Post by 12345rqs on May 21, 2022 7:17:23 GMT -6
Essential +50% base ROF
Gundata.dat (292 B) replace file in Data with this File. Backup original file.
Increased base Rate of Fire for all Guns by 50%.
Smooth +1/-1 Adjustments included. Small possible inconsistency with 2 in. guns due to 4/min gameplay limitation depending on scenario.
This mod fixes game balance and realism issues. Much gameplay testing and history reading was made.
This is essential mod highly recommended to anyone playing RTW 2 1.26.
Balance-wise Guns ROF and ACC should be more than this mod compared to torpedoes and aircraft.
Reasons: Both Realism and Balance.
*** Game models bad conditions for gunnery but according to the vanilla game there are always at least bad conditions for gunnery ROF.
*** Game has unrealistically low gun penetration.
*** Torpedoes dud rate is unrealistically low for early game. Check article on USA faulty torpedoes during WW2.
*** Aircraft is unrealistically overpowered early game. Note that early game is a relative term.
*** Playtesting this mod shown that 70-80% of ships are still sunk due to torpedoes and aircraft.
*** (Not sure on this, is not based on THOROUGHFUL observation) Gun accuracy seems to be not dependent on target size/tonnage but rather on target class. So there is same hit chance for 800 t DD and 1500 t DD
*** AI --- In night and low visibility battles Escorts should go first, to prevent Capital ship sinking.
A realism reading note: According to article X about Jutland accuracy was 1%. After reading that article please think and realize:
1. Jutland was not a typical battle it was a big cluttered mess with smoke everywhere.
2. Admiralty probably did not wanted to leak to press how ineffective are their guns vs german armor so they could count ricocheted shots that bounced off armor and falled near target producing splash as misses.
3. Again. It is hard to achieve as low as 1% hit rate in 1915-1918 in relatively short range engagement for pro gunner. 1% does not make sense. Note please that realistic gunnery on Seas is actually much simpler than on land. There is no height difference, targets are relatively of same size, navies had resources to train these gunners.
Recommendation for game developers future patches:
* Use this gunnery file.
* Increase accuracy for guns 1900-1905 20%, 1905-1910 15%, 1910-1915 10%. etc.
* (Not sure on this, is based on forum reading) Delete 4/min ROF limit
* (Not sure on this, is not based on thoroughful observation) Make accuracy more dependant on target size.
* Increase torpedo dud rate for early game torpedoes.
* Increase suppress rate of AA fire on everything except dive and medium bombers. Note: Historically dive bombers were better because torpedo bombers were easy to aim at while dive bombers attack pattern reduced effect of AA.
* Make escorts go first and capital not go first during night and bad visibility engagements.
* Increase sale prices of techs by approx. 100% or reduce chance of alliance partner selling tech to player.
* Add an event when a weaker nation is at war with player it can form an alliance with other nation similar as player can.
* Add an event where ally and enemy had a battle and more than 2 ships were sunk.
* Add diplomacy button similar to espionage with 2 simple things: attempt ally and attempt enemy. Slowly, slowly, slowly reduces/increases tension with 1 target nation for a small fee similar to espionage.
* For future patch regarding missile cruisers, add missile design option similar to Aurora 4x game. Just add sliders to balance missile hit rate range speed sea skimming- reduced CIWS chance, maybe ecm eccm, and warhead. Note that aforementioned game is not as good and complex as people who not played it often think because it suffers from various bugs time freezes incompetent AI and no comment UI but you should look at its missile design because it is simple and good.
How to replicate behaviours mentioned in this article:
Design fast DD with low tonnage and torpedoes and reasonable torpedo tech and use flotilla attack button. Bonus points for night and low visibility attacks.
Start designing CVL and Torpedo Bombers and building them as soon as possible.
Gundata.dat (292 B) replace file in Data with this File. Backup original file.
Increased base Rate of Fire for all Guns by 50%.
Smooth +1/-1 Adjustments included. Small possible inconsistency with 2 in. guns due to 4/min gameplay limitation depending on scenario.
This mod fixes game balance and realism issues. Much gameplay testing and history reading was made.
This is essential mod highly recommended to anyone playing RTW 2 1.26.
Balance-wise Guns ROF and ACC should be more than this mod compared to torpedoes and aircraft.
Reasons: Both Realism and Balance.
*** Game models bad conditions for gunnery but according to the vanilla game there are always at least bad conditions for gunnery ROF.
*** Game has unrealistically low gun penetration.
*** Torpedoes dud rate is unrealistically low for early game. Check article on USA faulty torpedoes during WW2.
*** Aircraft is unrealistically overpowered early game. Note that early game is a relative term.
*** Playtesting this mod shown that 70-80% of ships are still sunk due to torpedoes and aircraft.
*** (Not sure on this, is not based on THOROUGHFUL observation) Gun accuracy seems to be not dependent on target size/tonnage but rather on target class. So there is same hit chance for 800 t DD and 1500 t DD
*** AI --- In night and low visibility battles Escorts should go first, to prevent Capital ship sinking.
A realism reading note: According to article X about Jutland accuracy was 1%. After reading that article please think and realize:
1. Jutland was not a typical battle it was a big cluttered mess with smoke everywhere.
2. Admiralty probably did not wanted to leak to press how ineffective are their guns vs german armor so they could count ricocheted shots that bounced off armor and falled near target producing splash as misses.
3. Again. It is hard to achieve as low as 1% hit rate in 1915-1918 in relatively short range engagement for pro gunner. 1% does not make sense. Note please that realistic gunnery on Seas is actually much simpler than on land. There is no height difference, targets are relatively of same size, navies had resources to train these gunners.
Recommendation for game developers future patches:
* Use this gunnery file.
* Increase accuracy for guns 1900-1905 20%, 1905-1910 15%, 1910-1915 10%. etc.
* (Not sure on this, is based on forum reading) Delete 4/min ROF limit
* (Not sure on this, is not based on thoroughful observation) Make accuracy more dependant on target size.
* Increase torpedo dud rate for early game torpedoes.
* Increase suppress rate of AA fire on everything except dive and medium bombers. Note: Historically dive bombers were better because torpedo bombers were easy to aim at while dive bombers attack pattern reduced effect of AA.
* Make escorts go first and capital not go first during night and bad visibility engagements.
* Increase sale prices of techs by approx. 100% or reduce chance of alliance partner selling tech to player.
* Add an event when a weaker nation is at war with player it can form an alliance with other nation similar as player can.
* Add an event where ally and enemy had a battle and more than 2 ships were sunk.
* Add diplomacy button similar to espionage with 2 simple things: attempt ally and attempt enemy. Slowly, slowly, slowly reduces/increases tension with 1 target nation for a small fee similar to espionage.
* For future patch regarding missile cruisers, add missile design option similar to Aurora 4x game. Just add sliders to balance missile hit rate range speed sea skimming- reduced CIWS chance, maybe ecm eccm, and warhead. Note that aforementioned game is not as good and complex as people who not played it often think because it suffers from various bugs time freezes incompetent AI and no comment UI but you should look at its missile design because it is simple and good.
How to replicate behaviours mentioned in this article:
Design fast DD with low tonnage and torpedoes and reasonable torpedo tech and use flotilla attack button. Bonus points for night and low visibility attacks.
Start designing CVL and Torpedo Bombers and building them as soon as possible.