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To make effective use of these guns, I also pay careful attention to smoke interference and engine efficiency - and go full out on range finding and accuracy modules.
It can also help to have lighter ships scouting ahead so you identify and prioritise enemy ships at the range where your guns are more effective - and you don't have to worry about torpedoes, meaning you can sacrifice some (or all) of that protection type.
Another thing i do is give each capital ship a different target (and often for their secondaries as well) when there are multiple threats as shell splashes reduce accuracy.
I mostly get frustrated by heavy calibre shells bouncing off ageing CAs, so I switch to HE to cause fires.
For me at least, the game provides a good (not perfect) feel for naval combat and rewards thought out tactics and design.
Worth adding that capital ship engagements simply happen at ranges that are unrealistically close, at least from 1915 onward. This is largely thanks to the AI tendency to dive headlong at you to about 5000 meters.
I believe you are suffering from 1 bug and also victim to another problem which isn't technically a bug but its not obvious.
Try using large calibre guns in pairs of turrets and no more. So if you want 4 turrets, take 2x 2 different calibres.
You will get a small accuracy penalty but it will help you to avoid the turret firing bug and it will also protect you from an insane recoil penalty which renders a lot of your shots useless.
However to compensate for the loss, I think the base accuracy values of guns and aiming technology should have been boosted to provide a more frequent opportunity to get the now reduced range found bonuses.
I know they're never going to be able to please everyone on this issue, but maybe a long term solution to this is for the game to have a slider in the options menu, so that the player can choose their own global accuracy setting Low/Med/High etc.
This is on the previous patch but I assume the recoil system hasn't changed.
If you look, the first 2 turrets fire at the same time so it's impossible to tell what the 2nd turrets accuracy was, but the 3rd and 4th turret both had 0% accuracy because of the recoil penalty from the first 2 firing.
This essentially means it is pointless having more than 2 of the same calibre gun turret because the 3rd and 4th have such poor accuracy.
If you have 2 different calibres then the recoil penalty is only applied from 1 of the calibres, so immediately you only recieve half the penalty. Furthermore if they don't shoot in tandem then the other pair of turrets might not suffer any penalty at all.
I've said it multiple times before and provided a variety of vids for evidence, the recoil system is a total mess.
https://youtu.be/ikwfT9chnAg
2. Recoil not applying when recoil is currently above 0% penalty.
3. Turrets not firing every second salvo because they hadn't reloaded in time.
If they fix no.2 on the list then they will need to drastically reduce the amount of gun recoil applied so its not permanently at ridiculously high amounts.
If they fix no.2 and not no.1 then the only viable option would be to play the game on 1x speed at all times.
https://steamcommunity.com/sharedfiles/filedetails/?id=2934957433
With a few salvos, I am already getting 27%. This with 50% crew quality and standard barrel length. This is more than enough in this situation for this time period. (1940)
If you talk about the reloads, I will agree with you that massive guns, 17 inches and higher, have terrible reload times in comparison to real life examples. But the accuracy now feels much better and natural. In the previous version, the accuracy values were complete fantasy BS that was ruining the game.
in terms of gunnery anyway. still a lot of work required for fleet control but this patch is definitely a step in the right direction in terms of the tactical battles.