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Post by Deleted on Jun 13, 2021 23:22:51 GMT -6
So, one of the problems people are experiencing is allied ships fire torpedoes into one another... A lot.
One temporary improvement would be option to restrict their firing to high speed settings only. As it appears to occur more often a problem at low speed setting, or its simply not manageable.
I'll also be using this thread to show some interesting torpedo issues.
Another idea, as the torpedo business is kind of getting out of hand, is to only enable friendly fire on manually launched torpedoes.
As it is... The torpedo friendly fire is not just exasperating, its a constant, almost battle by battle threat from your escorts.
To put into perspective how out of hand this situation is. I've actually lost an entire class (4 ships) of light cruisers to allied torpedo fire. A squadron of destroyers dumped a sea of torpedoes straight down the battle line, at almost point blank, scoring 8 hits, 2 on capital ships. You basically have to micro them, squadron by squadron, to eliminate the ever present threat, unless you keep a considerable distance away.
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Post by tornado1555 on Jun 14, 2021 1:19:20 GMT -6
I'll be looking forward to the other issues, if we're going to 1970, torpedoes working properly is essential. Imagine what would happen with wakehomers with the current AI logic, or more sensitive torpedoes! I certainly wouldn't see myself playing on RAdm or Admiral difficulty.
A possible improvement off the top of my head is that a torpedo wouldn't automatically be fired if it would cross a projected segment from an allied ship travelling X minutes (10 is a guess but maybe dependant on the torpedo's run time), and/or that torpedo firing would be prevented, except on manual launch, if a friendly ship in the way is giving the firing ship a range fouling penalty.
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Post by rimbecano on Jun 17, 2021 3:29:04 GMT -6
TBH, this probably has to do with adjustments made to deal with overeager "friendly ship in line of fire" inhibition on manual torpedo shots (as well as fairly frequent player complaints in the past about the friendly AI never firing torpedoes, ever).
From my experience, and the complaints people posted about blocked shots to the forum, about 90% of blocked torpedo shots were due to legitimate interference from friendly ships that was not immediately obvious to the player, and 10% were due to bizarre bugs (like a ship on a reciprocal bearing to what would actually block a shot causing a shot to be blocked). Relatively few, from what I can see, were due to overcautious safety margins causing a shot to be legitimately blocked that could have been safely fired. However, the devs seem to have reacted to the complaints that were made by reducing safety margins, which may well be the cause if the issue here. I think two features would help tremendously with balancing blocked shots vs. friendly fire and dealing with players unhappy with one or the other:
1) Make the safety margin against friendly fire a tunable option in the doctrine dialog, with a conservative default. That way, friendly fire should be rare on default settings, and players that want to cut things closer to get more firing opportunities can experiment to find a balance of missed opportunities vs. blue-on-blue that is acceptable to them.
2) This is where I get to sounding like a broken record: Please, please, please have the manual torpedo dialog show shot geometry information for blocked shots like it does for valid shots. That way, if a blocked shot looks questionable, it can be rigorously determined if it's a bug, or just a friendly ship fouling the range in a non-obvious way.
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Post by nimrod on Jun 20, 2021 19:55:14 GMT -6
TBH, this probably has to do with adjustments made to deal with overeager "friendly ship in line of fire" inhibition on manual torpedo shots (as well as fairly frequent player complaints in the past about the friendly AI never firing torpedoes, ever). From my experience, and the complaints people posted about blocked shots to the forum, about 90% of blocked torpedo shots were due to legitimate interference from friendly ships that was not immediately obvious to the player, and 10% were due to bizarre bugs (like a ship on a reciprocal bearing to what would actually block a shot causing a shot to be blocked). Relatively few, from what I can see, were due to overcautious safety margins causing a shot to be legitimately blocked that could have been safely fired. However, the devs seem to have reacted to the complaints that were made by reducing safety margins, which may well be the cause if the issue here. I think two features would help tremendously with balancing blocked shots vs. friendly fire and dealing with players unhappy with one or the other: 1) Make the safety margin against friendly fire a tunable option in the doctrine dialog, with a conservative default. That way, friendly fire should be rare on default settings, and players that want to cut things closer to get more firing opportunities can experiment to find a balance of missed opportunities vs. blue-on-blue that is acceptable to them. 2) This is where I get to sounding like a broken record: Please, please, please have the manual torpedo dialog show shot geometry information for blocked shots like it does for valid shots. That way, if a blocked shot looks questionable, it can be rigorously determined if it's a bug, or just a friendly ship fouling the range in a non-obvious way. Rimbecano,
I agree on both your suggestions.
What's your take on ships that can't target anything with torpedoes and or sometimes even guns? I run into the issue quite often, attached images are the most recent iteration of this. After several turns, I still can't target anything with anything, but the AI is targeting the guns against a DD... Playing 1.24.
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