|
Post by joebob73 on Aug 22, 2016 22:04:21 GMT -6
I typically rebuild most of my ships, because it gives you so much more tonnage to work with. Having 4 more battleships than a potential opponent, even if they aren't the newest, is usually a deciding factor in a fleet engagement. And with the AI's tendency to make very slow(20-22 knot) BBs, even my older ships can usually escape battle if outmatched, thanks to my insistence on high(25+ knot) speed for capital ships.
|
|
|
Post by joebob73 on Aug 22, 2016 10:30:30 GMT -6
Both versions, bottom one with 13.5 inch guns (I don't have 13 inch guns in stock! D; Although I COULD have rescaled them...) This thing aint a cruiser! Its a bloody early dreadnought! D; She's basically an Alaska-class, built with WWI tech. Guns of a dreadnought, but armor and speed of a cruiser. And some added torpedo defense to avoid being one-hit-killed.
|
|
|
Post by joebob73 on Aug 21, 2016 22:45:47 GMT -6
True, more of a pocket battleship... So...Like an 8 meter rangefinder? Sounds about right. Although in real life the time period she was refit was right around when the USN was beginning to adopt radar for naval use. Would certainly explain the accuracy she displayed in battle
|
|
|
Post by joebob73 on Aug 21, 2016 22:35:34 GMT -6
Sure, go with the rangefinders. And I think the battle result came down to the enemy cruisers not being able to penetrate her armor at mid-long range, while her 13" guns had no issues penetrating their armor. Strange though! No cruiser ever had 10 inch proof armour! ;P Especially not deck wise! And how big would you like the rangfinders? 10 meters? (BB grade?) 8 meters? Probably slightly smaller than BB size. And this cruiser is really more of a pocket BB, but there isn't a classification for that ingame and I really didn't want them getting shoved into a battle squadron, so I had to class them as cruisers and then rebuild the main battery. 3" of deck armor is pretty much proof to any medium caliber gun, and even some heavy guns at the right ranges. 8" belt is enough to bounce the occasional 10" belt hit at plunging fire ranges anyways.
|
|
|
Post by joebob73 on Aug 21, 2016 22:06:12 GMT -6
The 13" setup was a special purpose design, because for some reason the AI was making cruisers with 9-10" belts. 10" guns can't reliably penetrate that at most combat ranges, so I went for the 13" rebuild. That also allowed the cruisers to be effective against enemy capital ships in fleet battles, where it was nice to have some extra guns firing. And when they ran into some AI cruisers with 12x10", they managed to win every time, thanks to the massive disparity in per-shell effectiveness. Huh, weird... *Shrugs* Volume of fire with good shells beat bigger guns every time in history... So, any details you'd like in the model? Rangefinders? Sure, go with the rangefinders. And I think the battle result came down to the enemy cruisers not being able to penetrate her armor at mid-long range, while her 13" guns had no issues penetrating their armor.
|
|
|
Post by joebob73 on Aug 21, 2016 21:51:12 GMT -6
Protip, lategame, 10 inch triples are better than double 13 inchers! ;P And yes, I can make both of those! ;D The 13" setup was a special purpose design, because for some reason the AI was making cruisers with 9-10" belts. 10" guns can't reliably penetrate that at most combat ranges, so I went for the 13" rebuild. That also allowed the cruisers to be effective against enemy capital ships in fleet battles, where it was nice to have some extra guns firing. And when they ran into some AI cruisers with 12x10", they managed to win every time, thanks to the massive disparity in per-shell effectiveness.
|
|
|
Post by joebob73 on Aug 21, 2016 20:13:00 GMT -6
MS do indeed scrap themselves after 8 years. Do a blank overhaul as soon as they're listed as obsolete, although I think I'm probably the only person who actually redesigns my MS several times. Before the update restricting MS to 24 knots, I would build 10-12 of them for killing AMCs and handling patrols/foreign station requirements. They were also highly effective at killing enemy destroyers, due to a 35 knot top speed and a heavy broadside of 5" guns. I would usually rebuild them 3-4 times in a game, because that was so much cheaper than building more.
|
|
|
Post by joebob73 on Aug 21, 2016 16:16:29 GMT -6
Would it be possible in realitiy that you can destroy - not disable ... destroy - on a distance of 9,600 y. a 15 inch turret with a 6 inch gun? I confess that I have not know anything about ballistcs, physic etc.. For me as a technical noob this sounds not only strange or bad luck but simple to be lousy programming .. not using a ballistic formual but simply a percentage with that every gun could destroy everything with a lucky dice roll. And is it possibloe that at the beginning of a battle the outcome is already dice rolled? I have here a lot of battles with one side hitting everything in one occasion and hitting nothing in the other one...... I learned this in a Football game where I thought I can influence the outcome with tatcis within a match but this was mere fantasy. IRL, it could happen. The shell could damage the guns themselves, because they are exposed. And it doesn't take much damage to make a gun unsafe to fire. Ingame, if the turret roof isn't thick enough, it could be destroyed that way.
|
|
|
Post by joebob73 on Aug 21, 2016 12:35:32 GMT -6
Could you do this ship? Pretty standard end-game cruiser design, except with triple 10" replaced with dual 13". Design as built.
|
|
|
Post by joebob73 on Aug 20, 2016 19:44:33 GMT -6
Night battles are the best. Built a pair of torpedo cruisers with 4x quad launchers per side, and 5/6 of the underwater tube locations. Got them as part of my force in a night engagement with an entire enemy fleet, visibility was approximately 1000 yards. 8 kills between the two cruisers, 5 of which were BB/BC. Torpedoes are so hilariously overpowered in captain's mode, because even with TDS level 4, you aren't likely to survive a full spread of 4 simultaneous torpedoes.
|
|
|
Post by joebob73 on Aug 18, 2016 13:42:45 GMT -6
Terribly sorry for the long wait! I hope that these are acceptable (please don't laugh). How do those tend to work in battle? I would think that the thin belt and incredibly thin turret armor would be an issue. Or does the very heavy armament tend to cripple enemy ships before you take any hits?
|
|
|
Post by joebob73 on Aug 17, 2016 22:16:07 GMT -6
The first British light cruiser fitted 6in guns and light cruisers and built very specifically for killing dd's and other light cruisers so I think that qualifys the 6in gun as being specialized into the anti destroyer gun Maybe ass a tech that removes the penalty for the 6in gun but no other gun ? Wait...I thought 6 inch guns were ALREADY anti-DD... In that case, yeah, 6 inch should be anti-DD. Basically every BB used 6 inches as secondaries in the dreadnought age for a reason (Fuso, Nagato, etc). Except for the entire USN, which universally used 5" secondaries on all ships, even CLs.
|
|
|
Post by joebob73 on Aug 17, 2016 13:38:56 GMT -6
Hm.... I had some weird bridge hits against me. One was with a 8inch secondary gun from an AI BC against a 14 or 15 inch armored bridge, destroying it. Do not know whether this is realistic but I know that was not amused because I alwasy heavily armor the bridge to avoid such things ... There are two kinds of hits, bridge hits and conning tower (CT) hits. CT armour protects against the latter but not the former. The reasoning is that only a small part of the command staff would be in the rather cramped CT, ad a bridge hit might incapacitate a lot of other command or signalling personnel, or even have splinters entering the CT through the vision slits (yes it happened). A penetrating CT hit is more damaging than a bridge hit. On the flipside of that, I've had a few conning tower hits from 16" guns on enemy BBs that were apparently deflected by the 10" armor on one of my CA's. Although my favorite is still a single one of my DDs completely immobilizing a 52k ton BB by landing 2 "salt water enters feed tanks' crits in a single round. With 5" guns.
|
|
|
Post by joebob73 on Aug 17, 2016 7:56:15 GMT -6
I understand it happening, but 7 times in one game? And on some ships, the uptakes had partial armor protection. There is a button, but if this is with reduced chances, I don't want to see how bad it would get with normal flash fire chance. I'd blow up half the enemy battle line before even identifying them. I play with normal flash chances, it's not bad at all. Some tips...Basically super good hits will make it happen more often, so stay as far away as possible! ;P And 7 times in a game, or in one battle? Its reasonable that out of the thousands of rounds fired, 7 hit the funnels... 7 hits in a row in one battle. In the space of 7 ingame minutes. The only 7 hits that ship took all battle. Most of these flash fires happen against Italy and Russia, who both seem to go incredibly thin on turret armor to fit MOAR GUNS.
|
|
|
Post by joebob73 on Aug 17, 2016 7:14:26 GMT -6
I find it reasonable that even small rounds can mess up funnels... And isn't there a button which reduced flash chance? I understand it happening, but 7 times in one game? And on some ships, the uptakes had partial armor protection. There is a button, but if this is with reduced chances, I don't want to see how bad it would get with normal flash fire chance. I'd blow up half the enemy battle line before even identifying them.
|
|