HarryButpain Posted May 30, 2016 Posted May 30, 2016 hi, could someone make either a video or screenshots in order to have a reference for distances? With cannon pen depending on range it has become even more important to know how far you are away. I'm not sure how it is for other people but I'm really having a hard time estimating range not only in NA .
Ledinis Posted May 30, 2016 Posted May 30, 2016 hi, could someone make either a video or screenshots in order to have a reference for distances? With cannon pen depending on range it has become even more important to know how far you are away. I'm not sure how it is for other people but I'm really having a hard time estimating range not only in NA . Use the 100 - 250 meter sector focus for rough estimates on distances ( well use them in general, since they give you a better fire angle) 1
Norfolk nChance Posted September 1, 2016 Posted September 1, 2016 Download my Norfolk nChance at Sea xl sheet. Go to CML Tables Bingo. Any questions just givee me a shout NnC
Hethwill, the Red Duke Posted September 1, 2016 Posted September 1, 2016 - Connie is roughly 60m length, most OW "close combat" I see occurs at 3 connies lengths - the 180m mark. - name disappears at 750m Train your eye for different guns, forget the gimmicks. 2
Cecil Selous Posted September 1, 2016 Posted September 1, 2016 Use the 100 - 250 meter sector focus for rough estimates on distances ( well use them in general, since they give you a better fire angle) I saw that in the video of the big battle against the danish fleet at Carlisle. 1 hour of using 250m unlocked fire. Half the shots went left and right from many targets when they were further away. Does it really give you a better fire angle? My experience is different, but maybe I missed something.
Cecil Selous Posted September 1, 2016 Posted September 1, 2016 At the moment I am on a medium and carronade trip and will test it for a while. I usually get close to my enemy and the lower crew requirements of the mediums combined with gold extra hammocks allow me to completely man all my guns if I transfer some guys from the sails. Penetrating the hull isn't a problem at these ranges and there is always double charge if I get problems. Let's see what this does in the long run.
Hethwill, the Red Duke Posted September 1, 2016 Posted September 1, 2016 Mediums are dangerous and do eat away structure better than longs. They have a rough falloff. They can be a good compromise for a cruiser frigate and they take down rigging faster than the longs, due to reload and will snap masts almost as good as carronades. And you still can fight outside the carronade efficient range. IMO all gunnery has too high accuracy at range, the grouping of shots is quite dense ( maybe I am totally wrong and hope lieste and the other gunnery crews can say something about it ) Ship is moving up and down and still our aim point and cannonade registers the "click" position and not the thoroughly movement of the ship, heeling, etc.
Cecil Selous Posted September 1, 2016 Posted September 1, 2016 I absolutely agree that the cannons are too accurate. I can't count the times I observed that my ship hit a giant unsuspected wave right after I clicked. And this had no consequences on the accuracy of my cannons, which didn't fire yet.
Tonnerre de Brest Posted September 3, 2016 Posted September 3, 2016 (edited) I'm just trying to imagine securing even a very accurate rifle to the side of a moving sailboat and trying to hit a particular spot on another moving sailboat.. I think it would be just pure luck to hit anything at all. Since I never fired a real naval cannon, I can't really say much about it. However, The unpredictability of the wave patterns + wind + delays of the fuse, inaccuracy of the gun and shot + moving shooting platform + moving target, etc... Unless at point blank or at least a short range it seems that it would be pure coincidence to score a hit and nothing short of a miracle to hit the intended spot on the target ship. As they say quantity has a quality of its own so provided you shoot enough bullets you'll eventually hit something. However as a game I rather like the idea that you can use skills and not just rely on luck to score a hit. It is a lot more satisfying to know I made the shot rather than some random generator programmed in the software. Edited September 3, 2016 by Tonnerre de Brest
Norfolk nChance Posted September 4, 2016 Posted September 4, 2016 I agree, the CMLs are all way too accurate. The Dev's have a nightmare choice of making it playable or too simulate... The Horizontal and Vertical Dispersio rates, is a great compramise. If you want more realism widen the two rates. No with Development costs on time and man power just the decision how far by how much... tough issue to solve NnC
themule08 Posted September 4, 2016 Posted September 4, 2016 I rather low it right now.. although a few balls from a 40gun broadside should miss lol.
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