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Moose456

Warship Weapons/ Limitations

Weapon Actions  

21 members have voted

  1. 1. What should be incorperated into the armarment dynamics?

    • Torpedos should have a minimum arming distance.
    • Torpedos should have a dive distance after release.
    • Gun turrets will have gun depression restrictions.
    • Ships should have Dynamic structures which can be destroyed.
    • Torpedos should have a deflection angle.
  2. 2. What should the Torpedo Arming distance be?

  3. 3. How deep should a Torpedo Dive on release?

  4. 4. What Structures should be Dynamic / Destroyable?

    • Gun Turrets
    • Deck plates
    • Superstructure
    • Below the Waterline
    • None of the ship
      0
  5. 5. Should Torpedos have a deflection angle?

    • 10 degrees
    • 20 degrees
    • 30 degrees
    • All torpedos should detanate on impact with the targets reguardless of angle.
  6. 6. Would Mines add to the gameplay? What kind of mines would you like to see?

    • Yes, mines would change the movement of ships.
    • No, mines would only prolong gameplay.
    • I would like to see Players capable of deploying a few mines in battle.
    • I would like to see mines built into the map as an obsticle to avoid durring battle.

9 comments in this topic

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I have been looking around and seeing a bunch of post about Torpedos and im curious to know?

 

1. Will weapons have limits much like in WOT with gun depression?

 

2. Will Torpedos have a minimum Arming distance before they become active?

 

3. Will Torpedos pass beneath a ship if launched at too close of a range by sea / air? (Common thing noticed in Subhunter series, I understand no subs will be present but will the torpedos possibly dive before comming to there running depth?)

 

4. In WOT you have round bounceing, will there be deflection angels when it comes to torpedo impacts? (unavoidable with magneticly triggered torpedos.)

 

5. Will mines play any role in the game to restrict the movement of enemy / friendly ships (player deployed or built into the map)?

 

 

This is kind of an interesting fact sheet on the different torpedo types: US, Japan

 

 

 

Just an eye candy question, will there be damage models for destroyed Gun turrets and such? would be nice to see your ship kind of fall appart infront of your eyes rather than just explode all at once. If you look at Battlestaions Pacific pictures they show that you not only get to appreciate the ship in one peace but also with its battle scars (Damaged supper structure, Destroyed Turrets, Holes in the decking, fire, smoke)

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View PostMoose456, on 28 November 2012 - 07:17 PM, said:

5. Will mines play any role in the game to restrict the movement of enemy / friendly ships (player deployed or built into the map)?

I do believe that the Devs have said that mines will not be in game.

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Firstly, torpedoes should have a minimum arming distance, I like the 100 meter option for that.  Normally, arming distance was actually a factor of shaft revolutions, but distance works as well.

 

Torpedo diving after launch.  I do like the idea, but it should not simply be a single fixed value.  A torpedo fired by a DD is not going to dive as deep as one dropped by a torpedo bomber.  I feel some sort of adjustment would be appropriate to differentiate between air dropped and surface launched torpedoes.  Say 25 ft for surface launched weapons and 75 feet for air dropped(possibly adjusted for speed at time of launch as well, slower planes' weapons would not dive as deeply as faster planes' weapons).

 

Dynamic structure damage?  I like it, I do not see any need for rendering underwater damage unless it is going to show up when the vessel sinks, otherwise, if it is there, let it be fair game for graphic destruction.

 

Torpedo deflection angles.  I believe you may have the wrong term there.  The Deflection Angle is "The angle between the periscope angle and the component of the gyro angle of the torpedo determined only by track angle, torpedo speed, and target speed"(Submarine Torpedo Fire Control Manual).  Not the angle of impact, which is the Torpedo Track Angle.  I do approve of having deflection angles in the game however, as without it the only launch angle would be line of sight based and limited by torpedo mount traverse angles and would require a great deal of luck to obtain a hit on anything other than a stationary target.  That being said, deflection angle should be something of a "hidden" stat, in that it is not needed unless the torpedo firing mechanics are going to require human input to solve the firing solution problem. That process could, and should be automated, as was done by the TDC, after all, that is what it is there for.  Enter speed, course, range, the TDC sets deflection angle, press fire, reload the tubes.

 

Finally, mines.  I don't like mines for this game.  Mine laying takes time.  A vessel laying mines is a target.  There is also not likely going to be enough time to lay an effective mine field.  Lastly, there are no proper countermeasures for mines, mine sweepers are not in game.(Also, if memory serves, FAQ says no mines, good enough for me)

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Alpha Tester, In AlfaTesters
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Mines would be fairly useless. It takes time and skill to lay an effective minefield, you can't sprint up to the enemy, turn broadside and drop mines in his path. That would be a bad idea right there.

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Indeed, plus you don't want to be going 30 knots in sea state 5 trying to push contact mines down the laying rails.  It'd likely have an adverse impact on your own vessels life expectancy.

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View PostCrag_r, on 28 November 2012 - 08:37 PM, said:

I do believe that the Devs have said that mines will not be in game.
Mines.. Not Mines!

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View PostWunderwaffen1945, on 29 November 2012 - 08:07 AM, said:

Battlestations Pacific is game that really shows how should all of it look

Sort, sort of not, the Devs have said that they are two different game-play styles though.

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