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Just to clarify, I'm talking about using them to hit ground targets. They could have HE power, maybe 10 per missile or something, with bursts of 8 per reload. And yes, they could have a minimal range.
naval should have more of a role in supporting the ground forces
Sorry, my bad, I see what you mean now. I mistook you for wanting cruise missiles for ship combat. Cruise missiles would be pretty awesome in-game to be able to use for supporting ground combat but, again, I fear the maps arent big enough, cruise missiles are supposed to be a long range, highly accurate weapons system that takes out static defenses and structures such as buildings and encampments. Considering the range of cruise missiles for the Uk and the US nears 1000km, what would be the point of introducing cruise missiles to destroy only vehicles? The Dutch Lance is a perfect example of why cruise missiles just wouldnt work, such a limited use....
And contrary to popular belief these cruise missiles do not guarentee 1 hit one ship sunk results. A US Carrier will take 3-4 hits, preferably waterline, but big fires will do, the bigger 'cruiser' types US and Soviet/Russian 2-3 good waterline hits.
US Tomahawk series does have and did have rudimentary GPS mavigation, set co-ordinant of target, and missle does the resy guided only by it's internal GPS. Soviets used a reworked gyroscopic/timed navigation system simular to the V-1 'buzz bomb' of WW2.
Both nations saw the cruise missile as too expensive for the HE 'boom' delivered for over ground use. Put a Nuke in there, different story.
Gun and anti-ship missiles are far too short ranged in game scale as it is. And Cruise Missiles are ranged near 1000 miles. BGM-109 Tomahawk ranged at 1,350 nautical miles, Soviet KSR-2 20,000m, we can go on. Naval guns of era ranged again around 16-20,000m.
Example the OTO Melara 76mm gun on the Oliver Hazard Perry Frigate has a 16,000m range, not 4000m. The AK-130 130 mm/L70 dual purpose gun on the Sovremennyy Destroyer ranged at over 20,000m. And both navies use CWS with near 4000m range.
So cruise missiles are strategic and developers made correct decesion not to include strategic weapons. Once again the HE warhead on a cruise missile not worth the cost of the missile for in game use, too small. And imagine a B-52 strike across the tactical field, and a poor ability to counter it. And no way to replicate the ECM issues strategic systems bring with them.
Right now, we basically spawn ships in to Cap'n'die.
Unless you use them for anti air defence which is very difficult without being attacked by armoured land units trying to get the ships close enough to inland air traffic routes.
I feel ships are losing huge amounts of potential being so secluded to the sea and having line of sight, direct fire-only capabilities.
And yes ships essentially spawn and die in game as the ranges are too short, and weapons systems scaled really bad.
Modern Artillery can also fire ar ranges far in excess of game equipment. Towed big gun tube artillery is obsolete, modern Self propelled guns/mortars are the only true survivable artillery in game and other than mortars would not be on the maps as well withn thier true range potential.
Gameplay > Realism.
So let me understand the circular logic here. We need all these vehicles to have 'perfect' stats and abilities, close to 'realism', but gameplay and balance is the priority. Really people think about this for just a second, you can not have both in any form of wargame when you demand 'true' stats on the equipment within the game, just does not work.
Go with generic 'fantasy' stats of equality, only way you get that gameplay and balance requirement. The imbalance is the challenge to real wargamers.