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Showing results for tags 'target manoeuvre'.
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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.
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- alpha 4
- gunnery accuracy modifier
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