Jump to content
Naval Games Community

brothermunro

Members
  • Posts

    480
  • Joined

  • Last visited

  • Days Won

    32

Everything posted by brothermunro

  1. Interesting points, just my from my own experience: Ship Builder - I like the tightening up of the designer. You really do have to make a decision between the balance of firepower, protection, and speed. The earlier versions allowed you to make pretty crazy ships which had lots of everything. Adding difficult choices and trade offs I think makes the game more fun, especially long term. Reload Speed - I’ll let those more qualified make historical comparisons but I genuinely don’t find reload times to be excessively long, they feel pretty appropriate to the era and I rarely feel the need to use autoloaders. Fleet Formations - the formations are better than they used to be. The ‘anti avoidance’ system I wish I could just turn off. Ships sometimes get stuck or wander off doing the strangest thing. Any major changes to your fleet composition tend to resemble a cloud of angry bees more than a polished naval unit. I’d love to see a pre battle deployment option where you can set your ships up. As well the UI & behaviour of the unit cards is still pretty wonky, it’s easy to mess up divisions by accidentally merging them for instance. Visuals - An after action report would be a godsend! I think the game looks pretty good though. Doubly so when you consider the size of the team. Graphical polish is something that can be done later as far as I’m concerned. Oh except the brown UI elements and typefaces that came in CP0.5 - not a fan. AI Goofs - the AI loves to leave transports it is defending to their fate. Some of the AI designs are pretty out there as well (though that has a certain charm). Dev Feedback - I think the devs wanted to make ship design more difficult - so your complaint (as you put it) made it more likely for them to put it in. The devs are pretty… quiet. Whilst I’d love to hear more from them if it’s a choice between that or them getting some more stuff done I’ll choose the stuff.
  2. I’ve been enjoying the update and have a couple of thoughts: First that crew experience is very powerful and is primarily balanced by cost - that means in a custom battle there’s not much reason not to use a veteran crew but there certainly will be in the naval academy (which I’ll now have to play through again 😫 ) Second is that we now have two UI designs in game - the Alpha 12 ‘blue/grey’ and the CP ‘brown’. Maybe it’s just me but I find having both jarring. To be frank the ‘brown’ UI is not an improvement - it looks much less professional and polished - the old UI design was much better! And whilst I’m on UI please consider moving the ‘design player ships’ buttons in the designer to the left of the launch button so that you can add ‘design enemy ships’ on the right (same sides as in the custom battle setup) 😉
  3. Good news indeed!
  4. Thanks for the update - I’m dead keen to see Core Patch 1, but I also completely understand (and admire) you only releasing it ‘when it’s ready’ 👍🏻
  5. Hello there, Greatly enjoying the update! There’s just one thing I’d like to draw the teams attention to - the ‘target lock bug’ (this is also present in Alpha 11) Essentially a ship can be firing at an enemy (this affects both player and AI ships, as well as both main and secondary guns) with the ‘locked’ phrase showing after completing aiming. Due to any number of factors (usually a manoeuvre by the firing ship or target) the game registers a massive negative input to the aiming calculation - usually something like ‘-434%’ Following this the ship loses the ‘locked’ status and of course accuracy - I assume this is as intended - however the aiming progress will never increase pass 0% or be able to lock back onto the target and the guns will be stuck in the aiming firing mode indefinitely. This can be fixed by ordering the ship to retarget the enemy via right click. This seems to happen much more often if there are a small number of guns in a battery - it is especially noticeable on single guns. It’s not a massive issue - it just requires a fair bit of micro on a players part (which the AI cannot do).
×
×
  • Create New...