Guns are way too deadly (Rate of fire wise) (Full Version)

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JCR -> Guns are way too deadly (Rate of fire wise) (11/29/2013 11:13:02 AM)

After making some old school tests I must say, gun rates of fire are way off....
Especically older guns like WW2 era 5" and larger guns fire about twice the speed they should.
The precision is ok, there are a lot of misses but the RoF makes surface engagements way too short and too bloody with WW2 era artillery.
Can you increase RoF of all guns or at least all non automatic guns by 100%?

I know Command isn't a WW2 gun battle simulator but a lot of those ships play important roles right up to the 1990s, so it is not as unimportant as it would seem.




ComDev -> RE: Guns are way too deadly (Rate of fire wise) (11/29/2013 11:27:43 AM)

Thanks for reporting this one. Yes it seems there is a ROF issue for guns and also for rail launched weapons. Have already registered a bug report on this one, will look into it as soon as a few other high-pri items have been cleared.

Thanks again! [8D]




El Savior -> RE: Guns are way too deadly (Rate of fire wise) (11/29/2013 11:34:35 AM)

ROF seems high little high, could be tweaked down more (half?). Coastal forts are too VERY deadly, they can destroy any ship in matter of few minutes. I tested with 120mm and 254mm guns and any target can be destroyed at night (older 254mm had only eyes & binoculars - of course range was 4-5 nm). Targets were fast patrol boats and destroyers. Patrol boats was hit dead on second or third round and other hits were close 10-20m but fragments bring targets down very quickly.




JCR -> RE: Guns are way too deadly (Rate of fire wise) (11/29/2013 11:51:35 AM)

I just recreated the Tonkin incident, resulting in the US DD destroying all PT boats within 2 minutes.
As I said rate of hits is ok, but near misses are probably a bit too deadly
A US 5"/38 has a design RoF of 15 rounds per minute, meaning a shot every 4 seconds, and in reality probably less since it was hand loaded, not to mention the fact that you don't pump out a continous stream of shells but have to correct for azimuth and elevation.
In Command it is practically more equal to one round per second.

If you look at the real performance of US destroyer guns, it wasn't so brilliant against small boats even in 1988 with automatic guns on modern frigates and destroyers.

I think the problem might be that while command treat unguided ammo (guns, bombs, depth charges) with a physical representation and calculated flying time, the DB still treats it as instantaneous as in Harpoon.




JCR -> RE: Guns are way too deadly (Rate of fire wise) (11/29/2013 12:45:58 PM)

- after some further testing, I must say near misses are too damaging, also I get the feeling gunfire ignores weapons arcs.
Might be the specific ships I used but TCG Yavuz (SMS Goeben) fired all her 10 28 cm guns at my soviet destroyer in salvoes impacting 15 seconds from each other, while her bow was pointing exactly at the target. Goeben would've been able to bring 1, at max 2 of her turrets to bear at that angle.
I had removed her fire control radars as I don't think she had them. The shooting was pretty much as it should be, mostly hundreds of meters off.
The soviet destroyer was eventually sunk by a "near" miss 93 meters off!
Armor piercing shells should do almost no damage with near misses and even HE shells, 93 meters is more distant than many depth charge drops and a 28 cm shell contains far less explosive.
:D

Near misses from shells shouldn't be damaging if more than say 5-10 meters off.

Edit:
Tested it, mount arcs do work on some platforms.
If you put a target exactly behind a BB Jean Bart (all main battery pointing to the front), it will not engage with 15", only with its rear mounted 6" turrets.
So it is probably a question of checking each ship on correct firing arcs.




jmscho -> RE: Guns are way too deadly (Rate of fire wise) (11/29/2013 3:29:10 PM)

Sure I read somewhere that firing arcs only operate if the target is
less than a certain distance away (5 miles maybe?).
Otherwise they are ignored.




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