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번역 관련 문제 보고
At that's actually good, because otherwise it degenerates into
"yawn I've got flares/CIWS" hard counters that renders zeniths useless.
Now you need to make decisions whether to spend flares and maybe even do it again, when to try to dodge, when to maybe waste a sprint, when to fire CIWS (in case of 37mm you are ammo limited, in case of 57mm you need to commit early, in case of 100mm or molot with HE ammo you need good aim, timing and good nerves, since salvo size is small, and, in case of 130mm, rounds are both slow and have no dispersion, so firing in missile's general direction won't help) and when your APS will actually turn a hit into narrow miss.
And also when to play aggressively and kill the missile boat or at least polish it free of missiles.
All the things you say boil down to "git gud", and I know all of them, and I apply all of them as I can. My problem is, one mistake (shoot a bit crooked, start shooting too early or too late, flare when you shouldn't, not flare when you should have etc etc) means the ship is lost. So then the arcade game becomes "dodge ALL the missiles (not 95%, not 98%, all of them) and then, if you have fuel left, you are allowed to worry about killing some enemies".
This is rather frustrating, especially seeing as the enemy has unlimited missiles and unlimited ships, while I don't, so for me missiles aren't nearly as useful as for the enemy.
The spam really is annoying. I'd prefer more of the combat to be gunfighting.
That's not true. You behave like all the missile counters are mutually exclusive, cannot be used at once and like a single missile hit zeroes you. However, even if you screw up everywhere, a single armor layer still can tank several.
Are you sure there won't be "zeniths 2hard to deal with" backlash then?
Why would a heatseeker require a radar?
What a gamedesign task should such a specialization solve?
It's still gunfighting, missiles themselves aren't more efficient as they used to be.
Indeed they are. And the damage phasing is the last nail into the coffin lid.
Indeed, it seems that everything else got nerfed...
And this seems like OK game design to you? When most stock ships are unarmored (or partially armored in ways which are worse than nothing)?
R-9 Sprint seems to defend against enemy ASMs very well, one missile per incoming Kh-15 is sufficient. In previous versions, counter missile fire was not so effective, one had to standby a precise burst of 37mm CIWS to survive.
R-9 missiles are also super effective against aircraft, I'd say too effective, one missile away at the start of the combat scene, poof, aircraft do not stand a chance.
So I would suggest making it less effective otherwise one anti air frigate is sufficient to cover whole battlegroup from SG and missile task force attacks.
On 37mm guns, I would prefer lower rate of fire, or better yet, selective rate of fire. Missile defence, the idea of letting missile get very close then blast it at maximum RoF makes sense from modern naval warfare perspective. But for sustained air combat, the constant bullet hose of original version was much more entertaining.
Aircraft now seem to get swatted out of the sky a lot from 37mm and R-9 fire, so I need to send in my own ASMs to make enemy waste their missiles. I prefer again the original game balance where presence of CIWS and interceptors was not guaranteed chance of losing all my aircraft.
Lastly the explosion effects for 37mm seem to be too large, they really make a big flash and smoke cloud even at low velocity long range hits.
AI challenge wise I would say original game seems to have the gritty 50/50 victory chance feel especially when engaging advanced enemy ships. Now, I just send in Sevastopol to artillery spam from across the map, she can easily annihilate an entire enemy SG by herself so I am using it as a Frontline battleship with some modifications.
Such as, for example, set guns to converge at an appropriate distance?
Or how about if they could set timing on HE fuses? As in, press R with just HE loaded, and if you have fire control radar you get a timed airburst mode, and if you don't have it you still get your timed bursts but must set timing by hand, such as by rotating the mouse wheel to select among a few presets or something awful like that.
Or if you have IRST and LGMs they could be auto-guided to a target (with drawbacks such as, the system always aims center mass, there is control and actuator lag so that harsh maneuvers break lock, you have to keep line of sight (so no debris, flares or smoke in the way) etc.
It would also be nice if EW radars would actually warn early in case of raids by airplanes or swarms of missiles. Or, absence of early warning would mean that ships start with guns 100mm caliber and above unloaded.
Antennas should help for fleet actions btw, so when they are present a ship shoots at what the leader is shooting (possibly getting a benefit from any radar in the formation, could be something small like "start with guns pointing in roughly the right direction"), and if not must find and prosecute a target independently.
"But why help the player so much?", you ask? Well, it's to give players reasons to load up their ships with sensors (and in particular, to KEEP and USE the extravagant suite that the Sevastopol currently comes equipped with) and see about ways to keep said sensors working, because as of right now I haven't found any practical use for anything beyond the basic ELINT sensor, and you need only one, and that could be stuck on any old tanker that never sees combat. And no, SARH is not strictly needed, just spam more nukes on any bearings ELINT gives you and the enemies will all burn eventually, it's how I won my first campaign... well, that and a kamikaze attack on the enemy's last missile boat.
And speaking of SARH, if I get a lock warning, does that mean the Zenith is (semi-)actively guided? And then, shouldn't a fire control radar improve its performance?
The Zenith is an infrared homing missile, so it doesn't rely on radar tracking. Dual-mode guided missiles that use both IR and radar guidance are (as far as I know) theoretical, but so are methane-powered jet airships. It's not that big a stretch if you ask me, but it could also just be a second type of tactical missile (which we could use one of).
Though with how spammy the AI is currently I don't think I'd want to see such a missile in their hands! Haha.