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Post by tortugapower on Sept 18, 2019 19:17:23 GMT -6
I'm getting the event where a single shell destroys two turrets multiple times in a battle, and multiple battles in a war, and so on.
Based on a previous discussion on this forum, I think there were only one or two real-life examples of a single shell destroying two turrets. (I'd happily be enlightened if this is incorrect -- I admit that I don't know history at the same level as guys like OldPop).
Is anyone else experiencing these events frequently? Also, I'm still on patch 1.05 to finish my series, so please let me know if this has already been fixed in a subsequent patch.
If the situation is still the same as in 1.05, I recommend decreasing the frequency of this event, maybe by 2-5x.
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Post by mycophobia on Sept 18, 2019 19:57:53 GMT -6
I have not noticed any subsequent patch note reducing this frequency (I'm currently on 1.07), but I have not seen any 1 shot two turret in my current playthrough to the 1920s, except one instance of turret flash fire burning out two turrets. That's not to say that they are less frequent overall though, because I do believe others have brought it up.
Also this following a separate discussion on RTW Discord, it also seems very rare for destroyers or other small ship to lose multiple turret in one hit, when it could infact be quite likely to a lucky high caliber hit. So it might be worth adjusting as well.
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Post by felixg92 on Sept 18, 2019 20:59:57 GMT -6
Bismarck by Rodney. Probably the ur example. Knocked the rear plate off one turret (from the front) and jammec the second out of train and elevation.
Seydlitz at Dogger Bank. But it was also a flash fire.
Seem to remember some cruisers suffering the same fates, IJN paperclads with 3 turrets jammed together up front come to mind. Those USN Brooklyn Cl's look likely too.
Not as rare as magazine explosions. And sometimes temporary knock out only, turret just jammed.
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Post by xt6wagon on Sept 19, 2019 18:49:54 GMT -6
I would also note that turrets have soft bits inside. A turret might go out of action due to crew injuries even if there is no penetration of its armor. Other issues could include damage to other systems that are relatively delicate. Hydraulic buffers leaking will render a gun out of action, as will shell hoists getting jammed. Both the elevation and traverse systems are needed for accurate firing, making for even more opportunities to render a turret out of action.
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Post by stevethecat on Sept 19, 2019 23:51:27 GMT -6
I have also noticed this a lot recently, thought it was because I was doing a Britain campaign and it as part of the 'hidden flaws' modifier, a war against the US would typically see adjacent turrets getting destroyed 2 or 3 times a battle.
Turrets getting disabled also seems to have increased, 5 mins into a battle and some of my ships are down to only their secondary guns despite receiving no hits.
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Post by dorn on Sept 20, 2019 0:19:26 GMT -6
I am doing statistics of hits by heavy guns on B/BB/Bc. So far only about 500 hits, probability of turret hit is a little more than 20 %.
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Post by rimbecano on Sept 20, 2019 0:26:49 GMT -6
A turret might go out of action due to crew injuries even if there is no penetration of its armor. I'll note here that one mechanism for this to occur is that, even if it firmly rejects a shell, armor can still have little bits of metal get knocked off the back of the plate at significant speeds. Also, even if this effect (called spallation) doesn't occur, someone standing next to an impact point could be directly struck by the armor plate as it dents in. Furthermore, if a fire is started near a turret's source of ventilation, the crew could be forced to evacuate by smoke even if there is no damage at all to the turret or injury to the crew. I don't know how ventilation was typically arranged, though, so I don't know if this last bit was a significant hazard.
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