I must tell you that the torpedo protection of this ship is sufficient before hotfix 20.
If now is hotfix 19, tell me how you want to increase torpedo protection.
The first consideration of a combat ship is not armor and naval gun, but torpedo and torpedo protection, which is really ridiculous.😆

You never heard about cause-and-effect? No? Let me explain.

You made a ship with a weak torpedo protection and got hit by torpedoes in battles. You could/can...

A ) Improve the torpedo protection on your ships.

B ) Learn to know how to not get hit by torpedoes.

C ) Or instead go to the forums, complain about the torpedoes.

Now we already know what was your choice, but maybe, just maybe, you should consider the first two?

Another important thing. The way you talk about torpedoes is clear that you don't have a clue how powerful they can be IRL, however since you are a young man/women, you have the advantage to have many years ahead of you to study and learn more about them. I am not saying to become a military expert, but to have a basic knowledge about the subject you are talking is important in a simulation war game. Well is important in everything you will do with your life, but I digress.

Here is probably the most famous torpedo attack from WW2, well because the sinking was recorded. How many torpedoes were used to sink her? What was the torpedoes size? Where did the torpedoes hit? What was the torpedo protection on that ship? This is all good questions that you should ask yourself and go study to find more about the subject.

And if we have got one good thing from our wars in the XX century, is that many events are well recorded and explained with many details. So there is no excuse to not study a little about torpedoes. About how they work, how effective they were, etc, etc...

 

Other things..

"Didn't You see float %14 this ship is acctually dead."

Is not dead. You can/could save the ship and crew. If the crew is veteran, it is already a great win to save her. The interesting part is you are using sonar acoustic III and still managed to get hit.

"And there is no tonnage to too much torpedo protection"

Well, that is the beauty about the design process. To make choices. And just looking at your ship, there are things I would remove or change from that design.

  • Electro-Hydro II? What for?
  • Increased torpedo ammo? You want to have an ammo detonation in your precious CA?
  • Depth charges in a CA?
  • Increased AP in a cruiser?
  • Capped ballistic II? Unless things had changed, and I am not aware, this is possible the worst choice. But maybe I am wrong about this one.
  • Sonar acoustic III is useless in your ships, so you can save some weight here.
Edited by o Barão
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1 hour ago, o Barão said:

You never heard about cause-and-effect? No? Let me explain.

You made a ship with a weak torpedo protection and got hit by torpedoes in battles. You could/can...

A ) Improve the torpedo protection on your ships.

B ) Learn to know how to not get hit by torpedoes.

C ) Or instead go to the forums, complain about the torpedoes.

Now we already know what was your choice, but maybe, just maybe, you should consider the first two?

Another important thing. The way you talk about torpedoes is clear that you don't have a clue how powerful they can be IRL, however since you are a young man/women, you have the advantage to have many years ahead of you to study and learn more about them. I am not saying to become a military expert, but to have a basic knowledge about the subject you are talking is important in a simulation war game. Well is important in everything you will do with your life, but I digress.

Here is probably the most famous torpedo attack from WW2, well because the sinking was recorded. How many torpedoes were used to sink her? What was the torpedoes size? Where did the torpedoes hit? What was the torpedo protection on that ship? This is all good questions that you should ask yourself and go study to find more about the subject.

And if we have got one good thing from our wars in the XX century, is that many events are well recorded and explained with many details. So there is no excuse to not study a little about torpedoes. About how they work, how effective they were, etc, etc...

 

Other things..

"Didn't You see float %14 this ship is acctually dead."

Is not dead. You can/could save the ship and crew. If the crew is veteran, it is already a great win to save her. The interesting part is you are using sonar acoustic III and still managed to get hit.

"And there is no tonnage to too much torpedo protection"

Well, that is the beauty about the design process. To make choices. And just looking at your ship, there are things I would remove or change from that design.

  • Electro-Hydro II? What for?
  • Increased torpedo ammo? You want to have an ammo detonation in your precious CA?
  • Depth charges in a CA?
  • Increased AP in a cruiser?
  • Capped ballistic II? Unless things had changed, and I am not aware, this is possible the worst choice. But maybe I am wrong about this one.
  • Sonar acoustic III is useless in your ships, so you can save some weight here.
  • Electro-Hydro II? What for?  It‘s a 11.9-inch gun 16% Your turning gun will not keep up with your turning rudder.
  • Increased torpedo ammo? You want to have an ammo detonation in your precious CA?   The explosion of the deck will only lead to the red blood of the module where the torpedo is located. It doesn't matter. Obviously, double the number of torpedoes is more important.
  • Depth charges in a CA?   Aren't you anti-submarine?
  • Increased AP in a cruiser?  The penetration depth of high explosives in version 1.09 has been greatly weakened. Don't you know that high explosives have no meaning except for firing and attacking destroyers.
  • Capped ballistic II? Unless things had changed, and I am not aware, this is possible the worst choice. But maybe I am wrong about this one.   Capped ballistic II can provide the highest penetration, and other effects are irrelevant.And maybe I am wrong about this one.😐May be i have to change it now.Due to the low hit rate, the extra chance of ricochet is unacceptable.
  • Sonar acoustic III is useless in your ships, so you can save some weight here.     Sonar acoustic III is used to avoid torpedoes. It's ridiculous that you call it useless.🤣hit by two when used it, if not use it will hit by six.I don't know what you're thinking.

You are such a shipbuilding stupid genius.

You showed me the power of torpedoes. How do you explain the infamous American iron rod torpedo.I don't understand what you want to illustrate with a special case. I have also been killed by torpedoes in the game, but I will not complain about a special case of luck.

You can only see the power of triggered torpedoes. So who do most of the torpedoes that did not trigger successfully go to?Are the defects of torpedoes such as floating distance, torpedo depth, trigger rate, stability reflected in the game. In this game, there are only torpedo jumping corners. Why does 100% trigger rate have such high damage.

Ps:You didn't give enough examples to show how powerful the torpedo is.During the Second World War, the British Navy attacked Taranto on November 11, 1940. The Conte Di Cavour was struck by just one torpedo and sank. So I guess you should hope that all warships should be sunk by just one torpedo (just a joke🤣).

Edited by Alnitak
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I play mostly  up to 1920 age, but  on that point I am not feeling torpedoes to be that OP. Surely they are nothing to ignore,  but Most of the fights I end up with no capital ship  being hit by one (sometimes I am lazy and let a DD take a shot ). The only thing that is a bit  problematic is that AI is fanatic for TB adn DD so you see sometimes 80 of them in a fight.

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6 hours ago, Alnitak said:

So you started turning at 15km. Who can you hit.

What if you have several ships attacked by torpedoes at the same time, what if your ship is attacked by torpedoes in the blind area, and what if the enemy is equipped with electric torpedoes.

I can hit things quite well. I do not sail in the straight line. I make course changes every now and then. I don't hit 3X time and sail around. I give orders all the time. Yes, it's the hell for those who hate micromanaging things, but I like it. I even like seing my torpedoes fail. I like seing my 1896 generation ship having trouble hitting target cause that is what it was like in real world. This game gives you plenty of choices. Don't expect to win every battle. Don't expect sniper arena. Even in 1940's it wasn't like that. 

Learn to withdraw sometimes and not make impossible things. Do not expect total annihilation of enemy fleet every single time!

Edited by Zuikaku
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21 minutes ago, Zuikaku said:

I can hit things quite well. I do not sail in the straight line. I make course changes every now and then. I don't hit 3X time and sail around. I give orders all the time. Yes, it's the hell for those who hate micromanaging things, but I like it. I even like seing my torpedoes fail. I like seing my 1896 generation ship having trouble hitting target cause that is what it was like in real world. This game gives you plenty of choices. Don't expect to win every battle. Don't expect sniper arena. Even in 1940's it wasn't like that. 

Learn to withdraw sometimes and not make impossible things. Do not expect total annihilation of enemy fleet every single time!

Right now I'm not able to get my large ships to lock on a target *at any range* as long as the target in question's range changes by more than 100 meters It's a very non-smooth process where you're guns are either locked and achieving hit rates of 300+% base or stuck in 'finding range' which reduces it by 50% 

The AI can almost gaurantee to not be hit as long as it keeps charging straight at you. 

 

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15 minutes ago, admiralsnackbar said:

Right now I'm not able to get my large ships to lock on a target *at any range* as long as the target in question's range changes by more than 100 meters It's a very non-smooth process where you're guns are either locked and achieving hit rates of 300+% base or stuck in 'finding range' which reduces it by 50% 

The AI can almost gaurantee to not be hit as long as it keeps charging straight at you. 

 

Charging with what? AI charged with BBs and CAs into my battleline (2BBs and 4CAs with seasoned or veteran crews) and got beaten up by all the guns when it closed within 2000m. The year was 1901, got 23%-50% hit rate for my main guns at this distance which I consider OK. Also, my ships were not moving at maximum speed.

AI TBs were loitering in distance with low fuel ( this is annoying, either give AI 50-80% fuel at start of the battle as a cheat or program it to us TFs according to range of ship with shortest range).

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1 hour ago, Alnitak said:

You are such a shipbuilding stupid genius.

Lovely attitude. This is going to be fun. 😉

 

Let's start from the beginning. Pay attention to what I am going to say. I understand that you not only have a problem with education, but you are also slow to learn. Don't worry, special people exist everywhere. You just need more work, but you can get there.

 

"It‘s a 11.9-inch gun 16% Your turning gun will not keep up with your turning rudder. "

Lesson nº 1 . Components that improve the turrets turn rate are in general only important in two situations. A ) ships in the frontline, dodging torpedoes in close quarters fight aka DDs or CLs or B ) capital ships with big guns with incredible slow turn rate. Something like 17 inches guns or higher. Any ship that doens't fit category A or B does not need this upgrade. Will cost money, will add more weight, will increase your flash fire chance and will not give you any benefit if you are playing well. In other words, sailing in a straight line for most of the time.

 

"Aren't you anti-submarine?"

Lesson nº 2. Is not worth it. It is increasing your ammo detonation for no good reason. You have, or should have, DDs and CLs in your fleet. It is their job to protect the fleet from subs. So, in other words, depth charges only for the cheap ships escorting the fleet. It is a mistake IMO, but not a big one.

 

"The penetration depth of high explosives in version 1.09 has been greatly weakened. Don't you know that high explosives have no meaning except for firing and attacking destroyers. "

Lesson nº 3.  

A ) If you are expecting to kill a BB in 1940 only by firing AP from your 11 inches guns, you are a fool. If you can do it, yes, but you are still a fool. It is much better to have choices.

B ) And this is a big noob error from your part. Doens't matter if the penetration for HE was nerfed or rebalanced. Two important things about HE that you always must remember.

  • HE ammo don't have ricochet angles.
  • Irrelevant the option you are comparing between HE or AP, the HE option will always deal more damage if manage to penetrate the armor. Below, you understand why this is important, or not.

Look at this example.

oyjrED5.jpg

At 2500 m the HE can pen 6.9 inches of belt armor. In other words, this gun can pen any CL in game at 2500 m only by using HE. Now compare the damage difference between the AP and the HE. What you would prefer to use if you were in CQC with an CL?

C ) And finally the last error in this choice.  You are ignoring the option to kill faster an enemy by only using fires. This can be very useful if designing a ship with QF guns and using Pricric Acid. And if not using QF guns can always help to concentrate fire with other ships to bring down a target quicker. The benefits of having choices at your disposable.

 

Capped ballistic II can provide the highest penetration, and other effects are irrelevant.

Lesson nº 4. 

  • 80% AP damage difference is irrelevant?
  • Is the ricochet chance the same?
  • Is the ricochet angles the same?

Or is possible that you are so blind that until now you didn't notice this "small details". Don't you worry, many noobs go crazy when they see the high penetration values. You are only one more.

 

"Sonar acoustic III is used to avoid torpedoes. It's ridiculous that you call it useless.🤣hit by two when used it, if not use it will hit by six.I don't know what you're thinking. "

Lesson nº 5.  Learn to read a joke. We understand you are special, stupid and slow, but don't worry, no one is perfect. I will help you here to explain. You were saying that you didn't have room for a good torpedo protection and I made a list with many things that were not worth it that you could remove or change with the intention to gain room for a torpedo protection. The funny part is that you were using sonar acoustic III and still managed to get hit by torpedoes. So for special kids like you is better to remove this component and use instead torpedo protection. Think this way. Imagine a father teaching the son how to use the bathroom. If the kid is so stupid to learn this basic step, the only solution is to make him use diapers for a little longer. That is you, the new kid on the block, still using diapers.

 

I think is enough for now. Don't worry if I am making fun of you. I love to make fun of arrogant idiots that think they know everything. And you are the new kid on the block. Just don't forget to change the diapers. 😉✌️

 

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1 hour ago, Zuikaku said:

Charging with what? AI charged with BBs and CAs into my battleline (2BBs and 4CAs with seasoned or veteran crews) and got beaten up by all the guns when it closed within 2000m. The year was 1901, got 23%-50% hit rate for my main guns at this distance which I consider OK. Also, my ships were not moving at maximum speed.

AI TBs were loitering in distance with low fuel ( this is annoying, either give AI 50-80% fuel at start of the battle as a cheat or program it to us TFs according to range of ship with shortest range).


The only thing that interests me is whether and how your guns were able to lock onto the target at 2km

20-50% in 1901 is fine. What I am observing is zero percent lock and a resulting 5% hit chance in 1924 with 16 inch guns at 2km. 

If the guns fail to lock they have almost no chance of hitting the target.

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6 minutes ago, admiralsnackbar said:


The only thing that interests me is whether and how your guns were able to lock onto the target at 2km

20-50% in 1901 is fine. What I am observing is zero percent lock and a resulting 5% hit chance in 1924 with 16 inch guns at 2km. 

If the guns fail to lock they have almost no chance of hitting the target.

They got target acquired. Don't know how, but they did. They lost this when shifting fire or maneuvering, but they managed to get it again after a salvo or two. These were also not most modern or up to date ships.

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14 hours ago, Alnitak said:

The power of Torpedo

1.thumb.jpg.6faef095f8c66074c6d58843ecf25649.jpg

The current version recommends that lightning protection and torpedo be fully armed🤣

And this is your so-called sense of reality.

Actually in my opinion the torps are too weak. The problem is that the TB/DD/ even good CL and CA can eat 8-12 of them and still be alive, but when BB get one, the mobility of ship will collapse and this create a very easy target. 

 

Plus spotting the torpedo by player is a nightmare. 

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@Nick Thomadis Sorry for asking this ,I know it probably isn't high priority... 2 questions:

1. When are weather conditions depicted in battle going to correspond to the weather conditions in weather info icon? Up to this day, weather conditions depicted in battle are random and do not have any relations to the info in weather icon. E.g. weather icon says it is morning, raining, cloudy, rough waves and strong winds and in battle we have graphic representstion of calm sea, clear sky and no wind.

2. Are rain and snow or storms planned to be represented?

3. Is night going to be representent. Night battles woul'd be extremely fun.

Ok, these are 3 questions, sorry.

Thanks in advance!!

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What even are these sub combats? Very advanced Tech and DDs kitted for sub hunting, 4 were escorting my BB in 1927 when a lone submarine approached the task force? Shouldn't this sub have been countered? All DDs were at trained and the BB was seasoned.
image.png.d9e5c45d9b5726b47318f8043cdd244d.pngimage.png.79727fc0ad4c799b2c93967f0fbae0e1.pngimage.png.19e2c78c02d4a81087bf731a22bac14c.png

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1 minute ago, Tetra_OwO said:

What even are these sub combats? Very advanced Tech and DDs kitted for sub hunting, 4 were escorting my BB in 1927 when a lone submarine approached the task force? Shouldn't this sub have been countered? All DDs were at trained and the BB was seasoned.
image.png.d9e5c45d9b5726b47318f8043cdd244d.pngimage.png.79727fc0ad4c799b2c93967f0fbae0e1.pngimage.png.19e2c78c02d4a81087bf731a22bac14c.png

as i been saying, subs need to be an option to be turned on or turned off right now, its always in the subs in favor REGARDLESS of what you have on your ships.

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33 minutes ago, Tetra_OwO said:

What even are these sub combats? Very advanced Tech and DDs kitted for sub hunting, 4 were escorting my BB in 1927 when a lone submarine approached the task force? Shouldn't this sub have been countered? All DDs were at trained and the BB was seasoned.
image.png.d9e5c45d9b5726b47318f8043cdd244d.pngimage.png.79727fc0ad4c799b2c93967f0fbae0e1.pngimage.png.19e2c78c02d4a81087bf731a22bac14c.png

BRUH. When fighting with subs, my DDs often get damaged (they attack subs with rams and stones), but capital ships have never suffered like this.

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Yeah, at this time, I think subs either needs to have the ability to turn on and off or they need to be merchant hunters exclusively.  If the latter, DDs with anti sub kit in port on Defend could act as escort for the transports in the region, lessening or outright stopping damage from sub attacks.

 

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@Nick Thomadis It seems this example is good to illustrate the issue with targeting in the recent update.

The moment I change target, the guns will get immediately a target solution and with reasonable accuracy values. The issue is in a few salvos, the target solution will be lost. So I need to keep changing targets to at least get a few salvos working properly. (bug)

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2 hours ago, Tetra_OwO said:

What even are these sub combats? Very advanced Tech and DDs kitted for sub hunting, 4 were escorting my BB in 1927 when a lone submarine approached the task force? Shouldn't this sub have been countered? All DDs were at trained and the BB was seasoned.
image.png.d9e5c45d9b5726b47318f8043cdd244d.pngimage.png.79727fc0ad4c799b2c93967f0fbae0e1.pngimage.png.19e2c78c02d4a81087bf731a22bac14c.png

it looks like right now the submarine battles are random in 100%.

I had one time 5 DD vs 1 sub, 3 DD sunk 2 medium damaged and sub not detected. And these DD was constructed to be anti-sub DD. 

 

subs are horrible at the moment, you simply clicking next turn and this is the gameplay for subs... 

 

And this is a main issue regarding this and previous patch. We have elements that are literally trash, unbalanced, annoying etc. but they are anyway less spotted that other bugs, that almost breaking the game. We as player lost ability to spotted the bugs/small mistake, because core game is not working. Because we don't have a few bugs, we have literally 20+ major bugs... and something like submarines battles are nothing compared to the rest... 

 

Edited by Plazma
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