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Ouchtime

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Everything posted by Ouchtime

  1. I think torpedoes need a realism upgrade. Making a successful torpedo attack need just as much data as a gun attack. The game have accuracy for guns but not for torpedoes. We need the ships to build a torpedo solution before they launch and not magically have a 100% correct solution at all times. Torpedoes are NOT 100% accurate, even today. Torpedoes never go exactly where you tell them to go. Factors like guidance system inaccuracy, ocean currents, waves, etc always make torpedoes deviate from the aimpoint. We need the torpedoes to deviate from the set course. No more synchronized salvos at 20km. Torpedoes are NOT viable in heavy seas. Rough waves will cause torpedoes to get confused how deep they are and cause them to deviate from the set course. There is a good chance that the torpedo will run under the target if the waves are to high. Torpedoes should be disabled in rough seas. Torpedo detonators were quite unreliable in the early years. A torpedo needed to strike the target reasonably perpendicular to the target. When the impact angle approach a shallow angle the torpedo is more likely to glance off rather than detonate. We need a ricochet chance for torpedoes just like we have for shells. Torpedoes can't be launched all at once from a single launcher. They are launched in a ripple salvo. If you try to launch at the same time the torpedoes crash into each other even before they hit the water. We need 2+ launchers to ripple fire.
  2. It's not half salvos for me. On my ships only A turret fire some quite frequently, even when the ship is full broadside and the previous salvo was a full salvo
  3. I think the AI need to be much more aggressive at the start of battle. As it is now you quite often chase "smoke spotted" for 30 min ingame and then get end battle. The AI should NEVER run from anything that have not been SPOTTED at least once in the battle. We are talking about warship squadrons at a time of war here. If a navy run for home as soon as they see some smoke they have lost the war. Yes, I know that there are times where navy ships try to avoid contact but those times would not result in a battle and is not something that should be played out on the tactical map. So, here is how I would like the AI to behave in "Battle" missions: 1. Close with the enemy, or if there are scouting elements available send them. 2. If the enemy forces that ARE SPOTTED are judged to be to powerful then withdraw. You should be able to bait the enemy with a lighter force to draw the enemy to the big hitters of your fleet. Convoy: Attackers use "Battle" AI Defenders use "Battle" AI on the escorts and withdraw the transports.
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