Tycondero Posted October 9, 2019 Posted October 9, 2019 1 hour ago, Niomedes said: Exactly. I'm also opposed to artificially limiting speed of certain classes. If someone decided to add a modern powerplant to an old dreadnought hull, it just would go faster. And I'd really like to have the option to equip a Pre dreadnought with a diesel engine and have it go around at 30 knots+ just for the memes alone. USS Constitution also isn't limited to like 12 knots anymore due to a modern powerplant. Me too. I am very much opposed to "hardcoding" limitation to design options. I'm not saying it should be easy to go beyond historical values, but to outright prevent it from happening is against the philosophy of the sandbox like focus of the game IMO.
ExGavalonnj1 Posted October 9, 2019 Posted October 9, 2019 2 hours ago, Tycondero said: Me too. I am very much opposed to "hardcoding" limitation to design options. I'm not saying it should be easy to go beyond historical values, but to outright prevent it from happening is against the philosophy of the sandbox like focus of the game IMO. For curtain hull designs there would be a hard limit to how fast you could go. If you can lengthen a ship in a refit then it would greatly improve the speed-length ratio, if you can't there is no way you are pushing a short and stubby early warship to speeds much faster then low 20kts.
Entropy Avatar Posted October 9, 2019 Posted October 9, 2019 44 minutes ago, ExGavalonnj1 said: For curtain hull designs there would be a hard limit to how fast you could go. If you can lengthen a ship in a refit then it would greatly improve the speed-length ratio, if you can't there is no way you are pushing a short and stubby early warship to speeds much faster then low 20kts. I think the game should represent the reasons for this, rather than dictate an end-point. So make sure early hulls having bad drag parameters for their volume, with required power increasing with the cube of top speed, and you should effectively have a reasonable limit. 1
D'Orleans Posted October 9, 2019 Posted October 9, 2019 I've got about 18-20 hours in UAD so far. Absolutely love it. So much potential here and what has been done so far is great.Can't wait to see what the future holds for this. I was a big Jutland fan from Storm Eagle too. Picked up UA:AoS as well. Also very good Really looking forward to future of UAD. 1
Niomedes Posted October 9, 2019 Posted October 9, 2019 (edited) 13 hours ago, ExGavalonnj1 said: For curtain hull designs there would be a hard limit to how fast you could go. If you can lengthen a ship in a refit then it would greatly improve the speed-length ratio, if you can't there is no way you are pushing a short and stubby early warship to speeds much faster then low 20kts. Yes there is. Adding several nuclear submarine powerplants until there is almost nothing else aboard would do the trick. You can achieve absolutely anything if you have enough energy at your disposal. Edited October 10, 2019 by Niomedes 1
CajunNavy Posted October 10, 2019 Posted October 10, 2019 Hi Guys, Awesome job!! I absolutely love what I have seen. All the kudos in the world to you developers! 4.0 I would like to respectfully mention a few things for your consideration: 1) Fire distribution is a problem. I am stuck at "Sink a fleet". There must be a way for 4 BB's to fight 2 BB's, 1 BC, 1CA and numerous DD's without separating my BB's into single ship divisions to distribute fire among the major enemy platforms. 1a) I hate seeing all those beautiful casement guns blasting away at a BB while three DD's move in for a massed torpedo attack unmolested. Being able to assign targets for other than main batteries would be great. Or at least some design system that has them fire at the most dangerous (and close) enemy units. 2) I would absolutely love to have an option to see enemy range in yards. I would love it. I'm kinda old fashioned. LOL 3) I would love to see the enemy heading. I don't need bearing because I can see them. But it is really difficult fighting by looking at the enemy up-close and estimating their heading. 3a) I would love to be able to see my own ship's headings. I scramble all over the place trying to get my divisions aligned to the bearing I want. But it is pure guesswork. I would also like to be able to steer a course instead of "Right Rudder 10 degrees", but that may just be me. 4) I would love to be able to get a damage report, i.e. "We have one 14" turret, two 8" casement guns and one 2" gun out of action". Anyway, thank you again for a superb job! CajunNavy 1
Niomedes Posted October 10, 2019 Posted October 10, 2019 (edited) 7 hours ago, CajunNavy said: Hi Guys, Awesome job!! I absolutely love what I have seen. All the kudos in the world to you developers! 4.0 I would like to respectfully mention a few things for your consideration: 1) Fire distribution is a problem. I am stuck at "Sink a fleet". There must be a way for 4 BB's to fight 2 BB's, 1 BC, 1CA and numerous DD's without separating my BB's into single ship divisions to distribute fire among the major enemy platforms. 1a) I hate seeing all those beautiful casement guns blasting away at a BB while three DD's move in for a massed torpedo attack unmolested. Being able to assign targets for other than main batteries would be great. Or at least some design system that has them fire at the most dangerous (and close) enemy units. 2) I would absolutely love to have an option to see enemy range in yards. I would love it. I'm kinda old fashioned. LOL 3) I would love to see the enemy heading. I don't need bearing because I can see them. But it is really difficult fighting by looking at the enemy up-close and estimating their heading. 3a) I would love to be able to see my own ship's headings. I scramble all over the place trying to get my divisions aligned to the bearing I want. But it is pure guesswork. I would also like to be able to steer a course instead of "Right Rudder 10 degrees", but that may just be me. 4) I would love to be able to get a damage report, i.e. "We have one 14" turret, two 8" casement guns and one 2" gun out of action". Anyway, thank you again for a superb job! CajunNavy 1. There is. Focus fire on the ships which are closest to you and work your way up to those further away. I got this one in two tries, and there are probably a lot of people who only needed one. You just need to choose your targets better. Aside of that, reaslistically speaking, focussing fire decreases accuracy, and the devs actually said that they're going to implement that further down the line. So what you did by distributing fire instead of concentrating it is at some point going to be the default and most efficient way to do battle. Edited October 10, 2019 by Niomedes
CajunNavy Posted October 10, 2019 Posted October 10, 2019 23 minutes ago, Niomedes said: 1. There is. Focus fire on the ships which are closest to you and work your way up to those further away. I got this one in two tries, and there are probably a lot of people who only needed one. You just need to choose your targets better. Thanks for the response. Unfortunately I have had no luck whatsoever hitting the ship closest to me and working my way up. The ones closest to me are 4 DD's. If I took the time to deal with them, I'm two BB's down and still haven't hit an enemy capital ship. It makes for a long evening. I will try to do as you say by running away from the DD's. Again, thanks for the response. CajunNavy
Niomedes Posted October 10, 2019 Posted October 10, 2019 (edited) 2 hours ago, CajunNavy said: Thanks for the response. Unfortunately I have had no luck whatsoever hitting the ship closest to me and working my way up. The ones closest to me are 4 DD's. If I took the time to deal with them, I'm two BB's down and still haven't hit an enemy capital ship. It makes for a long evening. I will try to do as you say by running away from the DD's. Again, thanks for the response. CajunNavy That is odd. I didn't loose a single ship doing what I just described. You really need to keep your distance during that, yes. Never get closer to their battle line than 9 km. Also, you only really need one hit to destroy a destroyer if your Battleships are any good. The chance to hit at 10 kilometers is only about 3-5 % or so, but eventually, one of the shells is gonna land. Usually within the first 2 salvos. Edited October 10, 2019 by Niomedes
CajunNavy Posted October 10, 2019 Posted October 10, 2019 Niomedes, Thanks again for responding. I am obviously doing something wrong. I gave up some underwater protection to get 5 BB's. I had 8x16" guns and from 1.5-15'' armor. I got the best gun director I could and 24kt speed. The closest ship to me was a CL, followed by a CA. By the time I got one enemy BB OOA, two of my BB's were sunk and one was OOA. I finally ran out of ammo without sinking one enemy ship. Both of my sunk BB's were torpedoed by DD's after suffering engine and steering casualties. Frustrating! LOL CajunNavy
Niomedes Posted October 10, 2019 Posted October 10, 2019 8 minutes ago, CajunNavy said: Niomedes, Thanks again for responding. I am obviously doing something wrong. I gave up some underwater protection to get 5 BB's. I had 8x16" guns and from 1.5-15'' armor. I got the best gun director I could and 24kt speed. The closest ship to me was a CL, followed by a CA. By the time I got one enemy BB OOA, two of my BB's were sunk and one was OOA. I finally ran out of ammo without sinking one enemy ship. Both of my sunk BB's were torpedoed by DD's after suffering engine and steering casualties. Frustrating! LOL CajunNavy I tried the same battle a few times again, and turns out you can actually even win it with only three Battleships. The hostiles never spawn with anything above of 379mm (at least they have never done that in my playtroughs), which means that getting even just 300mm Belt and 100mm Dekc with Harvey steel will suffice to make your ships nigh invulnerable in long range fighting. Furthermore, you should get 406mm's at least, with Heavy Shells. Those will shred anything. Also, you need to use HE instead of AP. And the ship in the picture is the type I used when I did my run with only 3 ships.
Nick Thomadis Posted October 10, 2019 Author Posted October 10, 2019 An urgent hotfix has just become available! Hotfix 10/10/2019: https://www.dreadnoughts.ultimateadmiral.com/post/thank-you-and-small-hotfix
CajunNavy Posted October 10, 2019 Posted October 10, 2019 7 hours ago, Niomedes said: That is odd. I didn't loose a single ship doing what I just described. You really need to keep your distance during that, yes. Never get closer to their battle line than 9 km. Also, you only really need one hit to destroy a destroyer if your Battleships are any good. The chance to hit at 10 kilometers is only about 3-5 % or so, but eventually, one of the shells is gonna land. Usually within the first 2 salvos. 1 hour ago, Niomedes said: I tried the same battle a few times again, and turns out you can actually even win it with only three Battleships. The hostiles never spawn with anything above of 379mm (at least they have never done that in my playtroughs), which means that getting even just 300mm Belt and 100mm Dekc with Harvey steel will suffice to make your ships nigh invulnerable in long range fighting. Furthermore, you should get 406mm's at least, with Heavy Shells. Those will shred anything. Also, you need to use HE instead of AP. And the ship in the picture is the type I used when I did my run with only 3 ships. Thank you for the excellent advice!! I will work on it now!
CajunNavy Posted October 10, 2019 Posted October 10, 2019 17 hours ago, CajunNavy said: Hi Guys, Awesome job!! I absolutely love what I have seen. All the kudos in the world to you developers! 4.0 I would like to respectfully mention a few things for your consideration: 1) Fire distribution is a problem. I am stuck at "Sink a fleet". There must be a way for 4 BB's to fight 2 BB's, 1 BC, 1CA and numerous DD's without separating my BB's into single ship divisions to distribute fire among the major enemy platforms. 1a) I hate seeing all those beautiful casement guns blasting away at a BB while three DD's move in for a massed torpedo attack unmolested. Being able to assign targets for other than main batteries would be great. Or at least some design system that has them fire at the most dangerous (and close) enemy units. 2) I would absolutely love to have an option to see enemy range in yards. I would love it. I'm kinda old fashioned. LOL 3) I would love to see the enemy heading. I don't need bearing because I can see them. But it is really difficult fighting by looking at the enemy up-close and estimating their heading. 3a) I would love to be able to see my own ship's headings. I scramble all over the place trying to get my divisions aligned to the bearing I want. But it is pure guesswork. I would also like to be able to steer a course instead of "Right Rudder 10 degrees", but that may just be me. 4) I would love to be able to get a damage report, i.e. "We have one 14" turret, two 8" casement guns and one 2" gun out of action". Anyway, thank you again for a superb job! CajunNavy I would like to amend 1a). On closer look most of my 4''-5'' casement guns DO fire at CL's and DD's. I guess I paid too much attention to those 8"ers I had.
phantom52 Posted October 10, 2019 Posted October 10, 2019 (edited) I have a few suggestions regarding combat particularly for smaller boats. 1 currently a battle ship with 18 inch guns can kill a torpedo boat that is right next to it. I would suggest the main guns on a ship should have a minimum depression preventing them from shooting small ships that get to close. this would create more of a role for the secondaries and make torpedo boats far more useful especially against BBs that neglect their secondaries. 2 give ships a slowly increasing accuracy bonus against a targeted ship that maintains a constant speed and heading as the guns get dialed in and likewise give a penalty against ships which are constantly maneuvering. the ship doing the maneuvering should also get a penalty for doing so but a much smaller one than the ship shooting at it. along with an option to set the ships to do this automatically but still head in the general direction of their target could help small ships get close to the BBs without adding too much micro. 3 the last is more about managing a ships fire all together but it will mainly come into play with smaller ships and that is the ability to designate a target for each type of gun on your ship. this way you can keep the big guns focused on the enemies big guns and the smaller ones can focus on the charging destroyers and torpedo boats. Edited October 10, 2019 by phantom52
CajunNavy Posted October 10, 2019 Posted October 10, 2019 5 hours ago, Niomedes said: I tried the same battle a few times again, and turns out you can actually even win it with only three Battleships. The hostiles never spawn with anything above of 379mm (at least they have never done that in my playtroughs), which means that getting even just 300mm Belt and 100mm Dekc with Harvey steel will suffice to make your ships nigh invulnerable in long range fighting. Furthermore, you should get 406mm's at least, with Heavy Shells. Those will shred anything. Also, you need to use HE instead of AP. And the ship in the picture is the type I used when I did my run with only 3 ships. Niomedes, Well, obviously my game doesn't like me as much as yours likes you! LOL 😮😮 I outfitted exactly as you suggested. The HE shells were amazing. However, I ran headlong into two BB's with 457mm guns and a BC with 355mm guns. 😶 Also, I was under fire for 6 minutes before I sighted the first DD. I lost one BB before I had been able to ID the BB's by name. Also, which hull did you pick to get all those secondary guns? I don't seem to be able to get that hull. Thanks again for your advice. I'm getting closer to killing 70% of those suckers! CajunNavy
Maachlan Posted October 10, 2019 Posted October 10, 2019 1 hour ago, CajunNavy said: Niomedes, Well, obviously my game doesn't like me as much as yours likes you! LOL 😮😮 I outfitted exactly as you suggested. The HE shells were amazing. However, I ran headlong into two BB's with 457mm guns and a BC with 355mm guns. 😶 Also, I was under fire for 6 minutes before I sighted the first DD. I lost one BB before I had been able to ID the BB's by name. Also, which hull did you pick to get all those secondary guns? I don't seem to be able to get that hull. Thanks again for your advice. I'm getting closer to killing 70% of those suckers! CajunNavy I agree with this sentiment, I've seen numerous enemy BBs with 18 inch rifles in this mission.
CajunNavy Posted October 11, 2019 Posted October 11, 2019 1 hour ago, Maachlan said: I agree with this sentiment, I've seen numerous enemy BBs with 18 inch rifles in this mission. Yep, this one is very tough for me! Is anyone else under fire long before you pick up the enemy?
Niomedes Posted October 11, 2019 Posted October 11, 2019 3 hours ago, CajunNavy said: Niomedes, Well, obviously my game doesn't like me as much as yours likes you! LOL 😮😮 I outfitted exactly as you suggested. The HE shells were amazing. However, I ran headlong into two BB's with 457mm guns and a BC with 355mm guns. 😶 Also, I was under fire for 6 minutes before I sighted the first DD. I lost one BB before I had been able to ID the BB's by name. Also, which hull did you pick to get all those secondary guns? I don't seem to be able to get that hull. Thanks again for your advice. I'm getting closer to killing 70% of those suckers! CajunNavy I placed the secondaries indipendantly of hard points, this is just one of the standard dreadbought hulls, the IV I think. The mission is designed in such a way that you're always going to be spotted before you spot them if you go with battleships. As such, you best option is to drive straight at the origin of the shots and hope that you're not getting killed before you get there. A speed of 25 knots minimum is required to get into range fast enough to achieve that. That's why I used two large funnels, oil and induced boilers. You should always go with 100% funnel capacity if you can, but it's especially crucial here to prevent your ships from becoming sitting ducks.
DatShip Posted October 11, 2019 Posted October 11, 2019 11 hours ago, Niomedes said: How did you manage those secondaries? I mean, i can only make them facing outwards. Is there a command to change where the guns are facing?
Niomedes Posted October 11, 2019 Posted October 11, 2019 1 hour ago, DatShip said: How did you manage those secondaries? I mean, i can only make them facing outwards. Is there a command to change where the guns are facing? Press R. It rotates objects you place 2
Nick Thomadis Posted October 11, 2019 Author Posted October 11, 2019 On 10/8/2019 at 4:38 PM, MD456 said: This was something I was going to ask as well in my batch of feedback today, how will the starting fleets in campaigns be? Will we be taking over the nations navy with the ships it had completed up to that point? Will we have to design the starting fleet ourselves or have the option to instead? Or will it just be randomly generated instead with no input? (personally, I can only speak for myself though, I hope for the very 1st of these 3 choices, but I think the 2nd one is probably most likely) In each campaign start, fleets are auto-generated according to their slightly randomized strengths. An option to pre-design the initial classes is planned. On 10/8/2019 at 4:38 PM, MD456 said: Also, please let us manually name our ships at least in the campaign, this is something others have mentioned and I share this wish. This is something we will add ASAP. We need to finalize some things in the Ship Designer UI to allow the feature of manual ship names. On 10/8/2019 at 4:22 PM, TheCrazyScot said: I was wondering if we will be able to design our starting fleet in the campaign, or if it will be preset for each nation? Also what scale will the campaign be in relation to fleet sizes? I'm assuming we won't see 1:1 fleet sizes for major powers. Will each nation's economy be balanced realistically, or will they be balanced more closely with each other? Lastly, will we be able to engage in active diplomacy with other powers during the campaign? Replied above about initial fleets. Each nation will have strength according to historical data, slightly randomized. For example, Britain will have the strongest economy and largest fleet but Spain will be at a decline. Random events and player choices can affect greatly the future, in contrast to what happened historically. Diplomacy will mostly be influenced by player, sometimes his opinion or fleet actions will affect it, but not directly. On 10/8/2019 at 5:50 PM, Celtic said: Really enjoying this so far, and will need to play more before I can come to any concrete statements. noting however your intention to not have a "sandbox" outside of the campaign seems a little shortsighted however, especially right now while people are trying to test out how to blow up boats the best. A simple "Quick mission builder" where you can design a ship, and select an enemy(s) to be generated would be ideal for this - or for people who don't want to settle in for a campaign or want to test configurations easily without potentially tanking a campaign. The first functional Custom Battle Editor is planned for the next patches. We will provide more details later. On 10/9/2019 at 2:14 AM, Niomedes said: The game is already really great, no doubts about it. But I really think that this entry in particular could really use a multiplayer skirmish or even campaign mode. This would get even more people interested in it, no doubt about it. Multiplayer is also considered, we just cannot promise it yet, before we finish the campaign. On 10/9/2019 at 4:09 AM, FjordBjorn said: A question or suggestion about campaign play. Will there be an order of battle editor to group ships into squadrons, flotillas, task forces and fleets? It is one of the things I have always found frustrating in naval simulation is the poor control of OOB that most have. I would like to send pre organized forces to a station to hold it rather than individual ships and have them form adhoc. Also to be able to group like designs in groups for tasks rather than the generator choosing vessels. will there be tasking such as patrol, convoy raiding NGS(naval gunfire support), etc.? Custom Order of Battle is not currently working and cannot promise, due to the nature of the "sand-box" campaign mode. We will give you the choice to deploy a group of ships to a sea region and random missions will be generated according to several factors. Not all your ships will participate in the mission always, so your fleet formation will be auto-organized logically. We will see what we can do once we deploy the first playable version. On 10/9/2019 at 12:05 PM, Edward Vernon said: Divisions seem to, on occasion, wander off and do their own thing, particularly when the lead ship of the division has to drop out of formation owing to damage. Part of the issue is the screen and evasion mode, which needs some fixes. We will address in next patch. On 10/9/2019 at 2:00 PM, Niomedes said: But to be more on topic: How about you give us the option to assign a target to each different gun calibre on our ships instead of only being able to assign a target to the entire ship, or at least giving us an option to prefer/automatically attack certain targets with any given gun calibre ? I'd rather have my 76's and 127's fire at the destroyer at 3 kilometres than at the Dreadnought at 6 my main artillery is currently firing at. Furthermore, guns which physically can't fire at any given target shouldn't attempt to do so. I.e, the casemate guns on the right side shouldn't even try to engage the dreadnought on my left, but instead focus on the Cruiser on the right side which they should have no trouble to fire upon. Multi-targeting from both sides of the ship is planned for next big update. Targeting per primary/sec guns was planned for later, but we might try to do sooner. On 10/9/2019 at 2:00 PM, Niomedes said: Aside of that, I already read that having a lot of different calibres on the same ship makes your gun fire less precise. Having multiple ships engage the same target should have the same effect for much of the same reasons. Planned to offer ASAP. On 10/9/2019 at 2:01 PM, ExGavalonnj1 said: 4. The sliders need tuning. There should be speed restrictions for curtain classes. Ex: PreDreads should't be able to go over 20kts. As others have already answered to this, already it is very hard to make your pre-dreadnoughts go fast, beyond their normal limits, without extreme design choices (for example, very light armor, or very light gun armament). In this game we want to offer freedom to the player, to try many speculative designs, and understand in practice why some of them would be ineffective. On 10/9/2019 at 2:02 PM, JANXOL said: And as mentioned before it would be good to have the option to order a simultaneous turn especially to avoid torpedoes. You can use currently the "rudder" to turn all your ships at once. On 10/9/2019 at 3:34 PM, Intrepid_Arty said: The first would be the introduction of some sort of sandbox mode where you don't have any sort of tech or money barriers but can just design your ship or ships as you see fit, and then create a battle with custom fleets on both sides. This would give people a chance to learn how to design ships well in a fairly risk-free environment. The other thing would be increased customization options for guns and turrets, like adding longer barrels or the possibility of increased elevation from the turrets. The last would be the possibility of choosing what country you're serving in in the Naval Academy missions. A Custom Battle editor will be offered. Removing any limits would not only break the system (because our auto-designer is programmed to act smartly for designing the AI ships, and without limits it would just create ugly looking ships with spammed assets) but teach the player wrongly about how everything works. Further customization for guns and turrets is currently considered for next patch prioritization. 1
Schwieger Posted October 11, 2019 Posted October 11, 2019 (edited) On 10/8/2019 at 6:43 AM, Nick Thomadis said: ...We are considering to simulate aircraft carries as abstract function in the campaign. It is too early to promise something... ...Penetration will be optimized in next patches. Our goal is to simulate realistic tactics and ship resiliency. Already, what you described is something that happened in real combat situations, as long as fleets maintained a long distance between them. We are going to improve further by eliminating any reported inconsistencies......Multiplayer is also considered, we just cannot promise it yet, before we finish the campaign... Honestly, given what we have so far, if carriers are actually included the way the rest of the units are (being able to be built and commanded, etc) it'd really set the game apart in a league of its own. Come the age of the carrier, actually being able to conduct realistic carrier ops, though not necessarily in-keeping with the dreadnought theme, easily would be extremely rewarding. Re: penetration - Is there a reason it seems the battlecruiser hullforms are overall less durable than their battleship counterparts? I've built battlecruisers with equivalent or only slightly less armour than their battleship cousins, as per the style of Imperial Germany, and it seems that they still are far less resistant to damage. As far as I know, BC hulls weren't inherently less durable, just built with less overall armour. Re: multiplayer - Multiplayer, I feel, isn't needed, but it would be a nice addition. I imagine for single battles you could set the starting tech year(s) and funds, and build fleets to have at one another. This would be a good place where pre-built ships would be useful, as the UI could simply list ship type as you assemble your orbat and you click to select from pre-built classes instead of having to build each destroyer, cruiser, dreadnought, etc, each and every time you enter a battle (ie - you click on "destroyer" and it gives you either the option to go into an editor to build one, or to select a destroyer from those already built). Campaign here would be nice as well, with players choosing different nations or perhaps able to drop in as commanders within a nation instead of heading up the entire county. Tangentially related, I had an amusing thought the other day about campaign given the prior work that's been done on Civil War titles - if there was an alternate scenario where you play as the CSA. A pipe dream, probably, but one I found quite entertaining. Edited October 11, 2019 by Schwieger
Nick Thomadis Posted October 11, 2019 Author Posted October 11, 2019 8 minutes ago, Schwieger said: Is there a reason it seems the battlecruiser hullforms are overall less durable than their battleship counterparts? I've built battlecruisers with equivalent or only slightly less armour than their battleship cousins, as per the style of Imperial Germany, and it seems that they still are far less resistant to damage. As far as I know, BC hulls weren't inherently less durable, just built with less overall armour. Yes, it is their type of their hull (See "Resistance") that is better designed for increasing speed, not resistance against penetrating hits. 1
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