Debate. Is Almost Useless the same as Compleatly Useless? (Full Version)

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Possum -> Debate. Is Almost Useless the same as Compleatly Useless? (9/30/2002 7:36:55 AM)

This is with respect to Gary's desision to make the Japanes 5"/50 a SP weapon.
His argument for this is that the Gun is Almost worthless as a AA weapon. I do not disagree with his premise.
I too think that the Japanese 5"/50 is a terrible AA weapon, from what I've read about it.
My contention is that even though it is a poor AA weapon, that dosn't make it a compleatly useless AA weapon.
To my thinking, there is a large gap between being compleatly useless, and being almost useless.
Compleatly useless means that The Weapon can NEVER be used for any effect in the desired role.
It dosn't matter how many of them you have, the effect value of 0 means they will never work.
Almost useless means that the weapon has a very small but positive effect.
When you have only a couple of them, they are ineffective, but when you start to have them around in sizable numbers, then there is a noticable effect.
To my thinking, 1 Japanese DD's firing their main arnament in the AA role should have effectivly zip of doing anything.
But a group of 4 Japanese DD's firing their main arnament in the AA role should have a small chance doing something.
And a group of 10 Japanese DD's firing their main arnament in the AA role should have a good chance of aborting A/C and/or causing dammage to the Attacking A/C.




pasternakski -> Re: Debate. Is Almost Useless the same as Compleatly Useless? (9/30/2002 8:04:22 AM)

[QUOTE]Originally posted by Possum
[B]My contention is that even though it is a poor AA weapon, that dosn't make it a compleatly useless AA weapon.
To my thinking, there is a large gap between being compleatly useless, and being almost useless.
[/B][/QUOTE]

Obviously, you've never met my children.

Seriously, I think you have a valid point. I wonder, though, how it would be possible to model what you suggest within the game coding? The current mechanics add the values up and apply modifiers. I suspect that the problem with the Japanese 5/50 is that giving it ANY AA value would overstate its performance, and this would only be exacerbated whenever several ships armed with this weapon were in the same TF.

Just surmising here.




Oleg Mastruko -> (9/30/2002 8:19:11 PM)

Hey why stop there? Let's cloud and complicate the issue even more :D

I mean, 5/50's main problem was insufficient elevation and slow traverse. That means guns MAY be useful against low flying aircraft (torpedo bombers) but are useless against dive bombers.

So, the guns should really have different values against torp bombers and dive bombers, along with different values for solo DDs and massed fire from dozen DDs.

If this is not implemented in the next patch - this game gets shelved!

:D

O.




Erik Rutins -> Response... (9/30/2002 8:30:07 PM)

Yes, the slow traverse and elevation of these guns was still particularly sufficient to target low-flying forum posters as well. ;)

Regards,

- Erik




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