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VladimirYe

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Everything posted by VladimirYe

  1. Have been replaying those missions that relies heavily on the use of torpedoes. Noticed one thing. If you hand over the control of your fleet to AI or group sevral ships up as a flotilla it usually works pretty decent for gunnery-focused warships in regards of maneuver and positioning, I'll give it that. That's much less the case for torpedo-focus warship types though, such as TB, DD or CL. They still try to behave as a gunship and rush to the face of the enemy regardless of their current torpedo tube reload status. Also they just sail in small circles near the enemy around themselves after dropping off their torpedo payload, which looks pretty stupid. Is it possible to have an adaptive AI system that, depending on the how important torpedoes are on the current ship type, uses different behavior and methods of approach against enemy fleet? For example, when facing enemy capital ship in a flotilla, if total torpedo weight is above x% of the displacement, after dropping all torpedoes in one broadside, the flagships automatically turns back to the last place of the flotilla(like how flagship behaves after taking substantial damage), and when (control given to AI) all of the ships in the flotilla had their (single broadside) torpedoes dropped, the entire flotilla tries to disengage, wait for torpedo reload, then reengage in the same manner. In my opinion this is a more reasonable manner of behavior for those screen ships which feature torpedo as their main armament.
  2. As far as I can tell all weapon data seems very much precalculated database stuff rather than historical performance. Even with the same caliber different guns produced by different countries in different era with different barrel lengths will produce different results, yet currently these are all uniform. It shouldn't be much of a difficulty adding more gun caliber based on this assumption. But it's also no more than a novelty to do so. I'd honestly rather to see more cusomization for the torpedo system though. Currently it feels... underwhelming and lackluster compared to the gunnery system. Besides the damage which is still up for debate whether it is historical or not, you can't change much about the torpedo, like its explosive filler, its fuze type, its range vs. speed mode, or just a quick reload system for a rapid second successive salvo (like IJN did, adds weight and greatly adds detonation chance), etc. Torpedo was a pretty important weapon on surface ships up till naval aviation and more modern FCS showed up, so I think it deserves its love.
  3. Is it the case that deck armor does not covering the funnel/ bridge part (like sensible real life case), or is the HE penetration just too good? In that modern battleship mission I had a case of my super-heavy 18" gun shooting HE, and just one-shot an enemy battleship in the first salvo by a full penetration. From 16km away when enemy haven't even spotted me yet. Is this working as intended?
  4. As the title suggests, is it possible to add more historically accurate weapons that are currently not present in the game? For example, currently main armaments goes step up in integral number of inches, so naturally something of not-so-conventional desighes got missed out, even if you ignore some round-ups. Some notable examples are, British 4.5" guns for destroyer main armament and battleship secondaries (http://navweaps.com/Weapons/WNBR_45-45_mk1.php), Japanese 14cm (5.5") guns for light cruiser main armament and battleship secondaries (http://navweaps.com/Weapons/WNJAP_55-50_3ns.php), French 34cm (13.4") guns as battleship main armaments (http://navweaps.com/Weapons/WNFR_134-45_m1912.php), and Japanese 61cm (24") torpedoes (since currently in game the torpedo diameter only gets up to 22") (http://navweaps.com/Weapons/WTJAP_WWII.php#61_cm_(24")_Type_93_(1933)_Model_1%2C_Mod_1%2C_Mod_2_and_Mod_3). Also, since we already has a Yamato-class battleship hull(which can be considered as the ultimate battleship), is it possible to extend the timeline to late 1940s/ early 1950s to cover up some of the last conventional gun cruisers? Examples include British Tiger class light cruiser (https://en.wikipedia.org/wiki/Tiger-class_cruiser), and the Soviet Project 68K and 68bis cruisers(https://en.wikipedia.org/wiki/Chapayev-class_cruiser, https://en.wikipedia.org/wiki/Sverdlov-class_cruiser). Finally, just as how you choose what type of gunpowder/ explosive you want to use in your guns, is it viable to add a similar solution, but applied to torpedoes? Currently the torpedo in this game kinda feels underperforming and lacks customization (insert torpedo damage rant here), so I was expecting some changes, and this would be a nice addition. I would also suggest different fuse types for torpedoes, but I'll hold on to that one now. Thanks for reading!
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