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Old 11-12-13, 09:39 AM   #1
bratwurstdimsum
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Wow it's amazing. On par with any ww2 battleship game I've played on the PC!! The Japanese campaign is hard for the first mission or so then it rocks!

Just a nitpick - Are you able to put a setting for US gunnery? Towards the end when I faced off 2 iowas their inaccurate gunnery was a bit laughable!

Also esp in the first mission of the Japanese game some kind of turn predictor for the DD would be great to enable the DD to better steer towards and shadow the sub.

No big gripes though - super effort!!
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The convoy lights are dead ahead
The merchantmen lay in their bed
The thump of diesels hammers down
In the oily sea-the killing ground
His knuckles white his eyes alight
He slams the hatch on the deadly night
A cunning fox in the chickens lair
A hound of hell and the devil dont care

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Old 11-15-13, 07:51 AM   #2
Killerfish Games
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Quote:
Originally Posted by bratwurstdimsum View Post
Just a nitpick - Are you able to put a setting for US gunnery? Towards the end when I faced off 2 iowas their inaccurate gunnery was a bit laughable!

Also esp in the first mission of the Japanese game some kind of turn predictor for the DD would be great to enable the DD to better steer towards and shadow the sub.
Thanks for the comments! Glad you're enjoying the game.

Enemy gunnery can be a fickle thing and we designed it this way on purpose. For example an enemy ship may get a lucky bead on you early forcing you to retreat. Also wind speed and direction can greatly throw off the enemy's aim, so if you're good at estimating wind drift you can develop a further advantage over the enemy in windy conditions. Those two Iowas might have been in windy conditions??

For the movement (tunring) indicators, we chose not to display these. Similarly, we don't show gun or torpedo ranges in the user interface. Essentially we wanted the game to have a "feel" aspect to it, whereby the player would learn these things over time. So rather than just show the player gun/torpedo ranges, bomb sights and movement arcs, we wanted a game that was easy to learn but could be mastered with extended playing time.
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