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Showing results for tags 'fire control'.
Found 3 results
Uncanny Enemy Accuracy
Celticmarine10 posted a topic in General DiscussionsHey Everyone, I know its been brought up before but wanted to add my voice to the discussion on enemy fire control accuracy. Really enjoying this so far just more often then not feeling fed up with my own accuracy. Several times had turrets destroyed and ship flooding within the opening 10 seconds of the battle starting, and mostly running through levels feeling as if I'm wasting my time. I'm struggling to land shells even in the vicinity after 30 mins in battle while as I mentioned very often the first and second shots from the enemy fleet is straddling. I've tried to max out my accuracy as often as possible to no avail. Also I may be performing the real time tactics wrong but anytime running a fast class - TB or BC, weaving at 32 knots doesn't seem to be affecting the enemy ships at all. Shells just following easily. That naval academy mission TB vs BB was infuriating I tell ya. Took me about 10 tries but eventually 1 TB managed to paddle its way home. Currently stuck on BC vs BB - not every level has had what I said above but this one has. Goodness knows my how gunnery officers passed their eye exams.
Destroy a Full Fleet Scenario
VarangianGarde posted a topic in General DiscussionsWhy does this scenario start with the enemy having superior sight and range finding? It's a major disadvantage that seems to make the scenario unwinnable (aside from cheating by restarting until you get lucky enough to avoid major damage until you can bring your own guns to bear). The enemy fleet usually starts out somehow having sight of my fleet at ranges of greater than 15 km, and I'm never able to sight them until around 10 km. Most major fleet battles of the dreadnought era featured kills at greater than 10 km range. I love the concept here, but it just seems like the scenario parameters need improvement. I would suggest making a "Improved Fire Control" perk in the mission. If RADAR and Computer Assisted Fire Control were introduced as an option, that would be a significant improvement to allow BBs and BCs to make full use of their long range heavy guns. Further, you'd really see the difference between ships equipped with it and those not. Historically, WWII BBs would open fire at about 13 mi/20 km. Here's a non-exhaustive list: Battle of Surigao Strait: BB USS West Virginia RADAR picks up Japanese BB contacts at 38 km, opens fire with 16" guns at 20.8 km. (Confirmed hits) Battle off Samar Island: BB IJN Yamato makes visual contact with DDs and CVE, opens fire with 18" guns at 31 km (Intially ineffective, with later hits at closer range) Battle of Denmark Straits: BB HMS Prince of Wales and BC Hood sights BB Bismarck and CA Prinz Eugen at 27 km. BC Hood opens fire at 24 km (BB Prince of Wales scoring several hits as range closed) BB KMS Bismarck opens fire at 14 km, inflicting a catastrophic hit detonating BC Hood's magazine. Finally, if the scenario were more of Jutland style encounter: Battle of Dogger Bank: BC HMS Lion opens fire with 13.5" at 18 km (initially ineffective, though salvos calibrated to effective fire within 20 minutes) Battle of Jutland: BC SMS Lutzow opens fire with 12" at 14 km (very effective, with two British BCs destroyed within an hour) As you can see, long range gunnery was very much a thing by at least 1914. Considering the tech levels of this mission, I'd love to be able to bring my BB or BC guns to bear at a more realistic range. @Nick Thomadis @admin
Aim point and doubles
Magnum posted a topic in Current Feature Improvement SuggestionsIRL - a captain would have a mate or a midshipman or a lieutenant available to remind him "Sir, we have double shot loaded on the port side - that ship is out of range" That could be emulated easily by changing the aim point (the red aiming bar in firing view) from a single line to a double line when doubles are loaded on that side. It would help me.