Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

Sulendil Feb 4, 2023 @ 5:07am
Recoil of the gun
Please help me figure out the mechanics of the "recoil of the gun". My fleet is not able to hit the enemy due to a fine of 200%. How do you avoid it?
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Showing 1-15 of 31 comments
Gavin McStine Feb 4, 2023 @ 6:31am 
Hey can I have some more info? Size of the gun and ship. I'm also guessing this is a new gun unlock.
Sulendil Feb 4, 2023 @ 7:20am 
Originally posted by Gavin McStine:
Hey can I have some more info? Size of the gun and ship. I'm also guessing this is a new gun unlock.
My Chinese coastal defense ship. All guns are MK2, in some battles accuracy does not suffer, in others the penalty of accuracy begins.
munroburton Feb 4, 2023 @ 9:19am 
That's a lot of secondary guns on such a small hull lol

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.
BoredViking Feb 4, 2023 @ 9:24am 
It is a BUG, a new one, from 1.1.17

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.
Toblm Feb 4, 2023 @ 9:38am 
Originally posted by rjmdubois:
It is a BUG, a new one, from 1.1.17

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.
Gun recoil? A bug? No. It is a feature.
-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.
Fang Feb 4, 2023 @ 10:16am 
Originally posted by Toblm:
Originally posted by rjmdubois:
It is a BUG, a new one, from 1.1.17

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.
Gun recoil? A bug? No. It is a feature.
-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.
Gavin McStine Feb 4, 2023 @ 10:28am 
I don't have my recoil over 35%. But I'm also using much smaller and fewer guns. I would guess try turning off your sec gun firing mode and then your main, to see what guns are doing the recoil, then remove or decrease the size of the guns to see if that helps, with the extra weight saved add some armour and see if that further reduces the recoil.

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.
Anavel Gato Feb 4, 2023 @ 10:38am 
Originally posted by Gavin McStine:
I don't have my recoil over 35%. But I'm also using much smaller and fewer guns. I would guess try turning off your sec gun firing mode and then your main, to see what guns are doing the recoil, then remove or decrease the size of the guns to see if that helps, with the extra weight saved add some armour and see if that further reduces the recoil.

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.
Do you do this for every single ship in a fleet?
Gavin McStine Feb 4, 2023 @ 12:48pm 
Wow, one of my old DDs has massive 300%+ and takes forever to lower the recoil. I like the idea of it but it should cap at 100% AND also fall off very quickly.

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.
Last edited by Gavin McStine; Feb 4, 2023 @ 1:09pm
redhongkong Feb 4, 2023 @ 3:32pm 
im not sure about the new recoil debuff

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
Last edited by redhongkong; Feb 4, 2023 @ 3:59pm
BoredViking Feb 4, 2023 @ 5:59pm 
Originally posted by Toblm:
Originally posted by rjmdubois:
It is a BUG, a new one, from 1.1.17

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.
Gun recoil? A bug? No. It is a feature.
-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 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.
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Date Posted: Feb 4, 2023 @ 5:07am
Posts: 31