Captain Meow
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Captain Meow last won the day on September 12 2023
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Another issue - this enemy BB has it's front main gun destroyed & the aft gun is out of angle - why it keeps sailing on same course isntead of adjusting/changing it so the other BB would be within that remaining gun tilting range? I had to restart the battle due to unrealistic beginning.
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While doing the 1:1 in Custom Battle (if that matters to mention) I keep noticing this once in a while: one ship spots another, does the first shot into... well, somewhere aaaaaaaaaaaaaand... HAHA take that, kiddo! ...that other ship gets a critical damage, like a destroyed main or second gun or anything else one would need to aim hard enough to hit! I mean, how's that even realistic? It's 1895 tech, the distance between ships is 13km & the aim is said to be 1%. That's like as if in World of Tanks Blitz at the beginning of the battle when no one's yet spotted KV-2 does a blind shot somewhere & reds have -1 tank in their team (I saw such moment in one video, lol).
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Captain Meow replied to Nick Thomadis's topic in General Discussions
If the damage mark on the opposite side is the exit wound then where's the entrance wound? There's none. Similar how enemy shot in my ship's starboard side but the gun was damaged/destroyed on portside. -
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Captain Meow replied to Nick Thomadis's topic in General Discussions
Ever gonna correct the issue where a ship receives damage from one side but visually the damage is on the other side? Ever since I started playing this game I still see this happening from time to time. Enemy ship fires in to my ship's starboard side but the black damage texture is on my ship's port side. Very strange how developers keep ignoring certain issues for several years, they don't even respond to such reports. -
And how would you like this, related to this same issue of course: Custom Battle, 1895 tech, my BB vs 1BB, 2CL, 2TB. Starting distance is 10km between both sides. The moment my BB spotted enemy BB far on the horizon, it made a random shot at enemy with a bow twin 302mm gun - in the distance I saw it showed I just made 4.1k damage!!! That with a first shot!!! I went to see the enemy BB as it was the only visible spotted ship, but it was 100% intact, in report I saw I actually hit a TORPEDO BOAT which wasn't even spotted & it's unknown at which distance from my ship it was, but such case can only happen with the issue well discribed, discussed & being ignored in this thread. The unlucky TB simply was crossing the red aim line & it was at different distance from the enemy BB. Of course those 2 shells would miss this spotted enemy BB & would likely fly over & hit water far behind it, but those TWO shells flew right into a TB which was somewhere between both BBs. The accuracy of a first shot at the first spotted ship would be like around 1% before the guns would aim a bit better, yet 4.1k damage! @Nick Thomadis
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Captain Meow replied to Nick Thomadis's topic in General Discussions
I wish they'd rather fix issues of existing hulls & their parts than add 20+ new "copypaste" hulls. -
Let's say, 1890 tech, your CL & enemy CL have plenty of low caliber (51mm & 76mm) guns that fire at each other non stop, the distance between ships, for example, is 2km (or within the guns' reach). Then an armored enemy BB gets between them, very slowly crossing the red aim line from bow tip to stern tip. What would happen? EVERY gun of your CA that fires during the BB transit will get a 100% penetration/accuracy & the BB will loose a lot of HP in no time.
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Captain Meow replied to Nick Thomadis's topic in General Discussions
@Nick Thomadis When this issue was reported 2 years ago - it was fixed, now I see this issue is present still: Ship's available speed depends on number of working engines. So if 2 engines suddenly broke down - the speed SUUDENLY drops on 2/3. That means when ship was running at any speed & then all 3 engines suddenly got broken - the speed SUDDENLY drops to 0kn from any value. Especially when a sailing ship gets a sinking status - it's speed drops to 0kn right away! Also, this prolonged SSSSSSSSSSSSSSSSSSSSSSHHHHHHHHHHHHHHHHHHHHHHH sound (from spashes?) that eventually occurs & stays present the whole active phase of a battle is getting annoying. It's at any distance from any ship (even durring zooming/moving the camera), no idea whatever it is, it's as if some sound effect gets "stuck" & disappears only after it's done playing the loop just to repeat again. -
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Captain Meow replied to Nick Thomadis's topic in General Discussions
Regarding the flexibility of constructing a certain desired ship, there're a lot of stuff which needs adjustments since early years, yet it keeps being ignored & developers only add "more new hulls" (most of which are endless copypastes of a couple of early hulls). For example, slecting a certain year in Custom Battles it's possible to create an aunthenic looking existed ship & then it's not because having the right towers/guns/funnels for this or that certain hull is rare. Or real ship had 152mm casemate guns in those places, yet in game you can only fit 102mm guns there. And much more stuff that's equally frustrating. Like why can't I have all various BB designs I created for this nation & this year - all in one custom battle? 3 clones of same BB, 5 clones of same CA, 7 clones of same CL as my fleet in a custom battle... come on?! -
Wrong turrets for French BBs of mid-1890s
Captain Meow replied to Captain Meow's topic in General Discussions
@Nick Thomadis Will I ever get a reply on this after 2 years of reporitng it? In v1.04 were introduced French predreadnought battleship hulls together with their respective ROUND turrets: so it was possible to recreate Massena & Bouvet as how they originally were. The round side main gun 279mm was fitting in it's respective place no probs! Then in v1.06 those round turrets of 305mm & 279mm were replaced with OVAL turrets, the 305mm one became quite big for it's place & the 279mm gun no longer fits where it were before: Why break what was working fine? Why can't we have the initial round turrets back even after over 2 years of updates??? See - ROUND turrets on Charles Martel: Round main gun turrets on Massena: Round main gun turrets on Bouvet: Round main gun turrets on Charlemagne: Round main gun turrets on Iena: Round main gun turrets on Suffren: Only AFTER all those of the 1890s the oval main gun turrets appeared in 1900 on République-class battleships. Yet we have oval turrets in game since 1890. And it STILL is ignored no matter how many times I reported! Why can't we choose this or that turrets for a certain year & caliber? -
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Captain Meow replied to Nick Thomadis's topic in General Discussions
I'll have to post here as well as it appears to me the devs team & Nick don't look elsewhere... @Nick Thomadis Will I ever get a reply on this after 2 years of reporitng it? In v1.04 were introduced French predreadnought battleship hulls together with their respective ROUND turrets: so it was possible to recreate Massena & Bouvet as how they originally were. The round side main gun 279mm was fitting in it's respective place no probs! Then in v1.06 those round turrets of 305mm & 279mm were replaced with OVAL turrets, the 305mm one became quite big for it's place & the 279mm gun no longer fits where it was before: Why break what was working fine? Why can't we have the initial round turrets back even after over 2 years of updates??? See - ROUND turrets on Charles Martel: Round main gun turrets on Massena: Round main gun turrets on Bouvet: Round main gun turrets on Charlemagne: Round main gun turrets on Iena: Round main gun turrets on Suffren: Only AFTER all those of the 1890s the oval main gun turrets appeared in 1900 on République-class battleships. Yet we have oval turrets in game since 1890. And it STILL is ignored no matter how many times I reported it in Why can't we choose this or that turrets for a certain year & caliber? -
Wrong turrets for French BBs of mid-1890s
Captain Meow replied to Captain Meow's topic in General Discussions
Edited below.