Sea Power

Sea Power

Triopticon Nov 24, 2024 @ 1:54am
2
You NEED to fix the NAVIGATION issues
Why do none of the units ever follow the navigation, and you continuously need to remove and add again? The resume course never works, and there is no way to cancelling any order like identifying and resuming the course. YOU NEED TO FIX THIS, AND THE LACK OF CONTROL WE HAVE!!
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Showing 1-15 of 21 comments
gigglelamer Nov 24, 2024 @ 2:17am 
:steamfacepalm:
Evidentside Nov 24, 2024 @ 7:00am 
yup - finding it unplayable. tried 4 scenarios and all blighted by units becoming stuck - not responding to waypoint, speed or direction orders. tried cease fire, resume course, disbanding formation and rebuilding, taking manual control then resuming course... nothing works.
Stinger Nov 24, 2024 @ 8:27am 
I find that after any action and ships get spread, as each commander will take defensive actions against threats, I make sure I slow down the formation leader and speed up the other ships. This so they can catch up. I find they do reform under such orders. Perhaps a general order to the formation to regroup and the leader will take an appropriate course along with the others to form up.

I also note that if they have to make a severe course correction they seem to slow WAY down to make the turn and then get up to ordered speed. Don't know why they slow down so much.
Julhelm Nov 24, 2024 @ 9:00am 
Originally posted by Evidentside:
yup - finding it unplayable. tried 4 scenarios and all blighted by units becoming stuck - not responding to waypoint, speed or direction orders. tried cease fire, resume course, disbanding formation and rebuilding, taking manual control then resuming course... nothing works.
I assume you are setting the units to 'weapons free'?
JDPUK Nov 24, 2024 @ 12:17pm 
My carrier for whatever reason just ran into the shoreline, couldn't get it to stick with the BG, it went haywire and ran ashore, for some weird reason.
moonlightavenger Nov 24, 2024 @ 4:20pm 
What I'm noticing is that trying to giver orders to an entire formation often gives them only to the leader. And then I'm left with four ships on weapons hold and a single cruiser desperately trying to take out a swarm of missiles and wondering why the others aren't firing.

I think it is a UI thing. A single click on the unit list should select the formation as a whole. Not double click. I don't like hunting units on the map. I know where they are, but I find it easier to select then with the list.
Flanker90 Nov 24, 2024 @ 5:33pm 
Originally posted by JDPUK:
My carrier for whatever reason just ran into the shoreline, couldn't get it to stick with the BG, it went haywire and ran ashore, for some weird reason.

Not an excuse but some insight into what's happening there. Launching or landing planes does 2 things:

1. Puts the carrier in an 'engaging' state i.e. the same kind of state as when you give an attack command. It won't respond to move or speed orders until either you cancel that state or it runs its course. This is why you couldn't make your carrier avoid the land. The solution for now is to allow your carrier a period of time where it's not launching or landing planes.

2. It locks your carrier at max speed. Which is also not ideal because any supporting ships in the same formation will try to match the carrier's speed, making their passive ASW sensors useless.
Last edited by Flanker90; Nov 24, 2024 @ 5:33pm
_RAM_ Nov 25, 2024 @ 4:32am 
Originally posted by Julhelm:
Originally posted by Evidentside:
yup - finding it unplayable. tried 4 scenarios and all blighted by units becoming stuck - not responding to waypoint, speed or direction orders. tried cease fire, resume course, disbanding formation and rebuilding, taking manual control then resuming course... nothing works.
I assume you are setting the units to 'weapons free'?

I assume the game should be playable even with 'weapons free' enabled, isnt it?
Cap'n Darwin Nov 25, 2024 @ 5:32am 
There are a couple issues with the AI driving ships.
1). In formations and maybe without, a ship will fail to avoid running aground when moving from point A to B. The game AI needs to recognize this collision and path around the object.
2). Orders do appear to get "stuck" or stacked up in a queue and give the appearance of the ship not responding. Ordering attacks seems to be the leading cause for this stuck queue and canceling a ships orders with "X" and reissuing the order seems to correct the issue.
3). New players or non-naval simming players are not use to the counter intuitive need for ships to turn roughly 90 degrees away from the direction of travel/target in order to fire weapons or defend against incoming attacks. It would be great if the info panel for units showed the firing arcs of the various weapon systems like Harpoon did many moons ago. Maybe even show them on the grid display when a weapon/system is selected.
Flanker90 Nov 25, 2024 @ 12:25pm 
Originally posted by Cap'n Darwin:
There are a couple issues with the AI driving ships.
1). In formations and maybe without, a ship will fail to avoid running aground when moving from point A to B. The game AI needs to recognize this collision and path around the object.
2). Orders do appear to get "stuck" or stacked up in a queue and give the appearance of the ship not responding. Ordering attacks seems to be the leading cause for this stuck queue and canceling a ships orders with "X" and reissuing the order seems to correct the issue.
3). New players or non-naval simming players are not use to the counter intuitive need for ships to turn roughly 90 degrees away from the direction of travel/target in order to fire weapons or defend against incoming attacks. It would be great if the info panel for units showed the firing arcs of the various weapon systems like Harpoon did many moons ago. Maybe even show them on the grid display when a weapon/system is selected.

I agree with all your points but I feel like no. 3 might be a bit unnecessary. I feel like simple observation of a unit in action reveals the cause of its turning. I think you could even make the argument that learning things like that are part of the [enjoyable] journey of learning a game and indeed naval stuff. But that's just my 'hot take' opinion.
Julhelm Nov 25, 2024 @ 12:31pm 
Originally posted by _RAM_:
Originally posted by Julhelm:
I assume you are setting the units to 'weapons free'?

I assume the game should be playable even with 'weapons free' enabled, isnt it?
Evidently it isn't right now because people have problems with/get confused by how the game prioritizes AI actions vs player input. So we are figuring out ways to improve the player control over the autonomous behavior of the units, into something preferably more granular.
Flanker90 Nov 25, 2024 @ 2:48pm 
Yep. In Strawberries Kill, my ships regularly collide. On a long mission like that, having your own dumbass ships collide with each other is such a kill joy.

Also, combining formations can (always?) result in the units disappearing from the map display. I kept hearing my planes being shot down because they'd flown somewhere they shouldn't have, and I had no idea because I couldn't see where they were on the map.

It all leaves a very bad taste in the mouth.
Apocalypse Nov 25, 2024 @ 9:03pm 
This game is so janky. I'm not sure how any of it passed alpha or beta testing.
Originally posted by Julhelm:
Originally posted by _RAM_:

I assume the game should be playable even with 'weapons free' enabled, isnt it?
Evidently it isn't right now because people have problems with/get confused by how the game prioritizes AI actions vs player input. So we are figuring out ways to improve the player control over the autonomous behavior of the units, into something preferably more granular.
You guys are getting MORE granular? Can you elaborate? I think that most people want less control over AI units, and more autonomous AI behavior.
moonlightavenger Nov 26, 2024 @ 5:02am 
Originally posted by Julhelm:
Evidently it isn't right now because people have problems with/get confused by how the game prioritizes AI actions vs player input. So we are figuring out ways to improve the player control over the autonomous behavior of the units, into something preferably more granular.
For the love of God, do not take away automation. Do not make me babysit my ships unless i want to. Most of the time, I need them to keep formation and go where I need them. Once I tell them they are free to use their weapons and open their electronic eyes, I want them to make dead everything that is red. Unless I give them some other command that makes it impossible, somehow. If that is the case, I want them to stop what what they are doing and do whatever else. Cooldowns, reaction times, maneuvering times... All that are expected, while they follow commands.
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Date Posted: Nov 24, 2024 @ 1:54am
Posts: 21