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About Latur Husky
- Birthday 10/14/1988
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Latur Husky's Achievements
Able seaman (3/13)
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For me the ship designer often stops responding to mouse controls after removing or adding turrets, towers, funnels or other modules. It fixes itself after a moment, but it gets frustrating after a while. We also need an ability to select if we want to use older equipment for example mark 2 turret instead of mark 3 etc.
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1. Ability to construct refit designs. 2. Ability to save our campaign ships as shared designs. 3. Ability to sell some of our active ships to other nations rather than only srapping them. 4. Ability to call our minor allies to help us at war. 5. Ability to dock and use allied ports for resupply or repair. 6. Ability to share/trade technologies with Allies 7. Ability to buy/sell production licence of a design. 8. Ability to permanently form a task force that can be easily managed from the fleet window. 9. Multiplayer battle and campaign. 10. More than one nation per side in battle (AI controlled Ally fleets).
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Which missions remain overly difficult?
Latur Husky replied to Nick Thomadis's topic in General Discussions
AI was always terrible at commanding your ships. -
You can set rudder manually to turn aam off. If you set it so ship sails straight it won’t manoeuvre. If you give it another order with right click it will turn aam back on until you manually set rudder again.
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Long list of issues (Please read)
Latur Husky replied to Nick Thomadis's topic in General Discussions
The only thing that comes to my mind is bug that causes game to think that some of your guns and/or modules are pleced incorrectly when you load design or go back to ship designer from the mission. Happens for various ship types, modules and guns. -
Sink the raiders remains unplayably difficult
Latur Husky replied to Hardlec's topic in General Discussions
I think I managed to win this mission when it weas introduced, by delaying the enemy for long enough so they couldn't catch up with my transports before timer runs out. Let me check my videos which one it is... EDIT: There it is xD -
You only get penalty to aiming speed. Individual accuracy is not affected by different calibers or gun groups.
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And a quack sound when torpedo hit
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They need to make it so that hull form takes used weight into account and applies penalties accordingly. It should balance things nicely and encourage to either build fast and agile ships with light armament or more sluggish heavily armed vessels that will suffer from acceleration and turning penalties.
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I think it would be best if ammo we get per tube would be: Low mag - No reload Std. - 1 reload Hi - 2 reloads This way max torpedo that are being taken by ships should be more realistic. Finally further balancing of engines might be useful, so that players are not able to build super fast large destroyers. Maybe fixing hull form parameter so it reacts to weight of everything that we put on our ship would help? Right now putting heavy guns or other elements doesn't affect hull form so it's incorrectly simulated allowing players to achieve higher speeds than possible... EDIT: Update, just did a quick test of things and it appears that Hull form might be the issue why players are able to build destroyers like you did. It is in fact affected only by armor type where more modern armor improves it (reducing penalties to engines) and older heavier armor plates lowers it (giving penalties to engines). Nothing else seems to affect Hull form so our designs don't impact how big engines we'll need to get to and maintain speed while maneuvuering.
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ai Division captains should have more discretion
Latur Husky replied to Tycondero's topic in General Discussions
So why you complain if they make mistake? If you want to get job done right do it yourself xD Leave it to someone else and you might get unexpected results (like two 100k t battleships crashing with each other), or your ships getting killed by torpedoes. I noticed that ships do evade torpedoes but don't expect Battleship to be able to evade anything unles torpedo is really poorly aimed. AI works pretty well with light cruisers and destroyers, heavy cruisers got some issues at times and battleships? forget about it, almost never happens on time xD -
There is tons of possible improvemens. Definitely more freedom in designer will be higly appreciated. And campaign... gosh I can't wait to see it to be fair.
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ai Division captains should have more discretion
Latur Husky replied to Tycondero's topic in General Discussions
Problem with divisions that I see at this moment is that there should be factor that determines how well ships in it will execute orders and maneuvuers. The way they work right now is ok, and they often make mistakes that happened in history (ships crashing into each other, loose formation, or execute wrong turn), but there should be some progression that let's player to have at least small impact on how coordinated your fleet will be so that player can rely more on larger groups later in the game. Right now, I personally don't use groups unles I have over 9 ships to control.