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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)


Nick Thomadis

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I second the teleporting ships issue; I have ships stationed in (for example) Valetta, who'll fight a battle in the region, who'll then teleport themselves to Plymouth for minor repairs. This isn't limited to 'overseas' boats being sent 'home'; ships I send out to fight Ze Germans in the North Zea Sea get randomly distributed to Irish ports rather than their 'home' port (say, Scapa Flow) or the nearest port to the battle site (Yarmouth, for instance).

Similarly, battles will be generated using ships in port in a different region, ignoring the ships I have at sea in the given region sometimes. This one isn't terribly consistent, however.

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15 minutes ago, AdmiralBert said:

I second the teleporting ships issue; I have ships stationed in (for example) Valetta, who'll fight a battle in the region, who'll then teleport themselves to Plymouth for minor repairs. This isn't limited to 'overseas' boats being sent 'home'; ships I send out to fight Ze Germans in the North Zea Sea get randomly distributed to Irish ports rather than their 'home' port (say, Scapa Flow) or the nearest port to the battle site (Yarmouth, for instance).

Similarly, battles will be generated using ships in port in a different region, ignoring the ships I have at sea in the given region sometimes. This one isn't terribly consistent, however.

I have seen that happen but  it seems  to happen when i have very few ships in sea and a lot in ports. When I keep all my ships at sea they seem to get into fights in the correct region.

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In my experience task forces end up in fights in the correct sea region. Although task forces still interact in a not entirely predictable manner they seem to work.

The problem for me is mostly with ships in port, hence why, when I reported the bug in game, I suggested to develop some system where you have semi-permanent divisions.

I think a system sort of like Hearts of Iron's could work: you create a division, assign it a home port, assign it a task and assign it a target region in which to perform it. 

Task forces could be then used to hunt down enemies in a specific area, to operate far from your shores, for landings and other special missions, or to convoy raid / escort near enemy land.

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24 minutes ago, Norbert Sattler said:

Something that I would greatly appreciate would be the abiliity to see how much of my shipbuilding capability is free BEFORE I have decide whether I build a ship for my minor allies.

And to barter. You might want to build something for said minor nation but just not huge battleships that take 3 years of your shipyard capacity. I.e. Counter proposal.

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34 minutes ago, Nick Thomadis said:

Hello admirals,

This is the first set of fixes after our recent major update.

Hotfix Update v1.1.1 24/1/2023
https://store.steampowered.com/news/app/1069660/view/3653016388848313472

Will this reduce/prevent nations negotiating peace, and then immediately declaring war the next turn? I may be currently playing whack-a-mole with the Italians & Germans (war declared > blockade, blow up convoys > peace negotiated, end turn > war breaks out).

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2 minutes ago, AdmiralBert said:

Will this reduce/prevent nations negotiating peace, and then immediately declaring war the next turn? I may be currently playing whack-a-mole with the Italians & Germans (war declared > blockade, blow up convoys > peace negotiated, end turn > war breaks out).

It should be fixed.

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3 minutes ago, Nick Thomadis said:

It should be fixed.

I wish this had dropped roughly an hour ago, as it would've saved me two rounds with both Italy and Germany. On the plus side, some of my CL crews are incredibly experienced from eating so many convoys.

Edited by AdmiralBert
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1 hour ago, Nick Thomadis said:

Hello admirals,

This is the first set of fixes after our recent major update.

Hotfix Update v1.1.1 24/1/2023
https://store.steampowered.com/news/app/1069660/view/3653016388848313472

  • Fixed issues that could cause inconsistent penetration or conditions that made it very difficult to have full penetrations against the citadel armor.

what about belt, deck etc? this is not fixed? :angry:

 

Not often like before the fix, but still.. 0.21" of armor can block the shell that have 26.3" pen value... on 60 degree. 

 

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Edited by Plazma
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  • Improved aiming and fixed issues that could cause a different aiming experience for players with different pc systems.

Jesus Christ, aiming worked differently based on your setup?  No wonder people were reporting so many issues!

 

And yeah, let me throw my hat in the ring and agree that this is nowhere near suitable for a full release.  Balance is still whacked, vital hulls and towers are missing, secondary barbettes need to be made more flexible or at minimum hardpoints fixed so they don't overlap the side of the ship, the UI needs to be completely remade to handle all of the new features that have been added... I'm sure others have more to add.

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I'll add that some funnels doesnt fit on different tower modules for japanese. In particular the modern battlecruiser. The second tower in 1920 ish, nothing fits at all. first tower only the smallest ones fit 😬

edit: bugreported ingame btw

Edited by MDHansen
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Suggestion for next update:

Give task forces (including submarines) an order that functions like In Being but for movement during peacetime. This should keep fleet power minimum and prevent from creating tension (which leads to the endless war cycles). 

Right now Sea Control can make a single DD generate the tension a full battle fleet would generate if passing through a region. 

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Thanks for the update and fixes!

   Just promise us you'll polish this game before leaving it. I don't mind that this is near the full release in the sense of not getting many more new features/game mechanics. I just want to see all the features work correctly. I absolutely love this game. The concept and gameplay is 10/10 when not experiencing bugs and errors. I just want to see the bugs get worked out.

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5 hours ago, Nick Thomadis said:

Hello admirals,

This is the first set of fixes after our recent major update.

Hotfix Update v1.1.1 24/1/2023
https://store.steampowered.com/news/app/1069660/view/3653016388848313472

Can you clarify whether you mean that the game is nearing the release feature set or an actual release? The former seems reasonable since all that is still needed is some minor campaign mechanics (mostly improved diplomacy) and a few fleshed out ship design mechanics (e.g. separate shell and propellant weight). However, the latter possibility is causing a lot of concern from players. I am impressed at the progress made since the disaster of 1.09, but the game is still something of a hot mess. It needs *at least* a few months of bug fixes, tuned mechanics, and balancing. Please confirm that even after 1.11 implements the rest of the features, you will resolve all the bugs and broken mechanics before a formal release.

We all want this game to succeed, and it understandable for an EA game to have some problems, but the communication from game labs is very unclear and frequently seems to have a view of the game's state which does not match the experiences of players. It would be very disappointing if this game released in a buggy state and developed a permanent stain of poor post-EA reviews and reputation. I am okay with purchasing the the unimplemented hulls or additional features as DLC, but not with a buggy and frustrating game. I (and I think most players agree) would rather have a polished game with great naval battles even if it meant missing out on campaign features or specific content.

Edited by anonusername
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The pen problems are improved, but I am stilling seeing a 1940 18" BB get blocked by 9" of 1915 armor at 3km.

 

EDIT: In the campaign, my 12" Mk 2 cannons are unable to pen 5.3" of +38% quality CA armor at 2km. The pen estimator shows all belt segments as "green", and I have a good angle.

Edited by anonusername
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It is easier for me to sink BBs than CAs in the campaign because I can pen the BBs but not the CAs. This is better than the last update, where I could not pen either despite having plenty of pen "on paper" (and green in the pen estimator), but the problem is still not solved.

Edit: My 5" guns overpen the 2" aft belt on the CAs, but the 12" guns partial pen. One of my BBs is doing more damage with 5" guns despite have 3x1 5" vs. 2x2 12".

Edit2: My fleets are teleporting again. This did not happen in 1.1

Edited by anonusername
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I am once again requesting the ability to use "obsolete" tech. If I can't use Picric Acid I then it's not worth it. Not because it's good, but because I want to maximize HE damage and fire-chance.

I am also requesting that you cease the silliness of having separate tech-lines for getting larger guns and maximum hull weights.
Let me put 6" main-gun casemate guns onto my heavy cruiser so that I can make the U.S.S. St. Louis in 1900, if not earlier.

If I can build a 20,000 ton battleship then I can build a 12,000 ton armored cruiser or a 10,000 ton light cruiser or a 1,000 ton torpedo boat or destroyer. Ships weren't limited in scale based on tech for the smaller ones. They were just only as large as they needed to be. Ships get larger as the amount of shit stuffed into them increases. If you cut Radar from modern ships then the scale of the ships would drop by as much as 20% because of all of the computers that they need to have on-board and the stations for being able to USE those radars.
They don't get larger because they "figure out how to make a bigger type of ship" It has 100% nothing to do with shipbuilding tech. Battleships at at the largest because they need to be able to fit their huge guns and their armor. Armored Cruisers are smaller because they don't need nearly as big of a gun, but have better engines and worse armor

I say that the weight limit slider needs to be removed entirely and replaced by a beam-drought-length set of sliders. Your big shipyards can build maximum capacity, but your medium and smaller shipyards can't. They're limited to up to 3/4s, and 2/5ths of your absolute maximum, respectively.

Change the weight limit techs to be size-related instead, and let the ships be whatever weight they end up being, with a listed "maximum optimal" weight based on the length, beam, and drought. The maximal size is a combination of building up your maximum shipyard size and techs to make larger and larger ships. This also allows some hulls to be deleted that're just "This hull but bigger."

Does this mean a dramatic overhaul? Yes, probably. I believe it to be 100% worth it, even if it pushes the game back by 2 years. I'll Fvcking buy it again if I have to.

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48 minutes ago, Urst said:

I am once again requesting the ability to use "obsolete" tech. If I can't use Picric Acid I then it's not worth it. Not because it's good, but because I want to maximize HE damage and fire-chance.

I am also requesting that you cease the silliness of having separate tech-lines for getting larger guns and maximum hull weights.
Let me put 6" main-gun casemate guns onto my heavy cruiser so that I can make the U.S.S. St. Louis in 1900, if not earlier.

If I can build a 20,000 ton battleship then I can build a 12,000 ton armored cruiser or a 10,000 ton light cruiser or a 1,000 ton torpedo boat or destroyer. Ships weren't limited in scale based on tech for the smaller ones. They were just only as large as they needed to be. Ships get larger as the amount of shit stuffed into them increases. If you cut Radar from modern ships then the scale of the ships would drop by as much as 20% because of all of the computers that they need to have on-board and the stations for being able to USE those radars.
They don't get larger because they "figure out how to make a bigger type of ship" It has 100% nothing to do with shipbuilding tech. Battleships at at the largest because they need to be able to fit their huge guns and their armor. Armored Cruisers are smaller because they don't need nearly as big of a gun, but have better engines and worse armor

I say that the weight limit slider needs to be removed entirely and replaced by a beam-drought-length set of sliders. Your big shipyards can build maximum capacity, but your medium and smaller shipyards can't. They're limited to up to 3/4s, and 2/5ths of your absolute maximum, respectively.

Change the weight limit techs to be size-related instead, and let the ships be whatever weight they end up being, with a listed "maximum optimal" weight based on the length, beam, and drought. The maximal size is a combination of building up your maximum shipyard size and techs to make larger and larger ships. This also allows some hulls to be deleted that're just "This hull but bigger."

Does this mean a dramatic overhaul? Yes, probably. I believe it to be 100% worth it, even if it pushes the game back by 2 years. I'll Fvcking buy it again if I have to.

I agree with the maximum displacements for cruisers being silly; they are already limited by the hull selection.

However, I don't think we need a separate length slider. The displacement slider *is* the length slider. You cannot just add more weight to a ship making it bigger or it will sit too low in the water. You increase displacement by increasing the length, breadth (width), or draft (height). The only sort-of issue is that visual length increases in increments, not continuously, but that is a (likely) technical limitation which doesn't actually affect the gameplay substantially.

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Thanks for the fix! Regarding the release and support of the game, is there a chance or plans for additions to the UAD? (yes, I may be  early, but it's interesting). Scenarios, packages of hulls, maybe aviation and catapults on ships? Convoys and their routes? Several types of other resources? Maybe an extension of the time frame? Officers and their skills? Camouflage of ships? Creating permanent formations of ships (divisions, flirts) with a fixed set of ships and much, much more, what else could improve this wonderful game?

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