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Sprints are not self-sufficient versus missiles, a pair of them should be coupled by some additional damage. If you're unlucky, a missile can eat 4-5 Sprints and still strike.
57mm is MUCH better vs missiles, 37mm sucks. It typically requires only 1-3 hits.
PFs are needed to be stocked for all calibers you have. They are OP in arcade combat also.
Generally, don't get hit while on the ground. Track potential directions from which a missile may come from with radars in sector mode and have an AA-ship takeoff-ready.
That's one of the many balance weirdnesses. OTOH 37mm are much better at shooting down heatseekers and enemy shells in arcade combat, so they are useful also, but not in AA-defence.
You can park your ship at some distance and use the sector mode to scan across a potential strike direction. You will detect missiles with a beam directed away from enemy. The trick also works with IRST, and IR detection distance won't reduce while landed.
One thing to bear in mind is the travel time of missiles. The most common threat (Kh-15) is jet powered and 'only' as fast as an aircraft. If you anticipate a missile strike in response to something (eg. you got detected by a garrison) you can simply fly sideways relative to the missile's probable approach vector and evade it entirely.
A reference you might find useful is the the survivabiltiy onion:
https://steamcommunity.com/sharedfiles/filedetails/?id=2610590218
Ah, that makes sense, thank you! I still wish you could fire from multiple ships.
I have seen this onion graphic before, it's very well designed! I always intend to build my fleet into this large armada that has many scouts and AA ships spread across the map-- as the graphic suggests-- but in hard mode I can never get enough resources to make it happen. Half my ships are usually in repair and the others are needed for raiding garrisons or chasing convoys. So far I haven't had the luxury of building some sprawling AA network, besides having an AA ship that follows the gunships on their missions.
No. 57mm requires the same 1-3 hits to kill an aircraft, since they also got 30HP.
As I've already said, 37mm is good at killing heatseekers and intercepting enemy shells, where damage doesn't matter much. But its spread and a very small single-shot damage won't allow it to intercept large missiles properly. OTOH if we give it a proper sustain damage, it will turn into an impenetrable projectile shield in arcade combat.
So if I understand you correctly, the 37mm requires more than 3 hits to kill aircraft or missiles, while the 57mm does the job in 3 hits or less.
I think I understand what you are saying here, but why does the hp of shells in arcade influence the hp of planes and missiles? Are they not two different things completely?
By default, 37mm is bad at shooting tactical missiles but good at shooting heatseekers an enemy shells. Its defensive capabilities in arcade combat are being balanced out by a very long reload speed.
I've tried to rebalance 37mm by playing with its RoF/reload, and at the moment when it starts to decently counter Kh-15s it becomes a shredder gun for anything unarmored on the screen in arcade fights, as a bonus giving an ability to shoot down any incoming shell at any moment.
Good arcade combat balance vs bad anti-missile capabilities
Good anti-missile capabilities vs absolutely ♥♥♥♥♥♥ arcade combat balance
37mm also sucks due to the absence of locking mechanic during the missile defence scenario --> guns shifted from ship center miss a lot.
The best means to intercept cruise missiles is an aircraft carrier. This is not a joke. An aircraft carrier equipped with heavy interceptors shoots down missiles very well. All you need is two interceptors (a single interceptor is unreliable, but on the other hand it is cheaper), each with two missiles they are almost guaranteed to fight a cruise missile. Five interceptors fight a nuclear missile at the cost of their lives. Having adopted the tactics of using aircraft carriers, I completely abandoned specialized air defense ships. An accidentally missed missile can very well be shot down by your Sevastopol, but if you do everything right (and you have enough planes to shoot down everything) even its help will not be needed. The main thing is that your interceptors do not meet the enemy ones.