|
Post by zardoz on Dec 16, 2017 11:51:42 GMT -6
Are there some hidden advantages for certain nations?
I have here some odd results but, of course, made no statistics ....
|
|
|
Post by Fredrik W on Dec 16, 2017 12:02:25 GMT -6
Are there some hidden advantages for certain nations? I have here some odd results but, of course, made no statistics .... Odd results like?
|
|
|
Post by zardoz on Dec 24, 2017 3:45:23 GMT -6
Now I have saved an example: 1 French CA shot more or less 2 CAs of mine to pieces whereas - I had central firing, the French 1 step less - I acted mainly with favorite winds - It was always 2 of mine against the single French CA - I had a total of 4 heavy guns against 8 but my were 11'' instead of the French 8'' - gunnery training active by me - night fighting training active by me After the 2nd CA received hits after hits without hitting something I broke and retreated Otherway I a have such results mainly against USA
|
|
|
Post by dimovski on Dec 24, 2017 4:01:04 GMT -6
Crew quality can affect battles significantly. Do have a look at that in the after-battle briefing, in case you have an autosave of the battle.
|
|
|
Post by hidraulicodasilva on Dec 24, 2017 10:55:03 GMT -6
4x11" CA with central firing can get in serious trouble if an 8x8" CA gets in range. Rate of fire means a lot and at this point in game those big guns better be paired with a mean secondary battery and a decent belt. Things then get pretty ugly for CAs and CLs trying to get a drop on you at closer range. Also multiple ships firing on a single target confuses spotters, so there's that too.
|
|
|
Post by Fredrik W on Dec 26, 2017 13:12:21 GMT -6
There are no combat die roll modifiers that give an advantage to the AI side. Both sides use exactly the same calculations.
|
|
|
Post by bramborough on Dec 26, 2017 16:50:22 GMT -6
My thought as I read. There is a negative hit chance modifier for "Under Fire" and also for "Own Ship Damaged". Or words to that effect. And for ROF, the ship which hits first will be the one which shifts from "Deliberate" (i.e., ranging shots) to "Rapid" fire first. So it can happen that the ship which first lands a couple of solid hits enjoys a "snowball effect" for the remainder of the engagement. The ship hitting first continues to hit hard/frequently, while the ship getting pummeled sees its fire effectiveness drop off or never really get established in the first place. Sometimes when this happens to me I'll pull out of range for a bit, trying to "reset" some of those modifiers and see if my ship(s) can do a bit better on the second go. Occasionally it works.
|
|
|
Post by bcoopactual on Dec 26, 2017 18:50:29 GMT -6
My thought as I read. There is a negative hit chance modifier for "Under Fire" and also for "Own Ship Damaged". Or words to that effect. And for ROF, the ship which hits first will be the one which shifts from "Deliberate" (i.e., ranging shots) to "Rapid" fire first. So it can happen that the ship which first lands a couple of solid hits enjoys a "snowball effect" for the remainder of the engagement. The ship hitting first continues to hit hard/frequently, while the ship getting pummeled sees its fire effectiveness drop off or never really get established in the first place. Sometimes when this happens to me I'll pull out of range for a bit, trying to "reset" some of those modifiers and see if my ship(s) can do a bit better on the second go. Occasionally it works. That's a good idea. I will watch and if I see one of my ships start to get hit on multiple turns I'll change the ship's course to try to screw up the fire control solution and force the enemy back into ranging fire. I realize that jacks up my fire solution as well but I assume that any negative modifier will go away shortly and the bad guy still needs to regain the range. It's somewhat dependent on the type of battle as well. Cruiser battles and raider interceptions tend to have a lot of chases and rapid course corrections anyway. It's the larger battles where I really have to pay attention to the enemy getting the range. Particularly because I turn off the "pause game on hits" options for larger battles.
|
|
|
Post by zardoz on Dec 27, 2017 2:19:29 GMT -6
Indeed, the sighting was bad and later it was night; the battle was fought on short distance, therefore.
My CAs had a focus to fight on distance with the 2 x 11'' armament and 12 x 4'' secondary battery for DD defence. I was pissed of because the French CAs had a belt of 2,5'' and I was not able to sink those tin cans with 11''guns and all soft factors on my side ....
|
|