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Carniolan

Fire control system question on blocked shots?

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If your fire control computer/system knows your shot is blocked (and it does, thus the little mountain icon) why can't it refrain from firing any turrets that are blocked?  

Thus keeping that set of guns loaded and ready?

 

 

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it could, but doesn't.  There's a lot of ways gunnery could be improved if they wanted to.  I wouldn't mind the ability to keep my rear turrets pointed to starboard even if I'm zigzagging and the enemy is temporarily to port.  But it is what it is.

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The problem would be it would make the game more complicated implementing things like controlling turrets independently. I think WG just wants to keep it simple and not a  make the game sim. They can attract a larger player base that way.

Edited by SavageTactical

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20 minutes ago, Carniolan said:

If your fire control computer/system knows your shot is blocked (and it does, thus the little mountain icon) why can't it refrain from firing any turrets that are blocked?  

Thus keeping that set of guns loaded and ready?

Because only some and not all of your turrets/guns might be block. Sometimes you would be ok wasting 1/2 your salvo when a golden but fleeting opportunity presents itself.

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I'd settle for being able to reliably lock onto a target. Place reticule onto target (doesn't lock), hit X (still doesn't lock), zoom out, hit X (still no lock), zoom back in, hit X - FINALLY locks onto target. No other ship near the target, yet several times a day I can't get that darn thing to lock onto a target.

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there are times when 1/3 of your shells from the same turret makes its way over the top of the island, while the other 2 hit the island

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8 minutes ago, FleetAdmiral_Assassin said:

I'd settle for being able to reliably lock onto a target. Place reticule onto target (doesn't lock), hit X (still doesn't lock), zoom out, hit X (still no lock), zoom back in, hit X - FINALLY locks onto target. No other ship near the target, yet several times a day I can't get that darn thing to lock onto a target.

There is an upgrade (target acquisition system) that allows for longer-range locks.

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21 hours ago, Snargfargle said:

There is an upgrade (target acquisition system) that allows for longer-range locks.

1. I'm not speaking about only at extreme range, this happens at all ranges.

2. There's nothing in the Target Acquisition System upgrade to indicate that it works that way (it simply increases the assured acquisition ranges which means you spot things from further away - ships at 3k instead of 2k (a 50% increase), ships and torpedoes on open water from 20% further away)).

I'm talking about regular target lock that ranges your weapon to the target (and follows target). At least once a day I can't get the darn thing to lock onto what I'm trying to shoot at .

Edited by FleetAdmiral_Assassin

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18 minutes ago, FleetAdmiral_Assassin said:

I'd settle for being able to reliably lock onto a target. Place reticule onto target (doesn't lock), hit X (still doesn't lock), zoom out, hit X (still no lock), zoom back in, hit X - FINALLY locks onto target. No other ship near the target, yet several times a day I can't get that darn thing to lock onto a target.

Holy Heck, THIS!!! All the freaking time for me. I bet it's tied to RNG which me never on my side. EVER!

I've taken the last 3 weeks off this game because of so much stuff that simply beat me down over the X-mas and New Year's Campaigns. I want to come back. I will. In time.

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28 minutes ago, FleetAdmiral_Assassin said:

At least once a day I can't get the darn thing to lock onto what I'm trying to shoot at (which throws off the ranging of the guns if another ship at a different range is still locked causing you to miss).

May be lag. Occasionally my ISP will lower my bandwidth drastically, probably due to an overloaded local server. If I'm playing a game when this happens it's hard to get a lock on a target. 

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58 minutes ago, Snargfargle said:

Sometimes I get bored and just like to shoot at islands.

I prefer to run into them and get stuck, especially while I'm getting shot at.

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1 hour ago, Snargfargle said:

There is an upgrade (target acquisition system) that allows for longer-range locks.

Is there an advantage to target lock in this game?  I obviously haven't even tried it, but it's not like tanks where your shells fly across the map in 1/2 a second. 

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1 hour ago, Snargfargle said:

There is an upgrade (target acquisition system) that allows for longer-range locks.

 

1 hour ago, FleetAdmiral_Assassin said:

2. There's nothing in the Target Acquisition System upgrade to indicate that it works that way (it simply increases the assured acquisition ranges which means you spot things from further away - ships at 3k instead of 2k (a 50% increase), ships and torpedoes on open water from 20% further away)).

FleetAdmiral_Assassin is correct.  The name of that module (and mechanic) is confusing because it has nothing to do with acquiring a target in the common use of the term, which would be to acquire a target lock.  As FA_A indicates, that module affects "Assured Acquisition," which, again, has nothing to do with acquiring a target lock.  It would have been better named "Assured Detection" because that is what it really does.  Assured Acquisition is the spotting mechanic trump card that says, if you get close enough to a target, you will see it even if line of sight is blocked by smoke, islands, etc.  The global Assured Acquisition range for all ships is 2km, and the Target Acquisition System upgrade (only available to ships that have the Tier 8 upgrade slot) extends the Assured Acquisition range of ships so equipped to 3km.  The module also, like the 3 point Captain's skill "Vigilance," increases your ability to automatically detect enemy torpedoes further out, as FA_A also indicates.

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6 minutes ago, BullpupWOT said:

Is there an advantage to target lock in this game?  I obviously haven't even tried it, but it's not like tanks where your shells fly across the map in 1/2 a second. 

Target lock does at least two things.  First, when you lock a target, your reticle then automatically moves with the ship allowing you to adjust your lead relative to the ship rather than to the game map.  This is why you don't have to keep moving your reticle with the ship as it moves once you do a target lock.  If it didn't do this, you not only would have to adjust your reticle with the appropriate lead, you would have to constantly keep moving it with the ship to maintain that position.

The second thing it does is to adjust your gun elevation to hit the target. To picture how this works, envision a situation where you are locked onto a stationary target that is behind an island but far enough from the island that you can hit it by firing over the island.  While the target is visible, your aim is relative to the ship, so your reticle will be below the island ridgeline, but your guns will still automatically elevate to clear the island.  Once the target disappears, you lose your target lock.  That reverts your aiming from relative to the ship back to relative to the game world.  Since your reticle is aimed below the island ridge line, suddenly all your shots no longer clear the island because your guns are now elevated to hit the point on the island where your reticle is located.  You have to raise your aim to just over the ridgeline to start clearing the island again.

 

 

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33 minutes ago, BullpupWOT said:

Is there an advantage to target lock in this game?  I obviously haven't even tried it, but it's not like tanks where your shells fly across the map in 1/2 a second. 

Huge advantage, it essentially tell the computer at what range you want to shoot at, and that's before the dispersion reduction you get for firing on a locked on target.

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20 hours ago, Carniolan said:

If your fire control computer/system knows your shot is blocked (and it does, thus the little mountain icon) why can't it refrain from firing any turrets that are blocked?  

Thus keeping that set of guns loaded and ready?

 

 

This isn't so much as a game issue, but an issue with the device that clicks the mouse to fire.

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20 hours ago, Carniolan said:

If your fire control computer/system knows your shot is blocked (and it does, thus the little mountain icon) why can't it refrain from firing any turrets that are blocked?  

Thus keeping that set of guns loaded and ready?

 

 

 

I remember the day...not too long ago... when we didn't have that symbol to show a shot was blocked.  You pretty much were on your own to figure it out.  Lots of virtual ground was plowed in those days.

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56 minutes ago, Soshi_Sone said:

 

I remember the day...not too long ago... when we didn't have that symbol to show a shot was blocked.  You pretty much were on your own to figure it out.  Lots of virtual ground was plowed in those days.

 

Dead goats everywhere.  I tell you, it was gruesome.

 

 

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2 hours ago, Soshi_Sone said:

 

I remember the day...not too long ago... when we didn't have that symbol to show a shot was blocked.  You pretty much were on your own to figure it out.  Lots of virtual ground was plowed in those days.

Okay then, give me control over which turrets are shooting...

 

 

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21 hours ago, BullpupWOT said:

Is there an advantage to target lock in this game?  I obviously haven't even tried it, but it's not like tanks where your shells fly across the map in 1/2 a second. 

You're seriously asking?

Holy... 

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1 hour ago, lemekillmister said:

You're seriously asking?

Holy... 

Well, with only 400ish battles, yes I'm asking. I'm not finding it terribly difficult to aim manually. I'm not saying I'm a crack shot all of the time, but I don't find it particularly frustrating to aim. 

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1 minute ago, BullpupWOT said:

Well, with only 400ish battles, yes I'm asking. I'm not finding it terribly difficult to aim manually. I'm not saying I'm a crack shot all of the time, but I don't find it particularly frustrating to aim. 

target lock make your screen auto-follow the target, making it less of a chore to constantly move your screen to stay on target

more importantly, it cuts dispersion by half(doubles your dispersion if you shoot without locking)

and it enables you to shoot over mountains(otherwise your shot would be aiming at the mountain)

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