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2) It absolutely does.
3) I believe any firing of weapons help because I helps establish the range between ships and gives a general idea where to fire for hits.
4) Surface radar helps the TF spot enemy contacts, but for increasing solutions, each ship is on their own. The Allies don't run into this issue as all of their ships have surface and air radar.
5&6) I don't believe so.
I'm glad you posted Regret, as I have had many of the same questions and thoughts.
For avoiding torpedoes I found that the following approach has been very good for me and I don't think I ever took a single torpedo hit:
- Pay attention to torpedo messages and torpedoes on the minimap. I know you are supposed to be able to see them in the water even before then, but I have never - not even once - been able to see torpedo bubbles or a submarine turret before they got formally detected. The funky movement of binocs and regular sight don't help either.
- If you suspect torpedoes immediately break formation, set speed to max, send your weak ships very slightly off in one direction and your DDs and CLs in the other (a 5-10 seconds of left/right gentlest turn is enough to separate the two groups).
- As soon as you see torpedoes max-turn the ship(s) under attack, if possible to avoid the torpedoes, if not to try and slip in between two torpedoes (I once saved a carrier by heading towards the enemy and slipping between two torps, then turned and run).
- And of course, rush your DDs and CLs towards the sub and when close slow the closest one to 2-4 kn so that it can passive spot.
When engaging into battle with my ships I found that it works best if I actively monitor damage. The moment a ship goes on fire I take it off the battle group, take its speed to zero and make sure the fires are contained. Once there are no fires I make it rejoin the battle group at the rear of it.
Playing as the IJN, you're going to be at a pretty material gunnery disadvantage relative to the USN. In ideal conditions (daylight, 100% visibility), IJN gunnery performance can be OK, but hits that you achieve often start fires (which reduce the solution) or cause the enemy to initiate a smokescreen (which reduces the solution).
I think you've articulated the basic variables pretty well. Of them, range and visibility are the most important. The best general advice I have would be:
1.) Make sure that you always have a spotter aircraft aloft to prevent "losing contact" with the enemy. Aircraft don't improve your solution, but it will drop to zero if you lose contact.
2.) Hold fire until you get a 60% or so solution and then begin firing using the "spot" function, which gives a temporary boost to the firing solution. You can deactivate spot once the time-in-flight is roughly equal to the cycle time of the guns.
3.) Avoid gunnery engagements with a superior enemy force. When facing an inferior enemy, there's little risk to you in closing the range. Against a superior force, however, you'll get out-shot and really need to focus on torpedo usage instead. There just isn't a magical set of tricks that will allow you to shoot as well as the USN in most circumstances.
I restarted my IJN campaign, modded the merchant guns to fire slower and do less damage by creating a new downgraded version of their guns, less see how that works.
1 battle i split the US fleet and got my fleet between the escorts and the merchants. but my ships kept switching targets. turrets firing 1 direction hit 1 target then the turrtes turn to the opposite side to fire 1 salvo then turn back to fire at another ship 1 salvo repeat over and over. usualy run out of ammmo cause it takes so long to sink enemy ships cause of that.
I select the ship i want to fire at and have all my ships target that ship. But nope they dont want to fire at that ship they want to fire at what they want. i split my fleet into 2 section. Yamoto and the 2 tone class CA target the escorting CA's while the CL and DD go after the DD and merchants. But my heavies ignore the enemy CA and want to fire at the DD's and merchants. 1 abandoned game my fleet of 10 ships found a convoy of 6 merchants 2 CA and 2 DD as escorts. my sub took out the 2 DD and the 2 CA while my surface fleet was too to far away to help out. so by the time my surface fleet got into action it was just the 6 c3 merchants left. My yamoto got hit by a merchants and sunk before i got into range to fire back. I cold see them visauly on my monitor so knew where they were but they didnt show on the mini map so my ships wouldnt fire at them. The guns on merchants r short range guns for AA defence and for firing at subs on the surface not for taking on battleships. They couldnt even take out destroyers in the real world let along the biggest warship of WWII.
The IJN didn't have six 5" guns on its merchants, either. Six 3"/L44 Type 88 guns on a Kamigara Maru seaplane tender, sure, or maybe a pair of 4.7"/L45 guns on some other ships.
Anyway, armed merchants were intended for anti-air and to fend off surfaced submarines. A merchant was not expected to be able to out-shoot destroyers, much less a battleship.
- Open the orders panel and toggle the Fire At Will for all selected ships on/off (under COMBAT column).