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Pedroig

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Everything posted by Pedroig

  1. Technically it is hard for a HE shell to not penetrate SOMETHING, it creates an explosion creating a high pressure wave which is bound to find a weakness in its effective radius.
  2. Lots of round and round. Historically: Torpedoes had pretty high miss/dud rate, yet did massive damage. Very rare there is any account of a reload in combat happening in WWi through WWII for surface ships. Most WWII subs could only reload once in combat (having to surface for several hours to remove deck plates to get additional torpedoes into the torpedo rooms). Current in game: Torpedos have a relatively high hit rate, zero dud rate with seriously toned down damage, multiple reloads within the span of an hour or two battle. Conclusion: Nerfed damage is due to higher prevalence of available torpedoes (thus chances) and the zero dud rate. We hit more (and get hit more) but it hurts less per hit. Overall nice "gamey" solution...
  3. Didn't find the "repair option" only a Support or Uninstall option. Uninstalled, reinstalled, working fine now.
  4. @kadm I see the typo, all three should be less than, will correct that, I was trying to figure out, why there was disagreement when all saying the same thing. Typo is why...
  5. One thing that would help: Bulkheads should be determined by size and type of ship as baseline relatives. So a cargo ship/tanker would have between 0-9 bulkheads, TB's 3 max, DD's 6 max, cruisers 9-16, capital ships 16-36. Just throwing out some relative numbers to demonstrate the differences in both effort in putting in bulkheads to begin with, as well as the effectiveness and amount of compartilization..
  6. When it goes up on Steam after release...
  7. @Steeltrap I used the "less than" symbol for a reason, I did not find any notable exceptions to those max rates, which are rounded to nice numbers. @kadm Well if you don't understand that "hit rate" means a shell hits a ship, then the head needs to get out of the poop deck, and close to the bridge. @sarrumac Gave numbers which only include the large calibre guns, if the secondaries get thrown in, there only number in front of the decimal is a zero.
  8. This is not true, the devs have stated numerous times that if a destroyed location is hit, damage is spread to adjoining areas.
  9. I can almost guarantee you are not getting plunging hits on a DD or TB, without some sort of spotting assistance (plane, radar, scout ship) you can't even see a DD or TB at the 18k+ ranges it would to take to be anywhere near plunging fire range, your guns would need to elevate beyond +45 degrees to obtain plunging fire as well.
  10. Based upon the historical accounts, normal or average battle between capital ships: Spanish American War <5% hit rate, ranges under 3k WWI <15% hit rate, ranges between 7.5-10k WWII <25% hit rate, ranges 15-25k Modern <50% hit rate, ranges 30k+
  11. Updater keeps crashing. Below is the last thing that appears before the crash.
  12. MMO Sandbox, not happening, perhaps read the dev blogs and posts... A poll with ~30 responses (as of this post) is not even worth the time it took to see the results. Look at the actual numbers, not the pretty lines. If the devs change their vision based upon what less than 20 people want, they deserve to lose their shirts...
  13. Mogami was a Light Cruiser, and was the only class you bring up designed to have torpedoes. As far as the Germans... So they were great against lightly armed, unescorted merchant ships, totally useless against a warship and were never used as such.
  14. You are mixing up eras. There were no modern WWII surface ships with fixed torpedo tubes, for that matter there were no WWII surface ships larger than LC with torpedoes. Predreadnaught era, fixed tubes were common on CL and above, but they didn't have gyros then. With the 10k torpedo, some countries went "all in" on torpedo research, but with the Dreadnaught, and ranges of 20+k, torpedoes were impractical on any ship with guns larger then 6", would have to close to knife fighting range to use them...
  15. Right, but that can be (and is reflected in game) as a SHELL variable, not a true gun variable. 5" guns using Heavy or Superheavy shells would obtain same game results. You said "enter gun data" that means I can enter ANYTHING from 2"-X" there is an infinite number of entries between 2-3", that's just calibre, still have all those other variables that would have a net zero impact on actual gameplay (considering there are already options to simulate them with components).
  16. @KiloZulu Try following: Max towers, single dual funnel, 21 knot speed, normal bulkheads. 2-9" dual turrets 6-5" casemates 5-2" casemates Then do the following IN ORDER: 1. Click the box on your speed scale, you should be going 17-18 knots. 2. Force HE only 3. Turn 90 degrees port Try keeping 2500+m distance, I've kept 4k and they never shot a single torpedo. Your 2" will do most of your work, just have to wait to get those 2 main gun hits to sink anything.
  17. @Otter Admiral 1. Try CL's with 5" guns, split up your groups and then FF on 2 or 3 targets (one for each group) and basically circle their formation in opposite directions at 2500m 2. (You skipped 2) 3. Yes it is converging fire, exaggerated quite a bit in scope and it gets worse the closer the target is. 4. AI accuracy, if you hover an enemy ship you get to see its stats as well. One thing I have noticed is that WE take a "target size penalty" which the AI not only does not get, but it receives a "target size bonus" with it being about 5% when you use CL's and goes up to 25% for maxed out BB's. 5. Turning into the shots doesn't really make it harder to hit, it does make it much harder to penetrate. 6. Test your theory by putting YOUR ships on AI control and see if there is a difference. Another thing you can "cheat" on is use x5 between main gun shots and then when you hit 95% reload drop back to x1. Does nothing for secondaries, but they don't do squat anyway in current game state. 7. Once you get ship is sinking message, the ship counts as sunk, until then, valid target, Geneva Conventions be damned.
  18. Yep, at this time, you only use one class of ships, if you get cost 50% or less you get 2, 33% or less for 3... 8% or less for 12, etc.
  19. The belt currently isn't uniform everywhere. I don't think you understand the values being displayed. When you pick an armour thickness you pick a MAXIMUM thickness, the actual coverage being determined by hull form and citadel choice. Secondaries are cruiser and destroyer main guns, being generous, 2-4" is anti-screen ship gun, 5-8" is anti-cruiser gun, 9-11 is anti-battleship gun, 12"+ is anti-dreadnaught gun. Without DP, secondaries won't be able to get elevation to threaten deck/turret top. Planes existed in WWI, and by the 30's naval planes were common.
  20. AI didn't retreat, it just went beyond visual range. Retreat means to actually leave the battle area. The DD's are spotting for the capital ships, you ca't see them until you get about 7500m away, meanwhile they can see you at 9500+ depending on which hull, towers, and funnels you pick. Advice, in any mission, don't get "bearing struck", make some big swooping 180 degree turns whenever you switch targets and are taking the initial penalty to your big guns anyway. This helps keep the enemy force in sight and also will result in the AI bunching up and/or completely stopping. So in a BC you'd want to initially engage going the opposite bearing of the enemy, taking out the DD's to begin with, then after your pass, turn around and will be in a chase mode with the BB's.
  21. No, just no. Oh, I know, I'll get an 89mm gun instead of an 88mm. Has anyone even bothered to look at the performance "difference" between a 13.4", a 13" and a 14", or a 5.5" v a 5" or a 6"? Simply throw in the turret model options for flavour, and then let the powder and turret hardware choices to affect performance. More detailed does not mean more realistic, in fact quite often, the opposite. The Unity engine does not handle multiple computations at once well to begin with (KSP anyone?) and throwing in an infinite number of database entries to run algorithms, cross checks, and then display results will take the performance outside the ability of the engine platform to handle, much less PC's. How about the much simpler solution to allow one to rename a gun/turret, that way one still gets their 120mm turret without the engine caring it isn't actually a 5", but for all basic performance metrics, is...
  22. Sounds about right, Uboats with the 88mm (3-4") on the deck would take 30 or so hits to incapacitate/sink a merchie... Damage control parties in this game are über-elite. Putting out 6+ compartment fires AND 3 compartment flooding in 2-3 minutes... 🙄
  23. Currently use HE on everything stay at 8k+ range...
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