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>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)


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Submarines and mines, like many of the mechanics in the game would work out better if there was a more direct actionable way to deal with them (the modules do *something* apparently), and if the AI was able to keep up without having their difficulty tweaked, then I don't think subs, nor mines would be a significant issue. As far as I know, there is no way to have your fleet defend convoys directly and have them target submarines (nor is there any particular understanding by most players how convoy losses/raids even work) specifically, and minesweeping is overall incredibly random (quite a lot like naval invasions too). Completely removing both would be a massive waste of previous effort that shouldn't be considered at all. The mechanics need to be refined and make sense and not get into overflow cases that just make complete nonsense occur. At most you should make these features optional, but you should not outright remove these features from the game, regardless of the poll result.

Edited by AdmiralObvious
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Previously, I made posts about how infuriating submarines are and since then a lot of work has been done on them. Notably in terms of their combat power.

However, my main complaint about submarines remains the same - they do not fulfill their purpose of hunting the merchant fleet. IRL, If the navy cannot provide enough escort ships and the enemy has many submarines, the merchant fleet will be slaughtered. In this game, this is not the case. You can destroy the entire enemy surface fleet and dispatch hundreds of submarines, but you will not see a significant impact on the enemy merchant fleet.

Surface raiders are much more effective (and the most effective raider is your battleship, which sits in the port and causes the captains of enemy merchant ships to have heart attacks).

So ideally I would like to see changes regarding submarines in this direction. But if that's not possible, giving players a choice is a great option.

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I took a look at the politics scene and found what has been talked about by others- I've been playing China from a 1900 start, and the economy re-jiggering has made it so that the US and France are the only countries that seem to be capable of building any ships of note at all by 1922. Other nations try to build ships, but end up scrapping them instantly, and England collapsed near the start while trying to maintain a relatively modest navy compared to what it should have historically. The only ships that Italy seems to keep after building at this point are destroyers.

There are so few potential enemy ships that the only way I can win wars is through naval invasions because that's the only real way to get VP.

Edited by StoneofTriumph
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I keep having this issue: trailing ships in a line formation keep zigzagging at speeds ABOVE their limit (in the picture all DDs are same 30kt max speed class) and fail to keep a steady course... this dirupts their accuracy making only the lead ship fire accurate salvos and hinders maneuvering the division... I end up splitting divisions to single ships in order not to loose accuracy but I'd rather not have to go into this level of micromanaging...

Anyone else has this issue?

EDIT: submitted bug report... this issue doenst happen ALWAYS but is very frequent and only happens in line astern formation, not line abreast...

Captura de Ecrã (401).png

Edited by PedroFalcao
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I started a game as Japan in 1890. I got an early war with China and a fleet battle in a storm. All my ships except my BBs had a hit chance of zero at point blank range.

Blundered around looking for the enemy and I couldn't find them.

Not impressed.

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2 hours ago, PedroFalcao said:

I keep having this issue: trailing ships in a line formation keep zigzagging at speeds ABOVE their limit (in the picture all DDs are same 30kt max speed class) and fail to keep a steady course... this dirupts their accuracy making only the lead ship fire accurate salvos and hinders maneuvering the division... I end up splitting divisions to single ships in order not to loose accuracy but I'd rather not have to go into this level of micromanaging...

Anyone else has this issue?

EDIT: submitted bug report... this issue doenst happen ALWAYS but is very frequent and only happens in line astern formation, not line abreast...

Captura de Ecrã (401).png

Having the exact same issues, I've given up on actually trying to play and enjoy the game until this gets resolved, anything larger than a small skirmish is just impossible to play without it devolving into a hopeless, un controllable blender of ships.

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I've also noticed the AI keeps very small fleet sizes.

 

There's almost no fleets to fight, I've hardly sunk anything.

 

Reading the log, it seems the AI scraps almost every capital ship before it is completed, or shortly thereafter.

 

Playing as the US in a 1920 campaign, and it's now 1938, Russia has a total tonnage of 18,000, Japan 5500, Italy 65,000, China at 100,000, Austria is at 150,000.

 

Britain is almost at a million tons, and Germany is right at 450,000. Britain is my eternal ally, and Germany only has one capital ship.

 

 

PS Make Subs and Mines individually optional.

 

 

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4 hours ago, Suts said:

Having the exact same issues, I've given up on actually trying to play and enjoy the game until this gets resolved, anything larger than a small skirmish is just impossible to play without it devolving into a hopeless, un controllable blender of ships.

Same, ships still cant hold a battle line for snot.  Main guns only firing sometimes also still seems to be a thing.

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My probably biggest beef with this game is how time acceleration is handled.. It just makes you WASTE so much time waiting for something to happen.. Please, make it customizable by player!! Either give us option to set the range for certain time speed, or at least double the last two acceleration options so chasing enemy ships is a lot faster.. Nobody enjoys watching ships with only slight speed advantage (2-5knots more than chased enemy) to literally crawl into gun range, while timer is not allowing you to speed it up...

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1 hour ago, JaM said:

My probably biggest beef with this game is how time acceleration is handled.. It just makes you WASTE so much time waiting for something to happen.. Please, make it customizable by player!! Either give us option to set the range for certain time speed, or at least double the last two acceleration options so chasing enemy ships is a lot faster.. Nobody enjoys watching ships with only slight speed advantage (2-5knots more than chased enemy) to literally crawl into gun range, while timer is not allowing you to speed it up...

YES, would be super nice to have all the time compression options available. IF the player runs head long at x30 speed into the enemy its no big deal would rather that then a irl hour long stern chase.

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  • Nick Thomadis changed the title to >>>v1.3 Feedback<<<(Latest Update: v1.3.1 R)

14/5/2023
Repaired Build uploaded including the following:
- Provinces have +30% income to balance the campaign's economy.
- Ship acceleration at low speed enhanced (It could create issues in formations or stalled ships).
- Balanced out several Naval Academy mission funds because the ship costs have increased significantly.

Please restart Steam to get this update fast.

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There are quite a lot of bugs in battles, the main problem is in zig-zag maneuvers, and in the fact that the towers are jammed, which prevents fire on enemy ships. Also, during the campaign, I spent 4 battles and all of them had an evening, after which night came, due to which I had to look at the monitor.

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In battle, basic gunnery bugs still somehow exist.

1) Turret Rotation bug. I know I have reported this, I know BrotherMunro has reported this. Every single battle has at least one, if not more ships lose half their armament due to this bug.

2) Target Lock bug. Ships randomly stop ladder aiming and get stuck at 0%. This bug has been in the game for nearly a year now and there are numerous examples of it.

3) Secondaries interfering with main guns, preventing them from firing. Somehow, when secondaries are firing rapidly (even if its just 2 inch which should have basically no effect on recoil on anything bigger than a torp boat), the main guns will not fire.

4) Ships firing partial salvos. Happens every other salvo on many ships. Ships alternate firing full and half salvos.

5) Ships unable to fire salvos. This must be related to the recoil system. Since the game staggers firing, ships will not fire full salvos, even if accuracy is high, instead firing a single turret at a time with a long delay between the next gun firing.

6) Accuracy went from too good to absolutely awful in this update. Not sure why? A decent nerf is cool, but now it seems like I can be 5KM away with mkIII 12 inch guns and a Coincidence IV rangefinder and somehow still have sub % accuracy in 1930...

 

Despite the numerous improvements, I find 1.3 to be overall to be a worse experience than 1.2 Final was. I would gladly trade 1.3's improvements for the way the game played in 1.2.

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It would also be very good to limit the number of ships that can participate in battles at the same time, like in the Mount and Blade games, that is, to divide the battles into several stages in which a certain number of ships participate, this would help the AI manage the ships better, because smaller groups are easier to manage and such a feature would have a positive effect on low-end PC players, and the players themselves would find it easier to manage, say, five ships than thirty. In my opinion, many people would like such an optional function.

Edited by __Arminius_
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On 5/13/2023 at 3:33 AM, PedroFalcao said:

I keep having this issue: trailing ships in a line formation keep zigzagging at speeds ABOVE their limit (in the picture all DDs are same 30kt max speed class) and fail to keep a steady course... this dirupts their accuracy making only the lead ship fire accurate salvos and hinders maneuvering the division... I end up splitting divisions to single ships in order not to loose accuracy but I'd rather not have to go into this level of micromanaging...

Anyone else has this issue?

EDIT: submitted bug report... this issue doenst happen ALWAYS but is very frequent and only happens in line astern formation, not line abreast...

Captura de Ecrã (401).png

Also running into the zigzag yoyo bug image.png.84c5e5b345145a1fa999c20e548d5367.png

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