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Post by retsof on Mar 29, 2020 1:11:10 GMT -6
I've noticed that the enemy seems to often have a noticeably higher hit rate than my forces. Is there something I'm missing aside from using my best director and staying downwind?
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Post by wknehring on Mar 29, 2020 2:06:32 GMT -6
I've noticed that the enemy seems to often have a noticeably higher hit rate than my forces. Is there something I'm missing aside from using my best director and staying downwind?
You use your doctrine-menue? (that´s no joke- yesterday it happened the first time to me and I have played RTW 1+2 for nearly 4 years on a dayly base)
In addition:
Your crew experience plays a big role- elite crews shred anything they can get into their gun range (I tend to have key role ships still in AF to have a few good crews- and if your leader wants a shoting competition- use it!)
Often switching your course is poison for gun accuracy- I tend to have slightly changes once the battlelines clash, except I have to run, than it´s better to run and let your DDs (and maybe your BCs) do the dirty job of delaying The weather plays a big role- light rain I don´t like- your CVs are out of play and your visibility range drops and so your accuracy. All others tend to result in point blank knife fights before radars are invented Your ship design plays a role- in case your guns are to big for your ship´s tonnage your RoF and your accuracy drop (normaly you notice that with early designs like light Bs with 13" guns are not adviceable, 12" CA should have about 12000ts) or too many main guns effect the accuracy too (often noticed with DDs and CL- but you get notes in the check design window) And than there is a doomloop in your case- you both shot, your enemy hits and your accuracy and RoF gets infected, your enemies not if you don´t hit.
Use your immunity range if you know your enemy helps to reduce critical hits and you can shorten the distance to your enemy- but this is hard to manage in the frey.
Otherwise, using wind advantage is the right way, at least you have improved directors or laters, than wind doesn´t effect too much anymore.
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Post by jwsmith26 on Mar 29, 2020 10:56:51 GMT -6
Good advice wknehring . retsof , you can find information about the various equipment. environment and tactical features that are affecting your hit chance and rate of fire on each ship's detail screen. In the section labeled "Main guns" you can open a report on these by clicking on the "Details" buttons located there. However, note that only the elements actually impacting your gunfire in that particular turn are listed. There are many more factors that can affect hit rate and RoF than are typically listed in any one turn, so it helps to check these occasionally in different situations to get a sense of all the different things that might be hurting your gunfire.
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Post by retsof on Mar 29, 2020 12:25:55 GMT -6
thanks guys, I'll look into those.
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Post by xt6wagon on Mar 30, 2020 22:05:38 GMT -6
accuracy is largely down to playing the odds, so numbers of guns is important. Range of guns also matters, so a gun that is shooting at 5K yards with a max range of 10K is going to be worse than one with a max range of 15k. You also lower the accuracy of whatever you shoot at, and whatever you hit. B and AC with 4 main guns just can't hit things at range, and 2 main gun ships? well those are 2 very nice decorations.
For this reason all of my ships tend to end up with a huge number of 6" secondary because they seem to be a sweet spot of weight per gun, ROF, range, etc. Its somewhat absurd that till the dreadnought era the huge main guns are largely useless because low ROF, low numbers of barrels, and low ranges in battle. So just start smashing up other ships with the 6" and finishing them off with the big guns at knife range. Then better firecontrol, guns, and turrets make them about equal in the dreadnought era. Radar era, well... main guns for shooting ships, secondaries for shooting planes.
Also think about using single turrets for secondary and tertiary as while they aren't as good in calm waters early game, they are useful all the time and a 20% ROF reduction is better than a 100% ROF reduction because rough seas.
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Post by director on Apr 3, 2020 9:46:58 GMT -6
I have noticed that the enemy will sometimes get more hits early in the action but that my forces over time get more and more until I'm dominating the exchange. My primary research focus is always on fire control, so I usually have as good or better, and I tend to keep my best ships 'in shape' with good or elite crews. I also train, for gunnery and torpedo work.
In real life this would be due to whether a force used coincidence or stereoscopic rangefinders. Since we are not given that choice in-game, I dunno.
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