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Old 08-05-09, 01:38 PM   #14
Trygvasson
Seaman
 
Join Date: Sep 2006
Posts: 38
Downloads: 12
Uploads: 0
Default F.I.N.A.L.L.Y.

AT LAST a game that explores a chapter in the history of warfare with an absolutely massive amount of what-if's - and with the greatest possible broadside weight ever. These ships, these BEAUTIFUL, loved and cherished creatures of uncompromising destruction have been my keen interest since the days of GNB5.

I sincerely thank the Gods Above, aka the Programmers, for not making this into an 'action-packed FPS' or some other stupid marketing idea. Historically accurate to the point of including brittle AP shells and the like. One would always like more, of course, but that's what wishlists are for.

Phew! Now, down to the nitty gritty:
1. It seems the ships stop accumulating damage after they've reached 'sinking' status - I had half the Hochseeflotte blasting away point blank at a destroyer for 12 minutes, and it still stubbornly took all that time to sink. This is a major problem for me since (as well they should) my fleet keeps targeting the ship until she's well and truly gone.
2. More info! Range circles for primary/secondary guns, visual detection ranges, starshell ranges, torpedo ranges, acceleration rates(aren't they a bit quick?!), armor penetration/distance - and that's only what I can't stop thinking about!
3. I find myself micromanaging division speed a lot. I know a LOT has been accomplished regarding fleet maneuvers, and it's a real joy to behold as I create chaos from order - and then back to order - but why a division would want to keep sailing at 4kts after the ship that slowed them down has sunk, I don't know.

That's it for now - will provide some AAR's when I get some more experience. I'm still on Jan 5th, and already the Harwich Force is destroyed, and I've had an inconclusive meeting with Fisher's favourites...
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