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Showing results for tags 'guns'.
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Ok look at this picture. You see the AA guns on top of the turret. I think this will be pretty good to have in the game especially if Aircraft Carriers become a thing. I think the way it should be is guns from 2inch to 3inch and should be able to be placed on top of turrets from 6inch all the way up to 20inch. The amount of turrets the can be placed on the the larger one depends on how big it is. Suppose you have a 20inch gun then you can place three or four 2inch guns on top and if you a 15inch or 16inch gun you can place two 2inch guns. With this you can add a lot more guns with out clutteri
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If this doesn't make sense allow me: the Scharnhorst class had 3x11in gun turrets. These were planned to be replaced with the 2x15in gun turrets which would be used on Bismark and Tirpitz. Same turret ring size. Try doing this ingame. Yeah... why this is a necesary alteration should be self explanatory. So turrets should go Barbette ring>gun caliber>barrel number. Too many barrels in too small a turret? Accuracy and RoF penalties. Length of the guns should also be taken into consideration, not just the bore diameter.
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NOTE: table is only current as of 5/30/2020 NOTE: If you find an error please let me know. Also, if you are looking for a specific ship try using ctrl-F. UA:AOS Stock ship loadouts and Gun stats: Stock ship loadouts: 1st Rate Santisima Trinidad-class (144 gun): Crew: 900 Top gun deck: 40 X 9lber Upper Middle: 36 X 12lber Lower Middle: 34 X 24lber Bottom: 34 X Long 32lber Max Speed: 7.6 Acceleration: 6.8 Turn: 3.1
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Notes: If Anyone has any suggestions please reply to this topic, I'm interested to see what weapons the community will dig up that I couldn't find If anyone wants me to go into more detail about anything i happily will. General: -Have multiple styles of guns for each calibre, possibly with different stats like turret rotations and price and visuals. -For nations like Germany and Britain who switch their turret style above 16 inch guns enlarge the 16 inch gun models to serve as 17 and 18 inch turrets - Allow us to use destroyer guns as secondary guns on larger ship
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Whilst building a battleship that should work with cross-deck firing of two side guns, I noticed that this causes a huge starboard or port side offset. IMO the guns as placed in the example below should never have a significant offset as currently defined by the game. The are both well balanced/placed and the weight offset should be well compensated. If cross-deck firing is supposed to cause general ship platform instability, maybe this could be communicated differently? Now I have the impression the game regards this as having a lot of weight only on the Port or Starboard side.
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Considering that we only have a fixed amount of limited choices for (larger) caliber guns and all turrets of a specified caliber have the same size. Would it perhaps be possible to have a system in the main gun section that ties the specific turret together with a matching barbette? Atm we only have a couple of barbette choices, which esthetically do not match with certain calibers very well. I feel that in most cases just resizing the barbette designs already in the game would work well to quickly implement such a chance.
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Hello everyone! The other day I purchased the limited addition of Ultimate admiral dread knots and to be honest its been a huge blast building and playing battleships that never really left plans drawn up by the powers of WW2 such as the Montana class and the Japanese A-150 class of battleships. After playing for a reasonable amount of time now I feel there is something that the Royal Navy needs in game and that's pretty much the topic of what i'm going to discuss here (if you didn't catch the title XD). Firstly I must say that it would be an absolute d
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Warships in the age of sail are nothing more than gun platforms. ( let's exclude trader vessels for the moment being ). They were designed with usage of certain guns in mind. So the framing, planking and woods to be used all were focused on being able to transport into battle a certain set of guns. My proposal is this: - tie the structural strength of the ship - mainly the woods used can reflect this - with the size of the guns than can be equipped. For example, a USS Constitution built of Live Oak and Oak would be able to carry the heaviest guns for her - the 24's and the
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С удивлением обнаружил, что в игре 18ф ядро, которое летит медленно(выпущено из средней пушки) наносит больше урона, чем ядро, которое летит быстро(и имеет большую кинетическую энергию). Где логика? Такое ощущение что баланс натягивали на глобус, когда превосходство длинных пушек не смогли нивелировать ускоренной перезарядкой средних. Предложение: Разделить максимальный калибр средних и длинных пушек так-же, как сейчас сделано для пушек и каронад. И сделать адекватным урон длинных пушек по сравнению со средними. Наверно ещё пробитие придётся добавить длинным. К примеру будет максимальн
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On the PVE server access to repairs and rum are really scares. Very few ports drop repairs and rum while guns are accessible in every port. This does not make much sense since guns is not something you need to supplement once your ship is outfitted. So if your are about to venture far away from your home port and consider taking som prizes or sink som NPCs on your journey, you will have to be sure to stock up with plenty of repairs and rum since you will not be able to buy them in any port on your way. Suggestion: Limit gun availability to the home port of your nation or a few ports
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Since a couple of days the "1" key apparently does not work anymore in battle. Outside battle mode the "1" key works just fine. Also different keyboards do not fix the issue. This means: I cannot switch load for the "1" broadside. For the rest of the guns I cannot switch back to balls (key "1") once I used other ammunition. In repair mode I cannot use hull repairs (key "1"). Obviously, this creates a massive handicap in battle. Has anybody experienced similar problems?
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Currently putting 6 guns of different caliber in their slots is quite tiresome experience, so is keeping guns of 8 different sizes in a warehouse. It would be great to have an option of crafting just a ship, or a ship already equipped with guns. If you craft with guns, a ship could have a preset build (longs, carros or meds) already filled in.
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Hey everybody! I brought my Sharps Carbine to the range yesterday, and recorded some shooting! I thought perhaps some of the folks on this forum might enjoy taking a look at the ubiquitous UG:CW cavalry/skirmishing rifle. Enjoy! PS: I'm not a great shot... Part 1: The Sharps, and engaging our friends, the enemy (Confederate plastic bottles) Part 2: Close up shot of the barrel firing Part 3: More about the Sharps, and shooting generally. Trouble shooting new ammunition loads. Part 4: Counterattacking Bottle's Brigade, ANV
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Are there maximum range differences between guns of different calibre e.g. a 4 pound long cannon versus a 9 pound long cannon? Also, can i find information anywhere on how much crew a specific gun needs? Thanks in advance.
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Ahoy, Here is a link to my Gun Guide. I do my best to keep it up to date and continually updated with correct information. Hope it can help some of you somewhat. Fair winds!
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Gentlemen, Our ships are overgunned compared to the historical loadouts the captains of the time used. Currently, the game uses the “if it fits, it sits” mentality in regards to armaments. However, the captains of time certainly did not. Take captain Hull for example. First thing he did was to get rid of long 18-pounder battery on USS Constitution as soon as there was a lighter carronade replacement available. Why did he and other captains of the time generally used lighter armaments that were technically possible on their ships? Answers I found could be summarized as follows: Less crew – O
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I've started to time the reload of the guns in the game. Anyone can view the chart published as a website by Google drive: Maybe some of you would like to participate in completing the chart? You need a Google account to ask for editing access HERE.