Jump to content
Sign in to follow this  
You need to play a total of 20 battles to post in this section.
JervisBay

Ammunition loading times

19 comments in this topic

Recommended Posts

714
[FLEE]
Members
2,194 posts
4,953 battles

Let's take a typical battleship.......say, for the sake of argument, the Wyoming.....but this example may apply right across the board.

(I am using a BB example because the ammunition is not cased - the shell and cordite charges are separate items).

 

It takes 30 seconds to reload the ammunition after a gun has been fired.

Yet it only takes 14 seconds to change from one type to the other (AP to HE or vice versa) if the player decides on a snap-change before firing.

 

The fact that it takes longer to reload than it does to change the type of shell confounds me. There is something not quite right with this.

 

For a crew to remove the cordite charge and then the shell (extricating a shell wasn't a simple matter because once that thing was rammed up into the breech there wasn't a rammer at the other end to push it back!) and then load the other type of shell and then reload the cordite charge must have taken a damned sight longer than 14 seconds.

 

So to my way of thinking the time taken to swap the type of ammunition that is already loaded should be longer - not shorter -  than that for a reload after firing.

Edited by JervisBay

Share this post


Link to post
Share on other sites
777
[BARF]
Beta Testers
5,816 posts
5,484 battles

Let's take a typical battleship.......say, for the sake of argument, the Wyoming.....but this example may apply right across the board.

(I am using a BB example because the ammunition is not cased - the shell and cordite charges are separate items).

 

It takes 30 seconds to reload the ammunition after a gun has been fired.

Yet it only takes 14 seconds to change from one type to the other (AP to HE or vice versa) if the player decides on a snap-change before firing.

 

The fact that it takes longer to reload than it does to change the type of shell confounds me. There is something not quite right with this.

 

For a crew to remove the cordite charge and then the shell (extricating a shell wasn't a simple matter because once that thing was rammed up into the breech there wasn't a rammer at the other end to push it back!) and then load the other type of shell and then reload the cordite charge must have taken a damned sight longer than 14 seconds.

 

So to my way of thinking the time taken to swap the type of ammunition that is already loaded should be longer - not shorter -  than that for a reload after firing.

 

that only happens when you select the captain skill that halves the reload time when switching ammo types.

 

still processing, but I just threw this up right after seeing your post to demoinstrate

Edited by 1nc0mp3t3nt_1

Share this post


Link to post
Share on other sites
422
[F-N-B]
Beta Testers
1,411 posts
8,485 battles

Umm the only time it is quicker to switch ammo is if you have the relevant captain skill. Otherwise there is no difference.

Share this post


Link to post
Share on other sites
5,661
Alpha Tester, Members, In AlfaTesters, Beta Testers
12,413 posts

On a ship w/o captain with skills. There's no difference.

Share this post


Link to post
Share on other sites
714
[FLEE]
Members
2,194 posts
4,953 battles

Well in that case the Captain's Skill is skewed the wrong way.

The skill should reduce the loading time between firings, not the time to unload/new load.

 

Don't get me wrong....I play BBs predominantly and love that class but this just seems to be screwy.......whether it's just a game or not.

 

As we say Down Under....they've got it a.r.s.e-about-face. :)

Edited by JervisBay

Share this post


Link to post
Share on other sites
714
[FLEE]
Members
2,194 posts
4,953 battles

If it took longer, you'd just always fire the salvo.  This allows for tictacs.

Exactly! :)

Share this post


Link to post
Share on other sites
2,548
[EPOXY]
Wiki Editor, Members, Alpha Tester, In AlfaTesters, Beta Testers
5,899 posts
13,624 battles

it's because WG thinks HE ammo is supposed to do meaningful damage to ships.

  • Cool 1

Share this post


Link to post
Share on other sites
Beta Testers
745 posts
3,021 battles

so basically you're advocating the skill shouldn't exist. No problem, though many will disagree, I was just trying to point out this is game not a true to life simulator. There must be some reason they put the skill in and I can say I've found it very nice to have at times.

Edited by toinkove

Share this post


Link to post
Share on other sites
Beta Testers
745 posts
3,021 battles

Do many people even take this skill?

 

prolly depends on the ship type, I find it very useful in cruisers!

Share this post


Link to post
Share on other sites
1,322
[-K-]
Beta Testers
5,660 posts
19,315 battles

I would be in favour of scrapping this skill and getting something else on the commander tree instead.

Share this post


Link to post
Share on other sites
714
[FLEE]
Members
2,194 posts
4,953 battles

it's because WG thinks HE ammo is supposed to do meaningful damage to ships.

 

It does....that is for certain.

I check to see how many BBs are in a battle whilst waiting for the game to start.

If less than 4 then I start will HE and it is certainly effective against CAs and DDs.

Share this post


Link to post
Share on other sites
Members
1,451 posts
11,308 battles

Historically yes maybe...but this is a game, don't take it too much...

Anyway I don't think anyone would use that skill though...maybe they can think a way to rework it

Share this post


Link to post
Share on other sites
714
[FLEE]
Members
2,194 posts
4,953 battles

so basically you're advocating the skill shouldn't exist. No problem, though many will disagree, I was just trying to point out this is game not a true to life simulator. There must be some reason they put the skill in and I can say I've found it very nice to have at times.

 

No...not really.

I was just puzzled by it.

But it would make more sense if it took at least as long as a normal reload.

Share this post


Link to post
Share on other sites
Beta Testers
745 posts
3,021 battles

well I've never fired any naval artillery but your logic seems sound. I've always just assumed it was a "skill" not rooted in any kind of reality.

Share this post


Link to post
Share on other sites
777
[BARF]
Beta Testers
5,816 posts
5,484 battles

Well in that case the Captain's Skill is skewed the wrong way.

The skill should reduce the loading time between firings, not the time to unload/new load.

 

Don't get me wrong....I play BBs predominantly and love that class but this just seems to be screwy.......whether it's just a game or not.

 

As we say Down Under....they've got it a.r.s.e-about-face. :)

if they did it the other way, it would become easily exploitable and then you would have battleships firing just a little slower than 200mm+ cruisers. that would break the battleship class

 

 

Share this post


Link to post
Share on other sites
166
[5IN]
Members
1,371 posts
33,994 battles

Do many people even take this skill?

 

No because it's worthless.

 

Just shoot the volley already loaded and reload with desired type. Every shot can do damage and even AP can do big damage at bad angles like knocking out a turret or detonating any USN cruiser.

 

Easily the most useless capt skill they have along with everything at level 5 other than concealment. Even the manual secondaries is misplaced at lvl 5. Only a amputated handful of ships have secondaries that could justify even trying this.

 

Notser did a good detailed review after the capt skill reset.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×