Info > Feedback and Suggestions
Gameplay tweaks/improvements, new tools etc..
HamsterIV:
--- Quote from: KominAaa on February 27, 2013, 02:25:17 pm ---*range finder telescope*
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If you can mark an enemy with your regular telescope (spyglass) you can look at the relative positions of both your ships on the game map (press M). Each grid square is 1000x1000 meters. This should be sufficient information for finding the range to target.
Usually I just eyeball it, but I hear the sights on the lumberjack are marked off in 1000 meter increments. That is if you target is 2000 meters away you should line up the 2 of the sight to get a hit.
KominAaa:
Thanks a lot for the replies guys,
--- Quote from: Hubert PIckle on February 27, 2013, 06:14:51 pm ---Lots of stuff in your post, and most of them already have threads running along the themes you suggest.
...
The weapon will retain the last ammunition type you use, providing that:
- You don't get off it during a reload sequence
- Another player doesn't use the weapon (AI gunners won't cause your ammunition type to be deselected)
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Ye well sorry I thought I had read most of the threads on this board before posting...
Ok maybe it's more realistic this way... it's more the frustration of having to switch special ammo back on pretty much all the time halfway through the clip because one did not pay attention to when he entered the Turret. If it only bothers me then well that's no big deal.
--- Quote from: HamsterIV on February 27, 2013, 05:40:42 pm ---Having one person dedicated to shooting will hopefully prevent your engineers from asking if they should get on gun at the wrong time.
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You're probably right... I had a few games with random crew tonight we got slaughtered in a few salvos a few times, maybe they had someone using the right rounds at the right time, still I think Gunners could benefit from more perks that would set them aside from the Engies.
--- Quote from: N-Sunderland on February 27, 2013, 04:19:24 pm ---If you're getting stuck on small edges, try taking a slightly different path. Once you get used to the ships and their layouts, you'll never be getting stuck.
Finally, if you want to know what type of damage you're dealing, read the gun description :P
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Well its nearly already all cleaned up, just a few spots here and there plus a useless ladder on the Gallion :)
About the damage types, yes you should know why you use the turrets you chose, still distinct visual and sound feedbacks are always a plus if it adds to the immersion and comprehension of the game events.
About the range finding thing, looking on the map is a good reflex I did not have, maybe some other weapons could have a range indicator? I was suggesting that so there were more perks to choose from :)
N-Sunderland:
On the subject of range, the best thing to do is just to practice. When I get on a flak, I can usually tell if the ship is close enough to hit or not. It's something that comes with experience. You'll get the hang of it eventually :)
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