Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

g4ebguy90 Jun 20, 2024 @ 3:13pm
Late Game AI w/ TORPS
Playing a game and around year 1944. The game has turned into pretty much try to dodge the 500 torps in the water, lose your gun tracking, reaim, dodge 500 torps, lose your gun tracking, reaim, then die because for the past 20 minutes you have been getting shelled while dodging 500+ torps in the water endlessly. To top this off, when you select the AI to dodge torps for your following ships, they steer like 5-10km off course so now they cannot support your lead ship. IDK MAN, torps are cool and all but jesus christ.
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Showing 1-15 of 17 comments
Drakken Jun 20, 2024 @ 4:23pm 
Why do people keep complaining about the torpedoes but not about the guns?
In 1953, the torpedoes are not useless with their 26Km max range, but they are greatly outmatched by heavy guns. In 1953, the guns are opening fire at 46Km and the ships are killing each other, at a range of 26 to 36Km; 26Km is considered point blank.

I am using 400mm to 510+mm, kind of flying topedoes, their accuracy is good and the reiceving end, has to dodge 5000+ rounds



https://steamcommunity.com/sharedfiles/filedetails/?id=3271849905

https://steamcommunity.com/sharedfiles/filedetails/?id=3271849479

https://steamcommunity.com/sharedfiles/filedetails/?id=3271848790

Those are by far not my best ships, i think one is a refited 1921 BB
I have btw just lost one, sunk at a range of 30+ Km with a top hit from an US BB, first salvo; most certainly a lucky hit while aiming another target, that's the problem when the guns are so powerfull, both side start shooting each other when you still have a loading black screen and all the ships are packed.
Imo to begin with a campaign should stop in 1950, but this is another story.
Last edited by Drakken; Jun 20, 2024 @ 4:38pm
AP514 Jun 20, 2024 @ 7:06pm 
I had a Post about this very thing. I am a few years behind you so only 100 TP's in the water at 1 time (LOL) The Very Experienced players say the NEVER have more than 1 ship in a Division. Just because the AI can not handle the basic tasks. Makes me wonder How many Ships one can control without Hitting Pause. (I think I will make a Thread on this)
MasterFool Jun 20, 2024 @ 7:55pm 
Torps are rare tools for me in 1954... the AI rarely gets in range to make effective shots and even when they do, I see them so far out that I can evade almost anything... however, without pause, yeah, you'll get mauled if you have more than two ships under your control. Because torps get so fast and so long ranged, you have to dodge appropriately the moment the trails are visible. Bad weather / waves, can make this task extremely difficult even with pause.

Oxygen torps are OP in UAD. In WoW's, as Jingles says, you can see them from low-earth orbit... which is how they should be. Their trails are very visible during the day and they make a ton of noise on hydro. In UAD, they are barely more detectable than electrics (which is what I run because the AI reacts perfectly and dodges oxy torps with ease, while I can't)

If you have Mk4+ guns, 7" or larger, you should be POUNDING ships at ranges beyond what most torpedoes can launch at. Most deck torps should be out of action against a well armed fleet fairly quickly. If you know your opponent has long ranged torps, but your guns out range them, fight a retreating fight until you've hammered him down a bit and you can control the range. Then stay out of range and pummel him.

And use pause when you spot torpedoes. It's really the only way to get your advantage back on the AI which maneuvers instantly to avoid incoming torpedoes. The AI is really good at dodging torps.
Hidden Gunman Jun 20, 2024 @ 8:44pm 
I dunno, all my torps f*** up the AI fleets well before they get to launch their torps.

That's if they survive long enough under my gun range of 40+km to reach my torp range.
Last edited by Hidden Gunman; Jun 20, 2024 @ 8:46pm
vanDyck Jun 20, 2024 @ 10:55pm 
Hitting a ship at 35km with radar guided fire is reasonable, so maybe even at longer ranges. I once read (dont now where anymore) about an Iowa class BB nearly hitting a japanese DD at ca. 35km (salvo was partly short and wide, the closest you can get without a direct hit), using radar guided fire.
Last edited by vanDyck; Jun 20, 2024 @ 10:56pm
Kuma Jun 20, 2024 @ 11:43pm 
Originally posted by vanDyck:
Hitting a ship at 35km with radar guided fire is reasonable, so maybe even at longer ranges. I once read (dont now where anymore) about an Iowa class BB nearly hitting a japanese DD at ca. 35km (salvo was partly short and wide, the closest you can get without a direct hit), using radar guided fire.

Operation Hailstone, the only fleet action for an Iowa class. The operation is questionable since there was an aircraft carrier in range that could of done just as well. Everyone knows it was just an excuse for the Iowa's to engage in fleet action.

"Off of Truk Atoll on 16 February 1944, Iowa and New Jersey engaged the Japanese destroyer Nowaki at a range of 35,700 yards (32.6 km) and straddled (one shot on Nowaki's port side, and the second on her starboard), setting the record for the longest-ranged straddle in history (although not a single hit was claimed)."

"The 16"/50 caliber's advanced fire control was designed to allow it to fire accurately at its maximum range, which exceeded any opposing ship's effective firing range. However, this proved not to be possible. The US soon learned that projectile dispersion was not something fire control, no matter how advanced, could solve (this remains true: modern guns with more advanced radar cannot fire accurately from maximum range, being limited to a shorter accurate effective range). Several live-firing tests were conducted by Iowa-class battleships in which the 16"/50 displayed shockingly low hit rates from the extreme ranges it was designed to fight from, even with its very advanced radar. Most notably USS Iowa bombarded the former battleship target Nevada over five days, with an extremely low hit rate, failing to sink the target ship, demonstrating that a ship armed with these guns could not fire accurately at an enemy ship while remaining out of range of the enemy's guns."
Last edited by Kuma; Jun 20, 2024 @ 11:49pm
vanDyck Jun 21, 2024 @ 12:51am 
If you can straddle it, you can hit it, its just a question of time, or luck^^.
Gun dispersion was quite differnt between the WWII used BB-main guns, somewhere between less then 100m-200m (38cm SK C/34, 170m on 35km) up to over 1,5km (early richelieu class main guns), so it can be influnenced by gun construction and gun/propellant/shell setup.

If you would bring it to the max, you could produce shells like the german did for their paris gun in WWI, each shell had a slightly different diameter to match the barrell errosion. Of course, hard to manage and expansive on a BB that used different types of ammo.
Overall, ingame accuracy (and armor penetration and stored number of shells) is way higher as in reality, probarbly to make the game more exciting, as a BB duel of well designed ships would mostly end in a draw with light damage to both sides after spending all ammo...
Kuma Jun 21, 2024 @ 1:05am 
Originally posted by vanDyck:
If you can straddle it, you can hit it, its just a question of time, or luck^^.
Gun dispersion was quite differnt between the WWII used BB-main guns, somewhere between less then 100m-200m (38cm SK C/34, 170m on 35km) up to over 1,5km (early richelieu class main guns), so it can be influnenced by gun construction and gun/propellant/shell setup.

If you would bring it to the max, you could produce shells like the german did for their paris gun in WWI, each shell had a slightly different diameter to match the barrell errosion. Of course, hard to manage and expansive on a BB that used different types of ammo.
Overall, ingame accuracy (and armor penetration and stored number of shells) is way higher as in reality, probarbly to make the game more exciting, as a BB duel of well designed ships would mostly end in a draw with light damage to both sides after spending all ammo...

Correct, and knowing all that you know, you stated that hitting a target at 35km is reasonable.

It is not "reasonable". The maximum range of the 16"/50 is 38km. Shell dispersion would make hitting anything at that range pure luck.
Drakken Jun 21, 2024 @ 2:29am 
You know what, for all of you scared by torpedoes, keep your fleet as far away as possible, (30Km) and pick a single ship, the fastest, for me a 40 knots CA and use it to discard their torpedoes, don't wait until you see an incoming swarm of torpedoes, change direction every 30 seconds, my CA has 6 x 3 24" 26Km range torpedoes/ broadside, with that you can even damage and sink some of their ships. When they have no torpedoes left, bring the pack for the killing.
Oh and don't dodge their torpedoes with your fleet right behind ;)
vanDyck Jun 21, 2024 @ 3:07am 
@Kuma The Novaki example shows its possible, while maybe unlikly to happen, in reality, so maybe reasonable is the wrong term (i am no native english speaker), but plausible may be better.
Ingame, we have guns with way longer range, up to 50km and maybe even more. So hitting at 30-35km is around 2/3 to 3/4 of their maximum range.
With higher elevation (mostly limited by turret design), historic guns could fire much further, the german 40,6cm gun meant for the H-class, with coast artillery elevation, up to 56km depending on the used shell.
Yamatos guns reach up to ca. 42km. Littorios 38cm even up nearly 45km. There was more around as the US 16", who with their slow and heavy shell setup may suffer a bit in Range and accuracy compared to guns with a faster and lighter shell setup.
Drakken Jun 21, 2024 @ 3:18am 
First screen this is the moment you are in control of your ships,(you can see the identifying 1% on the right) 34Km away and already a good accuracy for a first salvo with 4guns/turret.

The second screenshot, is the second salvo with already a hit...


https://steamcommunity.com/sharedfiles/filedetails/?id=3272100395

https://steamcommunity.com/sharedfiles/filedetails/?id=3272100667



You can see all the bonus and malus on the left.

And as you can see they are firing back.
Last edited by Drakken; Jun 21, 2024 @ 3:20am
Hidden Gunman Jun 21, 2024 @ 4:05pm 
You play to the game, not what you think it should be.

Its up to the player to work out tactics and strategy to counter torpedo spam or hyper accurate AI guns...that is exactly what the game is about, that's the challenge of it...not building bigger guns to punch holes in other ships ( which is simply a matter of tech research).

Granted that this is an SP game, so there isnt much point to the good player bad player debate,but the reality is that this game does require game play adaption to get better at it. It can be unforgiving until you learn that lesson...it might be fun running large groups of ships, till you get hit by an AI torpedo spam attack, everything clusters and half your fleet is wrecked. Then you realise that small fleets of six to ten mixed high performance ships may be better, and rather than trying to fight big decisive battles, a series of smaller engagements to wear down the AI in a sea area can be more effective and cheaper.
MasterFool Jun 22, 2024 @ 1:36pm 
You can dodge long range AI torp attacks with large fleets if you know how. It took me a while to learn and I even do it with division level commands for the most part. The AI usually has two engagement modes for torp attacks and it normally depends on how many torps it has available on the ships. Don't know if this is programmatically 'true' it just seems to be observationally so.

First: long range massed launch. This is from the 20k-10k zone with a lot of launchers.

If you have pushed your scout (not AI navigation command Scout, but functional scout division under player control) ahead of your main fleet, you'll see this attack coming in easily. It's okay if the AI concentrates it's long range gun fire on these ships under NORMAL (non-Cheat) rules as the ships can dodge since the AI will target the lead ship and you can evade and throttle jink the lead ship to mess up the enemy firing patterns. Occasionally you will get hit and have to retreat a lead scout ship (if it's not sunk outright, which is rare in Normal mode). Torp wise, you now have direction and incoming speed of the strike. The scout ships should be nimble enough to dodge even over a hundred torps if you are headed into them and you use pause to judiciously steer the ships around or between torpedo trails. The main fleet ships should have plenty of time to turn into or maneuver to avoid entirely the incoming wave, again, judicious use of pause and no more than semi-balanced rudders on ships (unbalanced can lead to problems here as your ships can drift sideways too much and into a torp path). I normally just change the tack of the main fleet and the incoming torps are fired at positions my fleet is no longer going toward.

Second: shorter ranged 10k-6k, fewer launchers. This can be more dangerous to your larger ships but they shouldn't even be in this range until you've sank about everything smaller than a CA. By this time, the only incoming torps should be from CA's or larger and unless the AI is using torpedo barges, which is possible but you should know about them already, you are up against scattered and sporadic launches. Here you will need to detach any ship under threat from a torp launch, and specifically guide it around the incoming torps. Usually, divisions won't have more than 1 or 2 ships under threat, and that's normally lead or second ship. Just have #3 take up lead for the division until the threat is passed and then re-division accordingly. I do this regularly for smaller fleet encounters. It's actually a bit fun, frustrating because it plays merry hell with your fleet organization and battle lines, but it's more challenging than just tossing shells at each other.

Pause is your friend in all of these conditions. If you actively avoid using pause, none of these tactics will change your outcomes by much. Maneuvering large masses of ships in precise ways is functionally impossible without pause. You can argue this is more realistic, but it isn't, Admirals left local command to the ships Captains and didn't micromanage them. They focused on the strategic points of the battle and left most of the ship handling to the Captains. They might designate a target for destruction, or give general orders to sail closer or further away from a noteable tactical issue, but something like evading a torpedo would be done by the Captain. What may be true is that it's more realistic in how the actual outcome would be, however, the game doesn't approach torpedoes with a realistic set of rules either so it's kind of a moot point.
Hidden Gunman Jun 22, 2024 @ 3:44pm 
I'd also add, MF, that you can see ships moving in to torp attack generally well before they launch...they work to the same patterns as player divisions. This means that when the trigger range is met for 'screen' ships to break away and close on their enemy, you can see it happening (I havent worked out at what point this is though). When you see that happening you counter it...send out a div of light ships to engage, switch targets to the approaching threat, change course, launch your own torp attack....all these work.

As a general rule though, when you are in the enemy's engagement range for guns, you should be considering minor course changes every three to four of your main gun salvoes, and you should be considering speed changes every so often. These will throw off their gunnery, and make torpedo attacks much less likely. You know you have left these too late when a salvo brackets you, and it's time to maneuvre.
Last edited by Hidden Gunman; Jun 22, 2024 @ 3:45pm
MasterFool Jun 25, 2024 @ 2:00pm 
Agreed Gunman, and that should be said very clearly... never go straight for very long when in range of an enemy target... either for guns or torps.

I always make at least 10° turns every 2-3 salvos of my fire (immediately after my shot), or if the enemy can fire faster, 2-3 of theirs just as they are likely to shoot. It forces their aiming to stay honest and can cause them to reset aiming as well.

I watch some popular YouTubers just keep sailing straight and get pummeled because they want to maximize their own hits but their ships pay the price as well. You're very correct on course changes mattering a great deal.
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Date Posted: Jun 20, 2024 @ 3:13pm
Posts: 17