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  Caesar Americanus II Munchkin Wrangler
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[voice=StarCraft Marine]Jacked up and Good To Go![/voice] _________________ <><><><><><><><><><><><><><><>
Frickin' cookie crap...
IJNCVLF: 'Cuz my Avengers wanna bust more'n just BB's... |
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Tue Aug 04, 2009 3:33 am |
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  Nerdstradamus
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Posts: 1612

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Tue Aug 04, 2009 3:38 am |
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  Caesar Americanus II Munchkin Wrangler
 AHF Silver-Rated Trader
Posts: 2967

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So, let's see about available times:
For me, ~1-5PM Pacific M-F, Mondays and many Wednesdays/Thursdays/Fridays 730-10PM Pacific. _________________ <><><><><><><><><><><><><><><>
Frickin' cookie crap...
IJNCVLF: 'Cuz my Avengers wanna bust more'n just BB's... |
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Tue Aug 04, 2009 4:10 am |
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 Illuminated Insanity

Posts: 4532

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| jfkziegler wrote: | | So, I tried contacting their support via the form to figure out why I couldn't log in, and I haven't heard back. Anyone here have any ideas? |
Did you sign up first on their web site?
If so did it go through?
and are you logging onto the correct server? _________________ Always Flying. Always Fighting. RIP JIMMY.
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Tue Aug 04, 2009 5:14 am |
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 Forum Administrator
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Yes on all counts. _________________
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Tue Aug 04, 2009 11:38 am |
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Tue Aug 04, 2009 11:50 am |
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When I use the manual fire control system, how can I see how far I'm aiming (keys w and s)? _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Thu Aug 06, 2009 1:12 pm |
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Shouldn't this be moved to the lounge? _________________
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Thu Aug 06, 2009 1:28 pm |
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| NeuralDream wrote: | | When I use the manual fire control system, how can I see how far I'm aiming (keys w and s)? |
You dont know how far your shells go.
You have to increase your gun angle to max (w and s) and there are shell markers when they hit the water showing your range.
Leter on when your range exceeds your screen width (even after zooming out), use the 'g' key to move back and forth from your ship to your shell splashes.
Is that what you meant?
Oh, and always choose Light HE. Normal and Heavy HE is great, but you lose range and range is everything.
Tee |
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Thu Aug 06, 2009 1:35 pm |
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Posts: 574

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| admiral_tee wrote: | | Oh, and always choose Light HE. Normal and Heavy HE is great, but you lose range and range is everything. |
IMO: I would exclude the FF,DD and to an extent CL from this. The ability of the CA's, BB's to out-range you no matter what, negates peppering them with Light HE.
Other things i've noticed (aside from moving this to the Lounge); when you're in a Battle, stick it out till the end. Alt+Tab out check on forums, and wait it out. You'll gain more credits and points as your team continues to work up the total gain for the team. This gain offsets what you could get by dropping out after you're sunk and finding another game. Now this probably changes as you get higher levels (where you'll probably want to be more involved in battles anyway).
AA has a brutal learning curve. I got a Z1 Destroyer now with 3 double flak cannons on the back set to the "Golden Angle" and have yet to hit a plane. Really frustrating, as one of the few things I could do effectively for the team would be AA! For now, I sail around my ASW/AAW Z1 with hope (have gotten a few good depth charges on subs > )
Recruits! Looking at your crew there's a red health bar looking thing. If it isn't full you need to click on that RCT button that shows up bottom right of crew icon. Costs points, but keeps efficiency up.
Finally, any feelings on what we should call ourselves as a loosely organized noncompetitive clan?
Dogan
Join the Battles and Blitzkriegs! good experience points. _________________
Bella Corazzata! |
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Thu Aug 06, 2009 4:54 pm |
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 Illuminated Insanity

Posts: 4532

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I sunk a battleship with my little destroyer.
I did what I do best.
Hit people while they are down.  _________________ Always Flying. Always Fighting. RIP JIMMY.
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Thu Aug 06, 2009 6:50 pm |
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Thu Aug 06, 2009 10:32 pm |
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I think my computer may just be too old. _________________
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Thu Aug 06, 2009 10:49 pm |
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| Would be an interesting game to try....I signed up and did the first training mission, but now as I go in again, the game won't work as not all the windows will open in the shipyard.....rather important ones like being able to load weapons, access the help menu, and a couple others. |
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Fri Aug 07, 2009 3:05 am |
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Update:
Finally, through loading and leaving the game repeatedly, got the windows to appear. Played a coupld more training missions. The cons:
Annoying glitches
Setup that could take a minute or two instead required actually reading all the manuals and still is slow and inconvenient....while adding nothing to gameplay
Control setup somewhat awkward: not customizable, optimized for left-handed player, movement requires clicking everytime you want a change even when you'd like to do something else.....why no waypoints?
The verdict:
Great concept, looks pretty cool, still has a little way to go. Love the idea....the kinks get worked out, be back in a minute. |
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Fri Aug 07, 2009 3:51 am |
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 Illuminated Insanity

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Is there a way to return to automatic aiming?
I don't like pressing buttons on my own!  _________________ Always Flying. Always Fighting. RIP JIMMY.
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Fri Aug 07, 2009 5:46 am |
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Sell the manual FCS and buy an auto one. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Fri Aug 07, 2009 7:48 am |
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Auto aiming is ok for use with DD's.
Its arguable to CL's.
But once you get to CA's its critical.
At the CL stage, range IS everything. In fact after CL stage RANGE is the critical element.
The way the auto FCS works means you will have less range then using manual FCS, as you are unable to easily select the exact range, and it gets worse when in the midst of combat.
The faster firing guns of DD's, and some CL's, do mean you can get away with auto fcs.
The slower firing guns and less frenetic game play of CA's and above gives you the precious second or two here to manually adjust the gun angles - rather than spamming left-click and space bar that the DD battles are like.
However some CL's will suffer if you play them with AUto FCS. The KM M-Pro and Konigsberg are balanced in the game by having longer range than their IJN, USN and RN counterparts. Typically they cause less damage or have a slower firing rate. Playing them with Auto FCS really removes the advantage you have.
The learning curve from Auto to Manual FCS is damn hard for most players. I found it very damn frustrating when i went from my KM Z99 DD to the K-Berg CL... I went back to Auto many times and only after a lot of perserverence did i finally 'get' it.
TIPS:
FCS
Unless you are playing a CV, when using Manual FCS - use AIMING FCS, not Finding FCS - thats for CV's. The Finding FCS suffers accuracy penalties that the Aiming FCS doesnt.
Armour - Don't bother will deck or belt armour as a DD/CL. You will lose your speed and with very few exceptions you can't fit enough to reduce damage at all.
Armour in NF works only as a all or nothing. I.e. Generally if you have say, 8" of armour deck, you will 'bounce' 15-16 shells at mid to max angles.
However you wont bounce shells at lesser angles as that will require Belt armour.
There are some CA's that better benefit from AW (armour whoring) such as the RN CA York.
Deck Armour - good for mid-max range shells coming at you (again only useful in ships that can pack 8+ inches of deck on).
Belt Armour - only good for low-mid angle shots. However 0.2 BELT will permanently reduce TORP damage. Add this always.
Bulge - good for dealing with torp damage. this does 'wear out' with each torp that hits you. so the more the better.
Bulkhead - this will increase how much damage you can take without losing speed. However its a little used mechanic as you need to add a lot of bulkhead to make an effect and by then you have lost base speed as its damn heavy!
Rule of thumb - Unless you're an AW ship (really York CA and some UK BB classes are only effective AWs), place enough armour like 0.2 belt and bulge that wont slow you down.
Engineers - critical to achieving any level of speed and OH in the game. At BB level you should have at least 4 engineers. A high Engine skill will result in you reaching speed and OH caps quicker for the ship.
Repairers - again, at BB level you need at least 3 repairers to really start to maximeise your repair rate. The faster you can repair damage the quicker you can return from the back into the front line. Absolutely a MUST.
Restorers - theyt add a lot to your SD (soft defence). this is the temporary ability to reduce damage that you recieve - sounds good right? However with the SD cap of 900, your other crew will will provide close to 900 SD at around level 70, level 50+ for UK crews due to nationality bonus.
As such, theyre good at low levels however are a waste of space at mid to high levels. FOr the long term, resist leveling one up - a Engineer or Repairer is better.
Scout - level one ASAP. You will need them for CL and above. They launch from most CLs and above, and provide your team with a massive view (ie they reduce the fog of war). When you get to BB level you will die if you do not have a scout, also your team will also appreciate you assisting them with being able to see the enemy.
CV's - as a new player its advised to not play the CV line first. They level very slow, though earn a lot of credits, and low level pilots are a labour of love in leveling up. When you are at BB level, then think about going with another BO on the CV line. You can then use your engineers and repariers to assist in making your CV at least somewhat resistant or fast.
NATIONALITIES
I'd be keen to know what nationalities players here have chosen?
RN is generally regarded as the easiest to game with. They generally have less range, generally arent the fastest, have slow to reload but hard hitting AA, high shell damage, and with the extra crew slot - awesome SD (soft defence - reduces damage), and the best repairers.
They have the majority of ships that can be AW (armour whored - NF term). Meaning you can stack on the deck/belt armour and the LHE shells fired at you will do sweet bugger all damage. Meaning you can close with your shorter ranged guns. However smart players recognise A/W ships as they are slower than non AW set ups, switch to AP shells and these will damage them quickly.
KM are regarded as broken by some, and hard to win with by the rest. Generally an experienced KM player in most KM ships will dominate a 1 v 1 battle. KM generally have the best range, best Engineers (faster standard and longer H speeds), great short and mid range AA (reload and damage) however suffer from weak shell damage and the ships have poor submergence factor (a hidden stat that means they are fragile).
The combo of range, speed and good AA means 1 v 1 a KM ship will dominate unless surprised.
IJN - make the best torpers (they're torp ships are called torp whores or TW's), have good shell damage, the best long range AA, suffer from ships that cant take much damage, crap armour.
Realistically, because only IJN have a complete skill tree for torpedomen they are the only nation you should consider leveling torpers for. On other nations its a waste.
Their CL Kita Kami are the ultimate in torp armed ships and are a threat to any ships - even BB's with weakened SD and bulge. Deadly to anything less due to lack of enough bulge on any other ships.
Their armour is shit which means you need an awful lot of it to start 'bouncing' shells, and by then your ship either cant fit it or its too slow.
AA - the 4.7" AA gun, even with the recent nerfing, has the longest range of any AA gun and means an IJN player can destroy scouts (thus blinding the enemy) and waves of bombers before they can reach you.
Due to the AA and heavy shell damage they have arguably the best BB4 and BB5 - Yamato and Super Yamato.
USN - the average nation, good at everything, best at nothing. They have good but generally short range AA (with guidelines tho - a great feature but some players find the additional lines on the screen as distracting), good shell damage, main gun range is generally average/short, some of their ships such as some CL and CA's are very fast. Not many of their ships can AW, really on some CL/CA's.
Their BB4 Iowa, BB5 Montana are regarded by many players as being great BB's. The Monty has the greatest damage per broadside with the exception of the BB6's. It is the only ship that can 'one shot' (sink in one hit) most ships in the game!
Gawd, there's a shit load more tips but i'm at work and should be doing just that.
Cheers,
Tee |
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Fri Aug 07, 2009 8:50 am |
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Thanks. That is extremely useful. Now I'm stuck with the Oyodo "CV". How do I make my torpedo bombers (Seiran) torpedo something? I only make them fly somewhere. I can't make them drop the torps. _________________
My new blog, specialised in the military equipment of Greece (1821-today). |
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Sun Aug 09, 2009 10:52 pm |
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 AHF Bronze-Rated Trader
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Working on RTFM but looked this up for you.
4.2.5 Operating a Torpedo Bomber
-Almost the same as operating a Dive Bomber. In order to drop a torpedo you must fly at a very low level. Use "." to adjust your altitude.
-Once at a low altitude you need to position the torpedo bombers in close proximity of the target ship. Calculate the ships speed and your planes speed to determine optimum drop point.
-Once you get close aim for the side of the ship. Apparently you use "." yet again to actually drop the torpedo's.
In the pictures it shows the planes dropping at about 4 Operator Icons away from the target. Launching them at about 2 Operator Icons away. Problem is my use of Operator Icons in relation to distance covered on the screen is relative to your zoom level. I'm assuming its at default. The targeted ship was a Destroyer about an Icon and a half long at a 30 degree angle.
Dogan
Nice working with ya  _________________
Bella Corazzata! |
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Mon Aug 10, 2009 10:02 pm |
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