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Werwaz

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Werwaz last won the day on July 20 2022

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About Werwaz

  • Birthday November 15

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    Maryland, USA
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    battleships

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  1. some additions I would like to see: increase USA shipyard sizes to be more in line with britain and germany (currently the same size as spain) tillman battleship hull (1920-1929, 50-75k tons) bigger standard battleship ~45-50k tons Lexington BC (1916-1927, 30-50k tons) probably can reuse current Arizona and Texas towers and hulls for these german modernized dreadnought (hypothetical Bayern class modernization) unique hulls and towers for china and spain add newer towers to the older alpha and beta era hulls a lot of russian, austrian, and italian modern era ships have this problem in particular a few more pre dreadnoughts for britain, austria, and germany modern "torpedo boats" (destroyer escorts, frigates, etc.)
  2. I have seen a marked improvement in campaign loading times. the pre-made designs are another matter entirely... it would be nice to be able to paste these into the shared designs so I could make them better.
  3. the multiplayer is fun, but there are a number things that could use some fixing: the ship balance between multiplayer and singleplayer is completely different. it would be nice to have them be the same by the time the 1.6 update is out. once this is once, it could become possible for shared designs to be ported between singleplayer and multiplayer. point ranking seem to swing wildly between matches. I got 650 points one match and lost 1000 points in another. HE and fires are way too strong. this can also be said about 1.6 singleplayer as well. battle sizes are a bit small for my liking, notably the budget constraint. torps are too strong. it is too easy to do a ton of damage with torps, and with the currently broken movement it is difficult to effectively dodge them. speaking of broken movement, ships can't accelerate whatsoever. a ship designed for 28 knots will start at 24 knots, and spend most of the battle at 17 knots. fuel is expended way too quickly. I have seen ships with mid to long range run out of fuel only 10 minutes into a battle. overall, I think it is fun, but it does need a lot of work to be worth 15 bucks.
  4. After replacing the guns and funnels on the ship, it appears to have something to do with both the engine spaces and the armored citadel. when moving the guns around on the ship, the balance point is massively affected by a slight extension of the citadel. the problem is made worse with heavier gun turrets. in addition, moving the funnels on the ship seems to have an extreme effect on the weight offset as well. moving the engine spaces a little in either direction causes massive weight offsets. higher speed makes this problem worse. both problems become totally game breaking when beam and draft are set to maximum.
  5. something is wrong with this ship
  6. weight offsets have been fixed for the most part, but funnel placement still seems to cause serious issues. seems to noticeably affect any ship that is designed for more than 27 knots
  7. a lot of the shipbuilding changes seem to be broken for this update. weight offsets are far too sensitive to engines engines weigh too much, making it hard to get any ship past 33 knots, even with gas turbines picking up a turret changes it to the mk1 variant. funny, but it gets a bit tedious when building large ships. ships cost too much again as a result of increased engine weights placing some objects to the fore of the ship increases the aft weight offset, and other unexplainable weight offset shennanigans. how does the game calculate weight offset to begin with? I would think that 100 percent fore weight offset would be all of the ship's weight around the fore peak bulkhead, and 100 percent aft weight offset being the same with the weight around the aft peak bulkhead, with the center being at the longitudinal center of floatation for the empty hull. that being said, it is nice to have all of the missing hulls back again. as for the battle changes: fires and HE spam are still a problem, though not as bad as last patch. really should still be around 1.5.1.6 levels of crew fatalities. huge amount of lag when a ship is on fire (3 to 4 fps) all of the guns in battle have the mk1 stats and not what theyre supposed to have haven't got around to the campaign changes considering the ghastly state of the weight changes. also funny cursed CA courtesy of the new ship editor bugs:
  8. some thoughts about the 1.6 balance changes Gun accuracy balance is good. big guns are now just as viable as smaller guns, given the extra displacement for the turrets and necessary autoloaders. Crew die way too quickly now, even in late era ships. it would be nice to have this be far closer to the 1.5 levels of crew fatality. Engine rebalance is good, making slower and heavier ships more viable and discouraging speedboats, though it is a bit painful to build good light cruisers and destroyers. the AI could use some adjusting to account for this change, as many of their ships now die to a slight breeze. cost balance is alright, so having a realistic number of battleships vs cruisers and destroyers makes more sense, though I have yet to start a new campaign. As for new hulls, it would be nice to see the last few nations, namely China, Austria, and Spain, get unique hulls and towers. right now, they have a strange amalgamation of other nation's parts. it'd also be nice to have the littorio and sovetsky soyuz towers retroactively applied to the older (hulls that were added in the alpha and beta versions of the game) hulls for their respective nations. some more specific hulls i'd like to see beyond this are a US standard battleship/bc/tillman maximum BB style hull and towers, a hypothetical German modernized dreadnought to help add some variety to the resized Bismarck hulls, and perhaps some additional mid to late dreadnought era (1915-1927) hulls for all nations.
  9. what hulls are going to be added for this update?
  10. It seems like that accuracy is playable again. Thank you for fixing that problem. I quite like the new battle AI compared to the old one, and it can be quite difficult to play against if it is supplied with a player designed ship. The one time I let the AI design its own ship it got a flash fire and it sunk shortly afterwards. that being said, it seems to still have some problems with large fleet engagements, though I don't think it was intended for 25v25 battles.
  11. Multiplayer sounds cool, and I would be interested in purchasing it when it comes out in a playable state. However, I found something in the patch notes that makes very little sense: - Balanced the accuracy system, so that the difference of accuracy between short barrel and long barrel length guns is not as vast as before, simulating better the effects of gun barrel erosion. In certain cases the extreme length of the barrel will be overall not as effective for accuracy at long ranges. The gun length for your designs should be now offering more options, than forcing you to maximize the length and become overpowered vs the AI. - Adjusted the Battle AI to the new accuracy system. I noticed that when I am playing, the longer guns cant hit the broad side of a barn, even at point blank range, while guns with horrible velocity and highly arced trajectories hit more often. I saw nothing wrong with the previous accuracy system, and if anything, the design capabilities of the AI need to be vastly improved, rather than kneecapping players with ahistorical nerfs. I am fairly certain that the AI ships have been the butt of many jokes ("clown cars", etc.) since I started playing back in the alpha days. Previously, longer barrels were balanced out by the longer reload times and heavier weight, which seemed to be perfectly fine. In regards to the barrel erosion argument, the propellent has far more to do with erosion than the length of the barrel, and as such, accuracy modifiers tied to erosion should be tied to the propellent and not the barrel length. I will probably be playing on the last version until this gets rolled back or properly fixed. an interesting paper on gun erosion: https://apps.dtic.mil/sti/pdfs/ADA440980.pdf
  12. look how they massacred my boy... on a more serious note, ships that have larger primary and secondary batteries with autoloaders seem to have very large pitches and rolls, even if the batteries are clustered toward the center.
  13. here are some suggestions for new hulls/groups of hulls: unique Austrian, Chinese, and Spanish hulls and towers for late eras (1930+) Tillman-type super dreadnoughts for the late dreadnought era (1920-1928) some modernized variants would be cool too similar size to Chinese and Austrian modernized dreadnought 2 destroyer escorts/frigates (1940+) put in TB category add all of the newer towers to the older hulls a lot of older Russian and Italian hulls are missing their respective newer towers one of the USA standard battleships (Nevada Class to Colorado CLass) could be scaled up to make the Tillmans speculative German modernized dreadnought Japanese fast battleship hull
  14. The update looks alright, except for these few issues: As it stands, armor is about 50 percent too heavy in the late game, especially on the main turrets. currently, a Yamato turret in game weighs about 4100 tons, compared to the real life example that weights 2800 tons. Given the current weight of armor, it is impossible to replicate a Yamato battleship in-game. If anything, 1.3.9 armor was far more realistic. Another thing I noticed is that the "Hull size" doesn't actually have anything to do with the size of the hull, and seems to be there to artificially buff/nerf armor on certain hulls. For example, the USA modern heavy cruiser 1 has a hull size stat greater than all of the USA modern battleships, despite being a fraction of the size. I think that the "hull size" stat should be tied directly to displacement instead of the arbitrary listing currently in-game. Something similar should also be done about the resistance stat as well. Another thing that I noticed is that damage bleeds far too easily into the citadel, which means a few big HE hits to the fore and aft can sink a ship without ever penetrating the citadel, which makes armor even weaker than it already is, especially on ships with poor resistance stats like USA and Britain.
  15. don't know if it was intended or not, but the beam and draft sliders do not affect the hull size stat. That being said, If you are still taking new hull suggestions, I would like to see some Tillman-like super dreadnoughts in the game.
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