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The Secret Fleet mobile game review.

Discussion concerning the TV, film, and comic adaptations.
Re: The Secret Fleet mobile game review.
Post by Dca   » Sun Apr 20, 2014 7:27 am

Dca
Lieutenant Commander

Posts: 134
Joined: Sun Dec 22, 2013 10:26 pm
Location: Boston, MA

Yow wrote:
Dca wrote:One thing that confuses me is the distinction between offensive and defensive components. The Lasers ship area apparently addresses both point defense / grasers and missile laser heads; the sidewall upgrades claim to affect missiles' ability to degrade enemy sidewalls. I'd expected both of those functions to apply in the Weapons section. Given the typos and such in descriptive text (shield buster description?) I'm left wondering exactly what the effect of these upgrades is. One thing that might help is clearer (numerical) indication of the change, e.g. +16 damage to sidewalls.

Speaking of sidewalls, I saw a couple quick visualizations of the honeycomb pattern blocking missiles early, but now I see no effect of my sidewalls at all. My ship got pretty beat up before I got the hang of it, so they might just be gone. Can't tell.



I don't think these ships have offensive lasers or grasers. Its all point defense lasers so far… The side wall upgrades are to degrade the enemy's sidewall penetration ability of your ship. When you scroll through the ship, the tab on the right gives you an inventory of what is possible for each section. They don't give you a numerical indication with the item but you will see the meters change as you improve your ship. The green with numbers is your ships overall health I think and the blue bars are your sidewall defenses.

My point was that I don't understand the logic of a missile upgrade (to do more damage to an enemy ship component) being applied not in the ship's Weapons section but in the Lasers/Sidewalls/etc. section.
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Re: The Secret Fleet mobile game review.
Post by Dca   » Sun Apr 20, 2014 7:55 am

Dca
Lieutenant Commander

Posts: 134
Joined: Sun Dec 22, 2013 10:26 pm
Location: Boston, MA

Yow wrote:https://everyplay.com/videos/4709543

:o
Myself wrote:WTF?!? Ha ha:) might have hit the fusion plant?! Seriously with my weakest missile. I haven't commented before on this but there are options preceding every battle. They range from increasing power to the hull, salvaging this and that, on down to hardening protection blah, blah, blah for your missiles. I think that is what I did here but not for sure because I don't really understand them so I just gloss through them. Who knew
:shock:

Who knew?

That looked like a pretty serious bug, or sequence of them. All missiles disappeared from the tactical display at about 0:13. At about 0:20 your final salvo hit and several enemy damage icons popped up showing no red that I could see. They fired their next salvo with nothing of yours in sight, and then they blew up. Maybe it was "delayed damage" but that would be a first from what I've seen so far.
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Re: The Secret Fleet mobile game review.
Post by Yow   » Sun Apr 20, 2014 8:23 am

Yow
Captain (Junior Grade)

Posts: 348
Joined: Mon Jan 06, 2014 3:32 pm
Location: North Carolina, United States

https://everyplay.com/videos/4709543

:o
Yow wrote: Myself wrote:WTF?!? Ha ha:) might have hit the fusion plant?! Seriously with my weakest missile. I haven't commented before on this but there are options preceding every battle. They range from increasing power to the hull, salvaging this and that, on down to hardening protection blah, blah, blah for your missiles. I think that is what I did here but not for sure because I don't really understand them so I just gloss through them. Who knew
:shock:

Yow wrote:Who knew?


Dca wrote:That looked like a pretty serious bug, or sequence of them. All missiles disappeared from the tactical display at about 0:13. At about 0:20 your final salvo hit and several enemy damage icons popped up showing no red that I could see. They fired their next salvo with nothing of yours in sight, and then they blew up. Maybe it was "delayed damage" but that would be a first from what I've seen so far.


I wondered about that all through the Silesian Sector. I PM'd Evergreen about it. It didn't really seem noticeable until I saw the replays because most of the ships put up a fight (I lost a lot). Towards the end of the Silesian Sector some of my radar display kept flashing after the missiles were long gone or worse wouldn't select and getting me reamed in the process. Not sure if it is game or iOS.

https://everyplay.com/videos/4713848

https://everyplay.com/videos/4721314

This guy was like that from the very beginning. This shows PNS Nergal finally putting up a fight. PNS Nergal when ever I felt bad about myself for losing I just went hunting for you to beat up. Made me feel so much better about myself. Thank you for sticking it out to the end. I'll miss you.

Dca wrote earlier.

Dca wrote:One thing that confuses me is the distinction between offensive and defensive components. The Lasers ship area apparently addresses both point defense / grasers and missile laser heads; the sidewall upgrades claim to affect missiles' ability to degrade enemy sidewalls. I'd expected both of those functions to apply in the Weapons section. Given the typos and such in descriptive text (shield buster description?) I'm left wondering exactly what the effect of these upgrades is. One thing that might help is clearer (numerical) indication of the change, e.g. +16 damage to sidewalls.

Speaking of sidewalls, I saw a couple quick visualizations of the honeycomb pattern blocking missiles early, but now I see no effect of my sidewalls at all. My ship got pretty beat up before I got the hang of it, so they might just be gone. Can't tell.



Yow wrote:I don't think these ships have offensive lasers or grasers. Its all point defense lasers so far… The side wall upgrades are to degrade the enemy's sidewall penetration ability of your ship. When you scroll through the ship, the tab on the right gives you an inventory of what is possible for each section. They don't give you a numerical indication with the item but you will see the meters change as you improve your ship. The green with numbers is your ships overall health I think and the blue bars are your sidewall defenses.


Dca wrote:My point was that I don't understand the logic of a missile upgrade (to do more damage to an enemy ship component) being applied not in the ship's Weapons section but in the Lasers/Sidewalls/etc. section.


Um? I think you're right there. I notice it now too. It doesn't read right. Evergreen? Thoughts.

Cthia's father ~ "Son, do not cater to the common belief that a person has to earn respect. That is not true. You should give every person respect right from the start. What a person has to earn is your continued respect!"
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Re: The Secret Fleet mobile game review.
Post by Evergreen Studios   » Sun Apr 20, 2014 3:36 pm

Evergreen Studios
Official Representative

Posts: 56
Joined: Tue Feb 11, 2014 2:53 pm

Looking into it!
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Re: The Secret Fleet mobile game review.
Post by Yow   » Sun Apr 20, 2014 5:05 pm

Yow
Captain (Junior Grade)

Posts: 348
Joined: Mon Jan 06, 2014 3:32 pm
Location: North Carolina, United States

Evergreen Studios wrote:Looking into it!


Ok. I am big dummy. Every where I posted anything in Silesian Sector is labeled under the game as BRESLAU SECTOR. Sorry for any confusion trying to track any issues or interests for everyone out there.


I was ready to leave this sector and low and behold there is one last side quest… I want it. Bad. Four day weekend, no duty, no money and a geo-bachelar 8-)

RFC, Evergreen and everybody involved (you game making people, you!), thanks for making us a part of the adventure. I've been a Honor Harrington fan for about twenty years and just wanted to show my appreciation, you know, just in case I trip down the stairs to my doom playing Tales of Honor: The Secret Fleet.

Yow wrote: I keep hitting the pause button though which could be good if i wanted to flee. Though i tried that once and it said i couldn't leave because i was in the middle of a fight :x
Maybe if I roll ship to interpose the wedge and give the enemy a juicy raspberry and hit flee it'll let me go :lol:


That worked itself out with muscle memory and I maybe misinterpreted what the message bubble told me because I haven't had any problems since pausing the game to leave or return to it.

Yow wrote:Oh you got me a couple of times with the zoom in. I had trouble figuring out if i had rolled wedge or not. I think i can tell if Ive cleared my guns when the icons light up so I might deliberately try it with it zoomed in


The zooming in. Is it a quirk with the game, the iOS or is it another thing I haven't figured how to handle and incorporate into my game play? No biggie, I use the radar almost exclusively, then watch the replays to see what happened.

Yow wrote:No bugs yet. :shock: Wait… I remember at the beginning in all the blah blah blah that the RMN crew didn't know who the Havenites were by their uniform. o.O Uh. Where did that plot device come from? Everybody in the RMN know who those Peeps are. :|
Maybe later the game will explain the past 60 to 80 year cold war buildup?


Still agree with my first assessment of the crews failure to recognize the Havenite uniforms, unless what Lestor Tourville is wearing is a disguise and not the Havenite uniform to be depicted in the comics and movie. Which in my opinion wouldn't jive with the rest of the games theme. Edit : Yeah. Actually it does jive.

Yow wrote:Only complaint so far. Maybe show graphics of hyperspace or something to show movement in between battles and challenges. Is it just too much for the medium or something?


:lol: Not necessary. Between levels is good enough for me… that would just add to game down time for me. Upgrades and hyper generator spool up take up enough time as it is anyway.
Last edited by Yow on Tue Apr 22, 2014 8:49 am, edited 1 time in total.

Cthia's father ~ "Son, do not cater to the common belief that a person has to earn respect. That is not true. You should give every person respect right from the start. What a person has to earn is your continued respect!"
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Re: The Secret Fleet mobile game review.
Post by Evergreen Studios   » Sun Apr 20, 2014 7:25 pm

Evergreen Studios
Official Representative

Posts: 56
Joined: Tue Feb 11, 2014 2:53 pm

Thanks for all your feedback Yow, it's great to hear such a positive response to the game. Honestly the only purpose for the zoom in was to be able to gratuitously see your opponent blown to smithereens when you fire that final shot. The Everyplay replay system we put in later, so originally that option wasn't open. :D
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Re: The Secret Fleet mobile game review.
Post by Yow   » Sun Apr 20, 2014 10:43 pm

Yow
Captain (Junior Grade)

Posts: 348
Joined: Mon Jan 06, 2014 3:32 pm
Location: North Carolina, United States

Planet 24 :( I tried all afternoon to unlock the side mission to no avail. Moved onto next sector. I will replay the whole game later and see if I can unlock it then.

Cthia's father ~ "Son, do not cater to the common belief that a person has to earn respect. That is not true. You should give every person respect right from the start. What a person has to earn is your continued respect!"
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Re: The Secret Fleet mobile game review.
Post by Yow   » Mon Apr 21, 2014 3:54 am

Yow
Captain (Junior Grade)

Posts: 348
Joined: Mon Jan 06, 2014 3:32 pm
Location: North Carolina, United States

Evergreen

If one just blows through system to system with out going round robin on the planets (multiple times) the locked items nearby don't open up… ever. Do they? Because I blew past them and they are not opening at all. I even went back and pounded on them for a while running myself out of Nukes and Mk 13s. Only one unlocked, and that was because I went around the planets numerous times perfecting my pirate killing techniques and bingo it opened up. You see, the planets disappear once you move to the next system. Could you confirm that observation. Also note, my countermeasure radar flashes randomly or continuously after missiles have come and gone. ECM and PD flash as they pass though and stop afterwards (this is all in the Saschen Sector). So far this hasn't affected my defense, I don't think so any way. iOS is great for sensitivity but sometimes my fingers don't conduct so well. Dry skin and such from my job. So I don't think the few times I let my defense slip had anything to do with this quirk. If I notice otherwise you'll know right after I do ;)

Cthia's father ~ "Son, do not cater to the common belief that a person has to earn respect. That is not true. You should give every person respect right from the start. What a person has to earn is your continued respect!"
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Re: The Secret Fleet mobile game review.
Post by agoetz   » Mon Apr 21, 2014 6:07 am

agoetz
Midshipman

Posts: 5
Joined: Fri Apr 20, 2012 12:05 am

I am currently on Mission 29 - does the story line end on mission 30? There is no warp indicator off that mission.

Some notes, order is random, just as they come to me.

Achievements:
I did not get the Strength as the Strength of Ten achievement, for repairing the destroyer. I do have the one for upgrading to the light cruiser.
Garden Variety - fire 1000 standard missiles. I'm at zero - which warheads count for this? I mostly use the infinite supply of penetrators.

Components:
I'm having to use two level boosters modules to maximise some of my departments. So they obviously stack. Do other modules stack? i.e. Does having two Missile Tube Sequencers work,or it just the first or best?
I would have to rate the Targeting Disrupter line of modules as absolutely critical - all missiles have the chance to do weapons damage - being able to shut down the opponents offence is critical in my experience so far.

Opponents:
I thought facing enemies with 3 missiles batteries was hard - but now I'm seeing battle cruisers with 4 vs my 2 - it burns :cry:
Small odd logic sequence that I've seen with some foes - they pop ECM then roll - I'm not going to complain about them putting the ECM on recharge, but if they were going to roll anyway, it is a waste of a defence.
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Re: The Secret Fleet mobile game review.
Post by Yow   » Mon Apr 21, 2014 1:30 pm

Yow
Captain (Junior Grade)

Posts: 348
Joined: Mon Jan 06, 2014 3:32 pm
Location: North Carolina, United States

agoetz wrote:I am currently on Mission 29 - does the story line end on mission 30? There is no warp indicator off that mission.

Some notes, order is random, just as they come to me.

Achievements:
I did not get the Strength as the Strength of Ten achievement, for repairing the destroyer. I do have the one for upgrading to the light cruiser.
Garden Variety - fire 1000 standard missiles. I'm at zero - which warheads count for this? I mostly use the infinite supply of penetrators.

Hull penetrators, I think. I haven't seen that achievement either. Thats pretty much all I use are hull penetrators. I've learned to take down hulls with 3000 'gainst my 750ish crusier. Can you imagine them showing the human faces behind all that (like RFC does). I don't think I could push the button with any glee after that :?

agoetz wrote:Components:
I'm having to use two level boosters modules to maximise some of my departments. So they obviously stack. Do other modules stack? i.e. Does having two Missile Tube Sequencers work,or it just the first or best?
I would have to rate the Targeting Disrupter line of modules as absolutely critical - all missiles have the chance to do weapons damage - being able to shut down the opponents offence is critical in my experience so far.

I agree with this observation. Some items stack like power supplies and make an obvious enhancement. Others don't stack like the optimizers used on the bridge. Then they have a lot of weapon, ECM, CM and PD components and enhancers that don't immediately make a showing till I get into combat like response and repair time.
The fire suppression can be left in storage and brought and swapped out but will hurt if engineering gets hit first and hard. So it should probably be left plugged in and upgraded a lot.
I haven't tried stacking my hull plating but it shows up in the hull meter and sidewall gauge (again not apparent until I'm in the heat of battle). I'll try playing with stacking and see what I come up with.

agoetz wrote:Opponents:
I thought facing enemies with 3 missiles batteries was hard - but now I'm seeing battle cruisers with 4 vs my 2 - it burns :cry:
Small odd logic sequence that I've seen with some foes - they pop ECM then roll - I'm not going to complain about them putting the ECM on recharge, but if they were going to roll anyway, it is a waste of a defence.

Where was that and what did you throw at them. Did you save a replay and post it?

Still trying to learn all the pre battle strategies, but here is one I never pass up :lol:

Yow wrote: :twisted: If they give first shot, use nukes or Mk 13s rolling in then pound with hull penetrators(here after referred to as HMs). If they stack against, roll and come out swinging with Mk 13s and follow up with HMs (nukes if they are really heavy then back to HMs) and what ever else I do. I don't stop. If they look like they're about to get any ECM, CM, PDs back, I quick switch to like with full broadside and back to HMs. :twisted:
Edited: previously labeled hull penetrators as PMs, switched it HMs. PM=private message. While colorful and invective as a weapon is only really dangerous in the hands of professionals, i.e. "Oops"
Last edited by Yow on Mon Apr 21, 2014 3:39 pm, edited 1 time in total.

Cthia's father ~ "Son, do not cater to the common belief that a person has to earn respect. That is not true. You should give every person respect right from the start. What a person has to earn is your continued respect!"
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