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Post by axe99 on Jul 27, 2016 18:25:36 GMT -6
I tend to run with 150 rounds as a general rule, as that way when refits push it down a bit, there's still plenty for a decent engagement. That said, I tend to go for fewer, bigger ships, with larger guns and decent armour, so relatively more ammo makes sense in that context. I can't speak for the RtW time period specifically, but I've been putting some stats together in relation to WW2 warships, and by the look of it, 100 rounds is more-or-less the average for the big guns (although there seems to be a bit of ammunition storage inflation over time, at least for US guns - the higher capacities tended to be for later vessels, like the Alaska (166) and Iowa (130) and the lower capacities for earlier vessels.
In game, I haven't found the AI runs out too early, as they tend to go with more, smaller vessels (at least until the 1920s).
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Post by marcussmythe on Jul 27, 2016 19:07:23 GMT -6
I usually run 100-120, and have only run out on rare occasion. Ill up-ammo a bit early on, due to a combination of accuracy and penetration issues, and to give easily dropped weight for refitting... but by late era I dont think id -need- more than 80 rounds or so... 16" plunging fire is very destructive, and elite, gunnery trained ships with all of the fire control technology can be dangerously accurate out to their sighting limit.
As for having ammunition for a longer fight... Generally by the time my ships are running low on ammo, ive taken enough damage that id rather they be in port than trading shots with a fresh enemy second divison.
Ultimately, if it were not for the AIs compulsive need to fire eternally at parked, burning, five-times-torpedoed hulks whit all their turrets knocked out, i dont think ammo would be a thing at all.
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Post by bcoopactual on Jul 27, 2016 19:47:09 GMT -6
I usually run 100-120, and have only run out on rare occasion. Ill up-ammo a bit early on, due to a combination of accuracy and penetration issues, and to give easily dropped weight for refitting... but by late era I dont think id -need- more than 80 rounds or so... 16" plunging fire is very destructive, and elite, gunnery trained ships with all of the fire control technology can be dangerously accurate out to their sighting limit. As for having ammunition for a longer fight... Generally by the time my ships are running low on ammo, ive taken enough damage that id rather they be in port than trading shots with a fresh enemy second divison. Ultimately, if it were not for the AIs compulsive need to fire eternally at parked, burning, five-times-torpedoed hulks whit all their turrets knocked out, i dont think ammo would be a thing at all. I agree that this is an early time period issue not a middle or late game issue. I should have been more specific when I brought it up. The last isn't really any different than what happened to the Bismarck is it?
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Post by marcussmythe on Jul 27, 2016 23:08:48 GMT -6
It doesnt bother me when its rearranging the rubble on the only enemy ship at sea. Its when there are a few other BBs on the loose... and I know that its not unrealisitic... Happened a lot. Ooohhhh... Question... Ships that are on fire... Can they be spotted further away at night? If not, can we make it so?
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Post by JagdFlanker on Jul 28, 2016 4:26:05 GMT -6
interesting to read how everybody goes with 100-150 rounds for main batteries while i never go below the max 250 for all the ships i build in every game i'v played. my philosophy is i'd rather have too much ammo than not enough, and in the very rare occasion that i do run out of ammo it was always worth it
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Post by bcoopactual on Jul 28, 2016 7:29:31 GMT -6
It doesnt bother me when its rearranging the rubble on the only enemy ship at sea. Its when there are a few other BBs on the loose... and I know that its not unrealisitic... Happened a lot. Ooohhhh... Question... Ships that are on fire... Can they be spotted further away at night? If not, can we make it so? I've read that they are easier to spot. I can't remember if it was @fredrik posting it on the forum or if I read it in the manual or where I saw it to quote it for you though. Sorry. interesting to read how everybody goes with 100-150 rounds for main batteries while i never go below the max 250 for all the ships i build in every game i'v played. my philosophy is i'd rather have too much ammo than not enough, and in the very rare occasion that i do run out of ammo it was always worth it Wow, that's not a huge weight penalty for your designs? Although I agree, it's better to carry too much than not enough. As long as it doesn't start making something go wrong with my bloody ships to paraphrase Admiral Beatty.
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Post by tortugapower on Jul 28, 2016 15:30:09 GMT -6
Okay, knowing that AI ships are ammo-restricted, I plan to monitor if I can take advantage of this in a battle (i.e. is this having an impact on the game). If so, then yeah it should be addressed. As for the historical numbers and tweaking the game mechanics -- could it be that the numbers and ROF are roughly correct, but that the engagement mechanics in game vs. reality are different? Maybe withdrawing from combat was easier in real life, so when a ship took too many hits they left before expending ammo, and so were unlikely to use it all? Or, maybe we are playing on Captain or Rear Admiral mode and simply about to line up shots easier than would happen in real life? So many interconnected pieces Ooohhhh... Question... Ships that are on fire... Can they be spotted further away at night? If not, can we make it so? Yep, this is already in-game.
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Post by JagdFlanker on Jul 28, 2016 18:02:02 GMT -6
interesting to read how everybody goes with 100-150 rounds for main batteries while i never go below the max 250 for all the ships i build in every game i'v played. my philosophy is i'd rather have too much ammo than not enough, and in the very rare occasion that i do run out of ammo it was always worth it Wow, that's not a huge weight penalty for your designs? Although I agree, it's better to carry too much than not enough. As long as it doesn't start making something go wrong with my bloody ships to paraphrase Admiral Beatty. penalty likely is huge, but it's all part of the deal in my books - a warship is nothing but a shell delivery system so i start with max ammo and work my way out from there also early game when i get free ships from a defeated enemy the first thing i do is put the secondary armour down from 6" to 2" and jack the ammo up from 90 to 200+
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Post by flyingtoaster on Aug 1, 2016 15:13:29 GMT -6
I tend to put at least 200 rounds on all guns, if it's at all possible. DDs and CLs get 250 rounds as standard. I'm thinking that it might be limiting my ships a bit, but they still frequently use half their ammo. Do ships fire faster when they have lots of ammo left?
Another aspect that could be interesting to add in is barrel life. I believe most larger guns had a barrel life of 200-300 rounds, after which they needed to be relined or otherwise repaired.
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Post by Fredrik W on Aug 1, 2016 15:33:29 GMT -6
I tend to put at least 200 rounds on all guns, if it's at all possible. DDs and CLs get 250 rounds as standard. I'm thinking that it might be limiting my ships a bit, but they still frequently use half their ammo. Do ships fire faster when they have lots of ammo left? No, it's the other way around, they will fire slower when they are running low on ammo, especially on low priority targets. Another aspect that could be interesting to add in is barrel life. I believe most larger guns had a barrel life of 200-300 rounds, after which they needed to be relined or otherwise repaired. Things like that are included in the maintenance cost.
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