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Post by kagami777 on Jun 30, 2022 16:43:20 GMT -6
Another thing, it occurred to me today as I was playing RTW2 that it would be a good idea for there to be an ability to change your ammo type during battle. I have had many time were I've been chasing an enemy battlecruiser at long rang with my fast Battleship late game but my ships are firing HE blurt I can pen their battlecrueiser at max range with AP. Which leaves me doing next to nothing the times I do hit. That's pretty typical. AP shells usually only account for a small % of the load out so you wouldn't want to waste them at long range where the chance of a hit is low. That is why the target type/shell type/range options are in the doctrines screen. What are you talking about? Generally speaking somewhere between 60-80% of my heavy loadout is AP.
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vark
New Member
Posts: 8
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Post by vark on Jun 30, 2022 21:01:50 GMT -6
I'm really, really looking forward to 《RTW: Age of Sails》 coming out in the near future Oh there is an age of sails coming out!!!!!! Have not been on the forum lately so missed this very exciting bit of news. it will go nicely with my copy of RTW III when I buy it in October. Which is way to long away for my liking but am fully prepared to wait.
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Post by JagdFlanker on Jul 1, 2022 4:03:05 GMT -6
if it helps, as far as ammo goes i'v always kept it simple:
=>8" 100% AP
<8" 100% HE
i'v been doing this since RtW1 and i'v never experienced any issues with it
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Post by Dew_It on Jul 1, 2022 5:01:26 GMT -6
Another thing, it occurred to me today as I was playing RTW2 that it would be a good idea for there to be an ability to change your ammo type during battle. I have had many time were I've been chasing an enemy battlecruiser at long rang with my fast Battleship late game but my ships are firing HE blurt I can pen their battlecruiser at max range with AP. Which leaves me doing next to nothing the times I do hit. This is so very true! Another thing, has anyone else had their guns stop shooting because they were out of the ammo set for that range? I have, its one of the most annoying things!
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Post by Dew_It on Jul 1, 2022 5:21:07 GMT -6
if it helps, as far as ammo goes i'v always kept it simple: =>8" 100% AP <8" 100% HE i'v been doing this since RtW1 and i'v never experienced any issues with it That would possibly work but I can see that there would be benefits to having HE for big guns because whilst it might not do much towards sinking the ship at long range where you cannot penetrate the enemy with AP and sink the ship, it will increase the likelihood of making the ship combat ineffective. But if at long range, if I can penetrate the enemy ships belt I want to shoot AP so I can actually sink their ship with flooding instead of just setting the ships on fire and maybe get lucky by knocking out machinery with HE. And from experience AP works better for sinking ships at long range, but only when I can pen them. Another possibility would be, along with being able to change shell types in battle, make it to where in you're doctrine tab you can set what shell you shell type you want to shoot with for each individual gun caliber. As a side note what about making it to where you get you're gun types like how you get new aircraft types?
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Post by hawkeye on Jul 1, 2022 7:29:22 GMT -6
Another thing, it occurred to me today as I was playing RTW2 that it would be a good idea for there to be an ability to change your ammo type during battle. I have had many time were I've been chasing an enemy battlecruiser at long rang with my fast Battleship late game but my ships are firing HE blurt I can pen their battlecrueiser at max range with AP. Which leaves me doing next to nothing the times I do hit. That's pretty typical. AP shells usually only account for a small % of the load out so you wouldn't want to waste them at long range where the chance of a hit is low. That is why the target type/shell type/range options are in the doctrines screen. I have to agree with @dew_It on this one. Yes, I can set the ammo-usage vs. different targets and ranges, but the game lumps B, BB and BC all together into one category. Would be nice to have different categories for them, like we have for CA and CL.
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Post by cwemyss on Jul 1, 2022 9:53:53 GMT -6
As a side note what about making it to where you get you're gun types like how you get new aircraft types? I think this would make a lot of sense.... you've got BuAer doing planes, BuOrd should be designing guns/mounts, then those are available for use on ships, either for refit or new designs.
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Post by wlbjork on Jul 1, 2022 13:07:17 GMT -6
As a side note what about making it to where you get you're gun types like how you get new aircraft types? I think this would make a lot of sense.... you've got BuAer doing planes, BuOrd should be designing guns/mounts, then those are available for use on ships, either for refit or new designs. I wouldn't expect anything to change before RtW4 on that front - that will require a major change to how guns are handled rather than the current (for RtW3) system of -2/-1/0/+1
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Post by Dew_It on Jul 1, 2022 19:42:04 GMT -6
I think this would make a lot of sense.... you've got BuAer doing planes, BuOrd should be designing guns/mounts, then those are available for use on ships, either for refit or new designs. I wouldn't expect anything to change before RtW4 on that front - that will require a major change to how guns are handled rather than the current (for RtW3) system of -2/-1/0/+1 I was by no means placing a big deal of importance on that I was just throwing the idea out there for consideration.
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Post by benjamin1992perry on Jul 4, 2022 15:41:46 GMT -6
Idea for something that would be nice, the ability to assign tiers to the fleets and ship designs so that as ships go out of date and new ships are built we can automatically move ships where we want them and phase out the old ships.
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Post by garrisonchisholm on Jul 13, 2022 8:34:49 GMT -6
Idea for something that would be nice, the ability to assign tiers to the fleets and ship designs so that as ships go out of date and new ships are built we can automatically move ships where we want them and phase out the old ships. Mm, automating the colonial cruiser shuffle. Though useful I rather expect that that would settle towards the bottom of the post-release list, as it is useful but there's quite a few things that I think Fredrik would see as more critical.
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Post by director on Jul 14, 2022 3:27:01 GMT -6
I'd support investing in colonial points to satisfy patrols and such, without having to actually build and shuffle the ships about. The investment would cover forts, docks, fueling facilities as well as colonial gunboats. Players could move 'real' warships into the area, and that tonnage would count to satisfy colonial support, but in peacetime you wouldn't have to.
Almost all of the British and French colonial service demands were filled by ships that were either very old, very small or both - they were not really of any use in wartime.
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Post by maxnacemit on Jul 14, 2022 7:45:44 GMT -6
I'd support investing in colonial points to satisfy patrols and such, without having to actually build and shuffle the ships about. The investment would cover forts, docks, fueling facilities as well as colonial gunboats. Players could move 'real' warships into the area, and that tonnage would count to satisfy colonial support, but in peacetime you wouldn't have to. Almost all of the British and French colonial service demands were filled by ships that were either very old, very small or both - they were not really of any use in wartime. Well, tbf, you aren't sending your prime warships to colonial stations. A 20-year-old cruiser is another matter...
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Post by benjamin1992perry on Jul 14, 2022 10:31:24 GMT -6
Thought of a couple nice to have although it would further complicate things the ability to built your auxileries such as coaliers, oilers to extend your reach into areas you don't have good basing and the ability to instruct your forces to focus on the enemy fleet's logistics.
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Post by thomasmacmoragh on Jul 14, 2022 10:34:36 GMT -6
Thought of a couple nice to have although it would further complicate things the ability to built your auxileries such as coaliers, oilers to extend your reach into areas you don't have good basing and the ability to instruct your forces to focus on the enemy fleet's logistics. would have to be oilers, As the Russians learned with the 2nd Pacific squadron coaling at sea does not work vary well, now if you can find a bay on some unclaimed island some where, you could coal there quit easily
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