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Post 1.20 Surface Battles - 7/28/2002 12:10:51 AM   
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Echo
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I'm not going to comment on them. I want to know what everyone else thinks?

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Re: Post 1.20 Surface Battles - 7/28/2002 3:17:59 AM   
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dpstafford
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[QUOTE]Originally posted by Echo
[B]I'm not going to comment on them. I want to know what everyone else thinks? [/B][/QUOTE]
Smaller, weaker side gets pounded. As it should be.

On the other hand, I have yet to see a BB fire during surface combat. I hoping that I just missed it.

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Comment - 7/28/2002 3:19:50 AM   
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Echo
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Ok, now I'm gonna comment.

I was hammered, and hit, over 60 times in 2 seperate surface engagements, whilst my ships returned fire at a rate of 1/4 to 1/3 of my opponents. (Resulting in a total of 10-15 hits against my opponent).

I suspect this is because my opponents task force was larger (not by much) , and latest patch seems to have over fixed the problem of smaller groups firing more than larger one.

I want my ships to fire at what is firing at them damnit. Not sit in the water and take 60 hits without one shot fired in response.

Whats up with this? Has anyone else been involved in a major surface action since the latest patch?

I still have the combat replay if anyone wants to see it.

E-mail me [email]Zooks21@hotmail.com[/email], and tell me if I'm crazy or not.

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- 7/28/2002 3:21:18 AM   
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Echo
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[QUOTE]Smaller, weaker side gets pounded. As it should be. [/QUOTE]

Agreed. But not at the expense of the weaker side not firing their damned guns.

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- 7/28/2002 4:19:50 AM   
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Joel Billings
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My understanding is that the only change was that ships were limited to firing no more than twice for every combat round that has happened so far. So if a ship for some reason does not fire in round 1, it is limited to firing no more than 4 times in round 2. It used to be that whenever a ship was fired at, it had a chance to shoot back at its attacker. That's why an outnumbered force would end up firing so much before this patch. I hope that at least one of two things happened in your battle. Either your T was crossed, making it much less likely for your ships to engage, and/or your crew experience or TF commander ratings were much lower than your opponents (this happens often for night battles in 1942 where the Japanese crews are much better than the US crews). The possibility of a Savo Island or Tassafaronga have got to be in the game, no matter how improbable these results may seem.

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Re: Comment - 7/28/2002 5:33:58 AM   
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DSandberg
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[QUOTE]Originally posted by Echo
[B]I suspect this is because my opponents task force was larger (not by much) , and latest patch seems to have over fixed the problem of smaller groups firing more than larger one.[/B][/QUOTE]

Based on my one surface action in 1.20 so far, I can't agree. My ships outnumbered the enemy, but they got the better of me. The smaller side certainly seemed to be firing at least as often as I would have expected ... and were hitting my ships an awful lot in the process, unfortunately for me.

Like Joel suggested, maybe there was some other explanation for why your ships weren't firing as often.

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- 7/28/2002 6:09:41 AM   
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Jeremy Pritchard
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Numbers of ships should not guarantee victory.

Look at many of the surface engagements of the Soloman islands. The fleet with the largest numbers of ships did not always come out on top.

For example, the Battle of Tassafaronga pit a powerful USN TF of 4 CA, 1 CL and 6 DD against 8 DD. The US lost a CA sunk and 3 heavily damaged with the Japanese losing 1 DD. Although the Japanese did not drop their supplies on Guadalcanal, they should have been wiped out by this vastly superior force. Experience and leadership made this into a tactical victory for the Japanese.

Also, the 2nd battle of Guadalcanal had a Powerful IJN TF of 1 BB, 2 CA, 3 CL and 9 DD against 2 BB and 4 DD of the USN. The US came out on top on this engagement with one superficially damaged BB, 3 DD sunk and 1 Damaged but the Japanese had 1 BB eventually sunk (scuttled) and 1 DD sunk with a CA damaged. Even though there were more BB's in the US fleet, the numerical superiority and firepower in the smaller Japanese vessels, notably in their torpedos made their fleet substantially stronger and should have previaled. However, USN leadership along with the use of radar and a relatively timid IJN commander resulted in a tactical and strategic victory for the US.


Size and numbers should not matter as much as Leadership, Experience, Suprise and Radar offers to increasing the potential of actual vessels.

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- 7/28/2002 7:06:58 AM   
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pasternakski
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Yep, I think Jeremy's right on it. Surface combat results were wildly unpredictable during this period and in this theater.

I do believe, though, that one thing informing people's (mild)dissatisfaction is the oversimple presentation of the combat itself in what I call the "junior high school dance" format (the boys line up against one wall, the girls line up against the other wall, and everybody daydreams about what could have been).

Might we have some sophistication, additional information, and graphic detail? "So-and-so crosses the T" just ain't enough for me. Those comic book turrets and Target store targets don't turn me on much, either. "Torpedoes in the water" is about as informative as "Someone's in the kitchen with Dinah."

--------------------------------

I will now proceed to entangle the entire area

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- 7/28/2002 7:56:30 AM   
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Joel Billings
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[QUOTE]Originally posted by pasternakski
[B]
Might we have some sophistication, additional information, and graphic detail? "So-and-so crosses the T" just ain't enough for me. Those comic book turrets and Target store targets don't turn me on much, either. "Torpedoes in the water" is about as informative as "Someone's in the kitchen with Dinah."
[/B][/QUOTE]

I hate to say it, but the short answer is no. First, the code isn't doing much more than what you are seeing being displayed (with lots of formulas and modifiers being factored in). Second, unless you know a graphic programmer and artist that wants to work for next to nothing (while creating a battle on the fly from some limited info the code can throw out), it just isn't going to happen. UV was late in shipping as it was because several months of coding went into delivering the combat graphics that the game has now (it turned out to be more difficult and to take longer than we had hoped). Sorry, but this is the harsh reality.

Joel

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- 7/28/2002 8:28:30 AM   
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Fred98
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A great quote from a post above:


"... planning and preparations were made with great efforts with this day as a goal. Before this target day came, however, the tables had been turned around entirely and we are now forced to do our utmost to cope with the worst. This should be kept in mind as a lesson showing that a war is not predictive." -- RADM Matome Ugaki, June 8 1942.

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- 7/28/2002 10:20:05 AM   
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Ron Saueracker
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One thing I'm still noticing. DDs are rarely involved in surface combat if larger units are present. At the moment, heavy units seem to square off but DDs are a side note. DDs sufferred the highest losses during the Solomons campaign...one would think they might come to grips with the enemy more often.

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- 7/28/2002 11:44:04 AM   
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Mark Ezra
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My Japanese force of 3 battleships, 6 crusiers, and 9 destroyers took on 1 Battleship, 5 cruisers, and 5 destroyers of a TF in a night fight. Both Fleets were classed as surprised. The USN took a terrible pounding. One Japanese battleship did engaged but the real damage was done by the cruisers and tropedos from the destroyers. In a second attack my same Japanese fleet came up against 5 more destroyes and 5 cruisers. These, too suffered severe losses. Frankly they got what was coming from them...LOL This battle took place on 7/21/42..early war with USN still ineffective at night. My feeling is one battle result doesn't make for a bad patch. Results are random and surface battles a bit rare. Only time and playing will render a clear picture of the games combat resolution.

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- 7/28/2002 11:48:43 AM   
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DSandberg
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[QUOTE]Originally posted by Joe 98
[B]A great quote from a post above ...[/B] [I]snip[/I] [/QUOTE]

Glad you liked it. I thought it was a rather resonant one, and one particularly applicable to UV, when I ran across it (quoted in the book "Miracle at Midway" by Gordon Prange).

- David

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- 7/28/2002 11:53:49 AM   
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DSandberg
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[QUOTE]Originally posted by Joel Billings
[B]I hate to say it, but the short answer is no ... unless you know a graphic programmer and artist that wants to work for next to nothing (while creating a battle on the fly from some limited info the code can throw out), it just isn't going to happen. UV was late in shipping as it was because several months of coding went into delivering the combat graphics that the game has now (it turned out to be more difficult and to take longer than we had hoped).[/B][/QUOTE]

I can imagine. While UV's combat graphics are certainly a far cry from realtime 3D :) I do want to compliment the person(s) that did the animated ship explosion graphics and/or ack-ack puffs. Those really go a long way towards adding interest to what would otherwise have been entirely too plain of a combat interface.

- David

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"... planning and preparations were made with great efforts with this day as a goal. Before this target day came, however, the tables had been turned around entirely and we are now forced to do our utmost to cope with the worst. Thi

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- 7/28/2002 1:59:57 PM   
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pasternakski
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[QUOTE]Originally posted by Joel Billings
[B]

I hate to say it, but the short answer is no. First, the code isn't doing much more than what you are seeing being displayed (with lots of formulas and modifiers being factored in). Second, unless you know a graphic programmer and artist that wants to work for next to nothing (while creating a battle on the fly from some limited info the code can throw out), it just isn't going to happen. UV was late in shipping as it was because several months of coding went into delivering the combat graphics that the game has now (it turned out to be more difficult and to take longer than we had hoped). Sorry, but this is the harsh reality.

Joel [/B][/QUOTE]

I know, I know. Doggone it, I wish I could stop wanting everything all at once all of the time. I'm one of the kids who was always disappointed with his Christmas presents and tried to get more complete gratification out of the packing boxes and wrapping paper. I think that says a lot about my unreasonable dissatisfaction with a lot of stuff ... like women, dope, work, god - you know, life in general.

I apologize for being an unconscionable bitcher and promise to be satisfied with the great product you guys have created...

---------------------------

I will now proceed to entangle the entire area

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- 7/28/2002 4:22:58 PM   
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Marc von Martial
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[QUOTE]Second, unless you know a graphic programmer and artist that wants to work for next to nothing [/QUOTE]

Hey Joel, the graphic artists are allready doing this :cool: , so you just need a coder that works next for nothing ;)

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Alrighty - 7/28/2002 5:53:12 PM   
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Echo
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[B]My Japanese force of 3 battleships, 6 crusiers, and 9 destroyers took on 1 Battleship, 5 cruisers, and 5 destroyers of a TF in a night fight. Both Fleets were classed as surprised. The USN took a terrible pounding. One Japanese battleship did engaged but the real damage was done by the cruisers and tropedos from the destroyers. In a second attack my same Japanese fleet came up against 5 more destroyes and 5 cruisers. These, too suffered severe losses. Frankly they got what was coming from them...LOL This battle took place on 7/21/42..early war with USN still ineffective at night. My feeling is one battle result doesn't make for a bad patch. Results are random and surface battles a bit rare. Only time and playing will render a clear picture of the games combat resolution.[/B]


Alright, thats good enough for me. I'll chalk it up to inexperienced crewmen. I'd go double check their rating, but their sitting on Iron Bottom Sound.

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- 7/28/2002 7:21:06 PM   
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Wilhammer
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One thing I have not seen as a frequent Japanese player is the tactic used in a few battles of firing the torpedoes first.

Always it is a gunfire, usually a full round of it, before torps fly.

Even then, torp usage seems a bit low for the Japanese.

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8" MG fire - 7/29/2002 10:21:21 PM   
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Drongo
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[QUOTE]My understanding is that the only change was that ships were limited to firing no more than twice for every combat round that has happened so far. So if a ship for some reason does not fire in round 1, it is limited to firing no more than 4 times in round 2. [/QUOTE]

I think I have just been on the receiving end in a surface engagement of the 1.20 change that Joel referred to above.

Situation : Scen 17, 7/42, player(USN) versus AI. I had several TF's of unescorted (naturally) transports unloading urgently needed troops/supplies at PM. A large IJN CA force was spotted making a night run to hit the port that turn. A surface combat TF was created from what was available. It consisted of 2 USN CA's (with SC radar) and a DD. "Ching" Lee was placed in charge. A night defeat was acceptable if it kept the IJN away from the transports.

The IJN threat duly arrived that night and materialised in the form of 5 CA's, 1 CL and 2 DD's:eek: Neither side gained any initial tactical advantage. The first round involved an ineffective exchange between an IJN CA and the USN CA Portland at 8000 yards. The second round continued at the same range and began, as before, with another ineffective exchange between the same 2 ships. Another IJN CA (Furutaka) then decided to join in and delivered the most devastating round of fire I have ever seen in UV. I do not know how many salvos it fired but the Portland received 11 8" hits before it could blink, let alone attempt to return fire. That one continuous "burst" brought the second round and the Portland's service career to an end (it sank immeadiately). The other USN ships were sent to the bottom shortly after by the relatively conventional tactic of being engaged by large no's of unfriendly ships. For their troubles, the IJN received a single 8" hit on one of their CA's (unfortunately not the Fur-"uber"-taka).

From Joel's quote, I assume the following happened. As the Furutaka had not engaged in the first round, it had a max no. of shots of 4 in the second round. If the Portland had fired twice (probably) in the second round in it's exchange with the other IJN CA, it would not be able to conduct any further firing for the rest of the round, even though it was being fired at. The Furutaka probably got off its max shots (4) and it probably just got lucky. Does this seem correct to anyone else?

I was happy to see the changes to surface combat that were brought in with 1.20 as IMO I thought the results from engagements were uniformly far too bloody to both sides compared to the historical battles. I have no problems with being annihilated by a superior foe who suffers little or no loss:mad: if the circumstances warrant it but I am curious about the rationale of allowing a ship (whether it be mine or the enemy's) to potentially "carry over" shots from previous rounds. If a ship has not fired in a previous round, so what? The rules had explained that adequately in terms of inexperience, poor visibility, etc. If a ship finds itself able to engage the next round, why would it not fire only twice (max) like other vessels that are already engaged (if that is what is actually happening now under 1.20).

While on the subject, does any one know whether specific damage (ie gun, electrical, radar, *massive explosion*, etc) received by a vessel during a combat round has any effect on the effectiveness of its subsequent salvos for that round or even later ones? I have seen many times where vessels receive heavy damage from an opening salvo in a round and yet seem to fight on with what appears to be full effectiveness until it "suddenly" sinks at the end of a combat round (I'm not including any "simultaneous" salvos from the damaged vessel as they would be unimpaired). Historical accounts of the battles off Guadalcanal show several times how ships were knocked out of the battle (both temporarily and permanantly), without being sunk, when they received a debilitating hit (ie power loss, fire control wrecked, torpedo "shock" etc.). This may be already factored in but I have never noticed it. It would certainly make any IJN admirals day (night) if the USN BB South Dakota were to be sailing blind and helpless for a round or two of target practice due to loss of electricals/radar as it was in the Second Naval Battle for Guadalcanal (from memory).

[QUOTE]One thing I have not seen as a frequent Japanese player is the tactic used in a few battles of firing the torpedoes first. [/QUOTE]

I totally agree. Considering the near total emphasis historically of the IJN light surface forces on delivering night torpedo attacks, I was surprised at the fact that this was not incorporated into the battles. The IJN certainly have the night experience advantage early as well as the superior Long Lance (+ reloads) present in UV but I don't see any evidence of their doctrine in battles. From what I've seen, I would assume (maybe wrongly) that USN DD's would fire torpedos as often as their IJN counterparts if their night experience was the same. Maybe the tactic of Crossing the "T" could be replaced by Glorious Charge of the Long Lances ;) and allow a % of IJN DD's and CL's to release torpedos in a free initial round prior to the guns opening up on both sides. Whatever was done, it would be nice to get a feel of the gun v torp doctrines and allow greater involvement of the DD's from both sides (USN DD's were showing how it was done in '43). Given how a combination of good radar/experience will start tipping the balance to the USN as games go on, I think the IJN should have a clearer chance in early battles to try to give their doctrine a go (or to make hay while the sun (moon) shines!). Excuse the puns but its late at night over here.

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- 7/29/2002 10:42:15 PM   
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Wilhammer
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AMOF, I recal only ONE succesful American surface torpedo attack in the Guadalcanal Campaign, and several Japanese ones.

For example, at Savo Island, Aug6/7, the Japanese torpedoes were just about to hit when the IJN was spotted. This was a devestating attack, and it made subsequent allied return fire moot.

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Post #: 20
- 7/30/2002 12:00:23 AM   
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Jeremy Pritchard
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The main reason for using torpedos at night in the first round, is like what Wilhammer said, to not give your position away to the enemy. Firing your guns will, but torpedos will give you a first shot advantage.

Ships have been known to have had their entire fighting capability knocked out, but not sink. Also, some ships keep on effectively fighting even when the waves are over their bows. It depends on what gets hit. Maybe your CA got hit in areas vital to the ship's survival, but did not affect the fighting ability whatsoever (i.e., gouged out the hull, letting in a lot of water but leaving the firing directors, and guns alone).

I guess that the opposite rarely happens in the game, and maybe should be looked at by the developers (if they have the time) to be added. However, this might then begin another entire set of problems, that of ships being disabled left and right due to only superficial damage. Imagine the contraversy! :)

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