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Showing results for tags 'gunnery accuracy modifier'.
EDIT of 23/06/20: Not going to continue with this specific thread, or any future ones I had in mind. You can read my last post for more detailed explanation. ================================================================ I'm wondering if any of you like the idea of making several of these threads as it seems to me it's potentially a good way of drawing together our very wide experience, knowledge and talents and present them to the devs in formats that are relatively specific and focussed. I do appreciate I'm asking you all to post things you very possibly have done previously, but I hope we'll end up with a comprehensive set of thoughts on each big topic area. I'm happy to run with a few of these and monitor/update as we go. I might ask if I can get this put as a sticky, and possibly even see if I can get some better form of editorial control within this (and other) threads if the idea gains sufficient support to make it worthwhile. ============================================================ Hi all, I thought it might be helpful to take stock of the GUNNERY MODEL as it stands, especially now that we're able to see EXACTLY the ENEMY ships' tech, guns, gunnery statistics through a battle, and all their real time gunnery modifiers. With that in mind, could I ask you use the following HEADINGS format within posts. I realise not everyone will want to/care to follow it, but at least for those who do I'll provide some common format. If you wish to discuss someone else's post, please make sure you continue to caption your own contribution with the "GUNNERY FACTOR" and/or quote the other post to achieve the same thing. GUNNERY FACTOR - post with clear heading/statement of the specific gunnery model question/issue you are raising. Where the issue is a specific factor included on screen, please "USE EXACTLY THAT term" within quotation marks. Doing so will allow me to sort/update relevant contributions as we go. EXAMPLE(S) - provide screen shots to illustrate. Not at all seeking to teach anyone to suck eggs (despite my professional background I am surprisingly lousy with these things, LOL), but I tend to do the following: I pause the game and use the mouse to bring up any relevant info if it's necessary to get a tooltip to display, or I want real-time gunnery factors on screen. I sometimes make a few different images if I can't get all the info in the one (I might need more than one tooltip, for example), or am doing a "before/after" demonstration. I use the built in snip via Left WIN + SHIFT + S as it cuts down on image size and makes me focus on what's important in the image. I also like it because if I select it immediately I can then CNTL + S to save the image and I use those save names to describe what's in it/why I'm saving it. I mention it solely as a tip for anyone interested, but I'm sure most of you are way ahead of me (and I don't like image hosting sites but perhaps I ought to get over that). DISCUSSION - give the meat as to why you've raised the specific GUNNERY FACTOR, such as what you see as an issue with it, whether you think it's a good factor yet less than ideally implemented, or a poor one (obviously explain why) and would be better off being removed (and possibly replaced with another to achieve the intended result in a better fashion). SUGGESTION - make a suggestion as to how to address the issue you're raising. As mentioned in the intro, if enough people think this sort of thread might help bring feedback/experience together I'll make some others, so this is something of a trial run. Cheers
Saw a discussion on the "target high speed" gunnery modifiers, so thought I'd bring this one up as well. I've noticed that the "target manoeuvre" modifier appears to be slaved directly to their rudder setting. I say this because an enemy ship doing 1.5 knots can apply the same penalty to hit it as one doing 20 knots. I think that's.....dubious to say the least. Variations in course are most significant the higher the speed as that leads to a greater difference between where a ship was expected to be (gunnery solution) and thus where the shells are intended to land vs. where the ship in fact is when those shells arrive. Even full rudder applied at 2 knots isn't likely to make much difference as the practicalities of gunnery mean shells effectively are raining down in the 'target area', and you're not going to alter significantly that gunnery solution target area no matter what you do at that speed. While it's true you get very large bonuses for shooting at slow speed targets (up to 70% I think), I don't see why putting the rudder over ought potentially apply a significant penalty independently of movement. If it DOES do that, the ultimate case would be that a stationary ship can offset the bonus given to anything shooting at it simply by putting its rudder hard over......and making no difference as it's going nowhere. I'd suggest the potential "target manoeuvre " penalty needs also to be tied in some way to the target's speed. By all means others should look and see if I'm correct.