Panzergraf Posted September 14 Share Posted September 14 A max displacement German Super Battleship II can no easily get more than 200 resistance, which results in -100% gun damage. At that point they pretty much take no damage from enemy shells, even hits from 20" guns score fractions of 1 damage... Link to comment Share on other sites More sharing options...
justMike247 Posted September 15 Share Posted September 15 That invulnerability isn't restricted to just that particular hull. In my current campaign, I'm facing American BB hulls of around 70k tons displacement, built with just 300mm main belt armour, and literally nothing, zero, everywhere else except the main turrets. Despite that, AP rounds either bounce or over-pen, doing fractional damage. Likewise HE rounds, either bounce, partial-pen or over-pen, similarly doing fractional damage. Net result, it takes near 1000 hits to send one of these tin cans down. Note, the guns suffering this latest nerfage are 15", 16" and 18" Mk5's. While this farce is going on, AI's 7" armed CL's are literally tearing my CA's appart at extreme range. The level of absurdity in this is spectacularly insulting. 3 Link to comment Share on other sites More sharing options...
Nick Thomadis Posted September 15 Author Share Posted September 15 Uploaded optimized build including: - Auto-Design further optimizations. - Armor penetration thresholds fine tunings. In short, armored ships will be even more durable in combat but full penetrations will result in an even more catastrophic damage. - Battle AI adjustments to exploit more effectively the advantages of its ships. - A minor camera fix in campaign map. You need to restart Steam to get the update. 5 1 Link to comment Share on other sites More sharing options...
Panzergraf Posted September 16 Share Posted September 16 Did some testing. Many hulls, pretty much anything with a base resistance of 90 or so, can reach 192 Resistance with the right set of modules and maxed out displacement. Some can get over 200, but that's really not needed. Because at 192 Resistance a ship has a -100% gun damage modifier. I sent some ships up against 10 Italian battleships (Shared Designs by Brosilly, so you know they're potent) and let them tank damage for 10 minutes straight. One my ships had 0" armor, one had 2" all over, and one had very good battleship armor, but not enough to fully protect from 20" guns. None of them took any serious direct shell damage, just fires. I like the concept of Displacement now directly impacting Resistance, but the current implementation leaves a bit to be desired. 9 Link to comment Share on other sites More sharing options...
brothermunro Posted September 16 Share Posted September 16 Would be good if resistance had a hard cap on the damage reduction it can achieve, say 95%? That’s still a lot but would stop the broken interaction where resistance can effectively block all damage. 9 Link to comment Share on other sites More sharing options...
justMike247 Posted September 16 Share Posted September 16 Panzergraf's video serves to illustrate just how ignorant the dev's are about ship construction, metalurgy, ballistics, the workings of kinetic penetrators, and the effect of high explosives. 1 Link to comment Share on other sites More sharing options...
Nick Thomadis Posted September 17 Author Share Posted September 17 19 hours ago, brothermunro said: Would be good if resistance had a hard cap on the damage reduction it can achieve, say 95%? That’s still a lot but would stop the broken interaction where resistance can effectively block all damage. 23 hours ago, Panzergraf said: Did some testing. Many hulls, pretty much anything with a base resistance of 90 or so, can reach 192 Resistance with the right set of modules and maxed out displacement. Some can get over 200, but that's really not needed. Because at 192 Resistance a ship has a -100% gun damage modifier. I sent some ships up against 10 Italian battleships (Shared Designs by Brosilly, so you know they're potent) and let them tank damage for 10 minutes straight. One my ships had 0" armor, one had 2" all over, and one had very good battleship armor, but not enough to fully protect from 20" guns. None of them took any serious direct shell damage, just fires. I like the concept of Displacement now directly impacting Resistance, but the current implementation leaves a bit to be desired. As I know you play the game with modified files. Have you played without any modification to see how it works? Resistance modifiers are not directly linear to the percentage you see. You can read the modifiers in the stats. It already works with a maximum -95% modifier for 200 value, if I recall correctly. If the large resistance gave -100% no damage, you would see no damage at all to the ship. 1 Link to comment Share on other sites More sharing options...
Panzergraf Posted September 17 Share Posted September 17 That was with no mods installed, completely "vanilla". When mousing over the Resistance modifier, I see that it gives a -100% damage reduction already from 192 resistance (a number not attainable before). There is some damage from enemy shells taken, but it's really minimal to the point where it might as well be 0. Fires still cause damage. 1 Link to comment Share on other sites More sharing options...
brothermunro Posted September 17 Share Posted September 17 I keep a vanilla version of UAD around for checking things (and also to check if I’ve messed things up) - can confirm you can get -100% gun damage reduction on vanilla hulls. Easiest one to check is the German Super Battleship 2 with maximum displacement and increased beam & draught. If you take a ship like that out into a custom battle it is basically impossible to hurt, indicating the tooltip is correct. 5 Link to comment Share on other sites More sharing options...
Nick Thomadis Posted September 17 Author Share Posted September 17 There is a minor UI issue which misses information due to rounding, but I see your point. Hotfix will be provided. 4 Link to comment Share on other sites More sharing options...
TK3600 Posted September 17 Share Posted September 17 Hot fix of unkillable ship, right? Link to comment Share on other sites More sharing options...
Nick Thomadis Posted September 17 Author Share Posted September 17 Uploaded optimizedx2 build including: - Auto-Design further optimizations. - Increased ammo replenishment in campaign. - Fixed FPS limit not being saved in settings. - Fixed some problems in camera scrolling in campaign map, being either too sensitive or not fast enough. - End techs improved to not cause overweight ships. - Fixed remaining issue of shell ballistics not being able to find a fire solution sometimes. Gun ranges and accuracies have been adjusted accordingly. - Adjusted further the armoring logic and damage model, addressing cases where some ships with very high endurance were too hard to sink plus other fixes. You need to restart Steam to get the update. Note: There will be a new beta shortly introducing a radical change in the game, making a new campaign to need only a few seconds to start, and overall to greatly reduce the loading times. Mainly this update will improve the number one issue of the game, as stated by the community. 12 Link to comment Share on other sites More sharing options...
Suribachi Posted September 17 Share Posted September 17 Dang! You mean I won't be able to prepare my dinner anymore while I wait for the campaign to load? Oh well, small price to pay. 3 Link to comment Share on other sites More sharing options...
Северная Posted September 18 Share Posted September 18 8 hours ago, Nick Thomadis said: Uploaded optimizedx2 build including: - Auto-Design further optimizations. - Increased ammo replenishment in campaign. - Fixed FPS limit not being saved in settings. - Fixed some problems in camera scrolling in campaign map, being either too sensitive or not fast enough. - End techs improved to not cause overweight ships. - Fixed remaining issue of shell ballistics not being able to find a fire solution sometimes. Gun ranges and accuracies have been adjusted accordingly. - Adjusted further the armoring logic and damage model, addressing cases where some ships with very high endurance were too hard to sink plus other fixes. You need to restart Steam to get the update. Note: There will be a new beta shortly introducing a radical change in the game, making a new campaign to need only a few seconds to start, and overall to greatly reduce the loading times. Mainly this update will improve the number one issue of the game, as stated by the community. Wow this would be a spectacular development! I almost can’t believe it. Good work. 1 Link to comment Share on other sites More sharing options...
Zuikaku Posted September 18 Share Posted September 18 Radical change in the game? That is good... I guess. Hope campaign map gameplay is going to be improved and force field bubbles removed! 2 Link to comment Share on other sites More sharing options...
o Barão Posted September 18 Share Posted September 18 "...introducing a radical change in the game, making a new campaign to need only a few seconds to start, and overall to greatly reduce the loading times." I am really interested and concerned at the same time about this. Major changes to ship "parts" or "randparts" files? 5 Link to comment Share on other sites More sharing options...
HMS Implosive Posted September 18 Share Posted September 18 Dear devs, Could you please do something for this minor issue that has frustrated me since the very beginning: In the ship builder, often times there are parts that are clearly intendet to fit together, say Iowa- or Littorio-style forward and rear superstructures. While the parts may be properly sized compared to each other, often it is impossible to place the parts seamlessly, resulting ugly gap between the parts. This is due to too large minimum snap distance of the parts. So, could you please make it so that we could more accurately place the parts, either by making the snap distance smaller or othervice fixing this aesthetical issue. 4 Link to comment Share on other sites More sharing options...
Nick Thomadis Posted September 18 Author Share Posted September 18 Uploaded optimizedx3 build including: - A further improvement for the FPS limit in settings. You should notice also a slight fps increase. - Battle AI fine tuning. - Tension slight tone down. - Other minor. You need to restart Steam to get the update. Note: In about 2 hours, we will provide the promised beta. 6 Link to comment Share on other sites More sharing options...
PhoenixLP44 Posted September 18 Share Posted September 18 Devs actually listened? Well back to playing this game I guess. Lets see how much hope this beta brings with itself... 2 Link to comment Share on other sites More sharing options...
Panzergraf Posted September 18 Share Posted September 18 200+ Resistance is still possible on hulls with high base resistance, though the max number has been lowered somewhat compared to before, and I notice some of the ships I built previously have slightly lower Resistance than they did before. The in-game tooltip still states that this should give me -100% gun damage, but I haven't checked if that's the case in battle yet. 1 Link to comment Share on other sites More sharing options...
Abuse_Claws Posted September 20 Share Posted September 20 Italian Fast Semi-Dreadnought, trying to place big guns diagonally and fill the gaps with secondaries. Unable to do so, as secondaries are "badly placed" for some reason, even though nothing interferes with them https://imgur.com/a/1Ry34kd Link to comment Share on other sites More sharing options...
Abuse_Claws Posted September 20 Share Posted September 20 Also I cannot start a naval invasion of a minor nation. 100k+ fleet parked on top of their port for multiple turns - nothing happens. What is the criteria for this? Can we please have some option to "lobby for naval invasion of X minor nation" to get it guaranteed at the cost of some NP and Unrest? 3 Link to comment Share on other sites More sharing options...
Северная Posted September 20 Share Posted September 20 3 hours ago, Abuse_Claws said: Also I cannot start a naval invasion of a minor nation. 100k+ fleet parked on top of their port for multiple turns - nothing happens. What is the criteria for this? Can we please have some option to "lobby for naval invasion of X minor nation" to get it guaranteed at the cost of some NP and Unrest? I hope the developers do something in regards to minor nation interactivity, even if it is something simple like this. Some nations would be way more fun to play if they could have more interactivity with minor nation neighbors. In particular, Russia and Austria in the Balkans and Ottomans, Japan and Korea and Dutch East Indies, America and Spain in Latin America. 3 Link to comment Share on other sites More sharing options...
Suribachi Posted September 21 Share Posted September 21 17 hours ago, Abuse_Claws said: Also I cannot start a naval invasion of a minor nation. 100k+ fleet parked on top of their port for multiple turns - nothing happens. What is the criteria for this? Can we please have some option to "lobby for naval invasion of X minor nation" to get it guaranteed at the cost of some NP and Unrest? I suggested a while back that if two major powers go to war that the minor nations that are allied with said powers would be dragged in as well and become legitimate military targets for naval and land invasions. Time will tell if this implemented one way or another. Additionally, tension definitely should raise if a fleet of a major power parks outside of a minor's port for a while since the allied power should come by and do a show of force, increasing the tension. 4 Link to comment Share on other sites More sharing options...
Abuse_Claws Posted Saturday at 07:54 PM Share Posted Saturday at 07:54 PM Also of note, every battle is a stern chase __again__ It even makes sense in this scenario, as enemy (Spanish) outdated cruisers face my modern semi-dreadnoughts, but it's just a bit exhausting watching 21v19kn stern chases again and again Link to comment Share on other sites More sharing options...
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