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Up to 48 firing every 5 seconds. You could remove some of those guns or turn secondaries off during battle to let the recoil dissipate.
When the game was on EA, fanboys/cheeearleders could have a explanation.
Devs changed the status to full release (to justify a price hike), but are still issuing untested code in live channel.
-200% Gun recoil a bug? Maybe. But OP also has a ♥♥♥♥ load of firepower on a very small hull with a relatively small armor belt. Given how much an Iowa recoils, a ship 7 times the size, that Shengbo has a massive gun recoil accuracy debuff for a short period isnt surprising.
What OP hasnt discussed is how long the recoil lasts, nor the results of reducing the broadside has on the recoil.
My expectation is that when the 10in guns fire, recoil will spike, mucking with the accuracy of the 5in guns. The pure quantity of 5in guns will slow the recoil reduction through pure volume of fire. And continued fire of the 10in guns may add to the total recoil.
I am also curious if this primarily occurs in broadside or is also an issue firing fore or aft.
I am having the same issue and it seems more recent. I have a destroyer with 7 2.9" guns on it, but only 5 can fire in a broadside and I am now getting 149% recoil which makes the ship unable to hit targets even when it is only 200 m away. I hardly think 5 2.9" guns firing on a 900 ton destroy should cause that level of recoil. Further the issue is even more frustrating because the game provides no information about this penalty anywhere in the ship designer. If I could get an estimate on the amount of recoil the hull could sustain I would be okay with such a high accuracy penalty. However no such information is provided and as such I have no way of knowing if I have over gunned the ship and now it cannot accurately hit anything because of recoil. I dont disagree that it should factor into accuracy but it seems to have recently (1.1.6 or 1.1.5) become much higher than it was.
Take a note of when your big guns fire the recoil might be massive just after firing and then lower before the next shot. This might be so massive, that shots fired by secondary might not hit during the first half of the reload but then increase their chance to hit once the recoil has dispersed.
Ok, done some testing. I have two DDs, the same hull. One is my mine/de-miner with a single 2x torp launcher and a single 5" cannon. The other DD with four 5" cannons and a single 1x torp launcher.
The DD with the 4 cannons has massive recoil. 300%+ when compared to my other at about 35%. The recoil of the single cannon never gets higher or lower then that between shots. I stopped firing the 4 cannons and waited 10 game min to go from 170% to 140%(I only started counting after thinking about it.)
I'm still in the early game and there might be upgrades that lower it, but waiting anything longer then a min for recoil to disperse is crazy.
i think its the kick back when firing, making the ship swing / rock. (less accuracy for continues shooting)
mount enough, but not excess gun should reduce ur accuracy debuff.
early 1890 campaign, its best if u just use 2x3 or 2x2 main gun with casemate gun + few pairs of secondary turret. leave low caliber flame thrower job to CL
heres my quick shared design for 1890 AI, they are balanced ship. when i build my own, i will make some fine tweak here and there.
but the key is they are balanced and compact 2x2 or 2x3 BB with enough secondary, not excess secondary.
1890 BB, its best if u use 9" SAP round, +2.1" nose fuse / softcapped round, light weight shell for accuracy hit, research white powder, stereo range finder asap for accuracy buff altho sap doesnt pen enemy BB mainbelt or turret, they wear down them with partial pen dmg easily (its like cheating, SAP is game breaking godly atm until they nerf sap dmg). they never bounce, sometimes they pen thing above deck or bow and stern with full dmg. more reliable and faster rate of fire compare to high caliber AP round
they can almost kill eveyrthing alone, u just need little higher speed to stay out of torpedo range
im not sure, i think 2" gun doesnt produce much shockwave, since all my secondary are 2" i never notice any accuracy drop on all my ship.
my 1890 3500t CL use 1 pair of 4.1" + rest 2.1" secondary. 7000t CL use all 4.1" main gun only. they are fairly accurate ship as well they are the only ship i use 4" gun
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564177
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564167
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564158
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564147
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564141
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564135
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564114
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564106
https://steamcommunity.com/sharedfiles/filedetails/?id=2928564126
I love when fanboys/chearleaders try to explain the inexplicable.
The recoil at 1x speed is OK. Once you hit the time multiplier (that's 2x, 3x, 5x, etc..) it gets cummulative and don´t drop quickly enough.
Got it??
Next patch Devs will solve this BUG on next version, but for now the game is unplayable at speed.