Corrupted_Desire Posted December 27, 2021 Posted December 27, 2021 So I'm designing a ship for mission super dreadnaught or battle cruiser and I was looking at the accuracy of my big guns and lighter shells (That should improve accuracy lower it, and heavy shells increase my accuracy? I then looked at other various modifications and anything that supposed to give base accuracy lowers it and anything that improves gun range seemed to raise it despite the red negative multiplier for accuracy. Is this bugged or have I been doing accuracy wrong this entire time?
T_the_ferret Posted December 27, 2021 Posted December 27, 2021 (edited) Devs say this is normal, but i don't think it is. Anything that reduces your range automatically reduces your accuracy, and vice versa. So aim for stuff that increases your range Edit: This also goes for guns, guns that have more base range (so higher caliber guns) are much more accurate than lower caliber guns or secondaries. Its insanely easier to hit a DD with a 12 inch gun than it is with a 2 inch gun Edited December 27, 2021 by T_the_ferret Clarification
SpardaSon21 Posted December 28, 2021 Posted December 28, 2021 (edited) 17 hours ago, Corrupted_Desire said: So I'm designing a ship for mission super dreadnaught or battle cruiser and I was looking at the accuracy of my big guns and lighter shells (That should improve accuracy lower it, and heavy shells increase my accuracy? I then looked at other various modifications and anything that supposed to give base accuracy lowers it and anything that improves gun range seemed to raise it despite the red negative multiplier for accuracy. Is this bugged or have I been doing accuracy wrong this entire time? The TL;DR is that part of the calculations for a weapon's hit chance takes into account what fraction of the gun's maximum range the target is at. To say this is rather... ahistorical is an understatement since once you start getting into effective versus maximum ranges for cannons the hit chances are far more dependent on targeting and rangefinding as opposed to any capabilities inherent to the gun. There's a reason secondaries persisted even into the dreadnought era, after all. Edited December 28, 2021 by SpardaSon21 3
Danelin Aruna Posted December 28, 2021 Posted December 28, 2021 3 hours ago, SpardaSon21 said: The TL;DR is that part of the calculations for a weapon's hit chance takes into account what fraction of the gun's maximum range the target is at. To say this is rather... ahistorical is an understatement since once you start getting into effective versus maximum ranges for cannons the hit chances are far more dependent on targeting and rangefinding as opposed to any capabilities inherent to the gun. There's a reason secondaries persisted even into the dreadnought era, after all. totally agree with you here. I know in RtW2 it seems more realistic for accuracy against all guns, Like trying to hit a dd with a main gun is shear random luck. Yet the secondary's are killers to them (depending on size). I prefer the 5" secondary's my self, but they definitely need to rework accuracy calculations. I cant remember if big guns get a malus against small ships but your secondary's don't seem to do much against small ships. 1
T_the_ferret Posted December 28, 2021 Posted December 28, 2021 No they don't get any maluses, and small guns are way too inaccurate and do way too little damage to be worth it. Secondaries are rather weak right now except for the highest caliber ones
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