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OmniOptic

DD invisa-firing range changes?

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"The multiplier factor is not applied to a ship's detectability range for 20 seconds after a shot from the main battery is fired, if, at the moment the shot is fired, the ship cannot be detected by the enemy, even with the potential detectability range increase being applied"...Can anyone explain exactly what this means in patch 0.5.5?

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Edited by OmniOptic

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i take it that you basically have 1 invis shot free, if you make the second one you are spotted

 

or more precisely, 1 free invis shot free every 20 seconds (also iirc 20 seconds it's the time how long the increased visibility which your muzzles flares give you lasts)

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Say if you're in smoke and you fire, and a few seconds later the smoke disappears. Pre this patch, you would be spotted for 20s. Post this patch you won't be. 

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"The multiplier factor is not applied to a ship's detectability range for 20 seconds after a shot from the main battery is fired, if, at the moment the shot is fired, the ship cannot be detected by the enemy, even with the potential detectability range increase being applied"...Can anyone explain exactly what this means in patch 0.5.5?

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It's actually spelled out pretty simply in the explanation as to why this change was made.  The intent is to not have a ship that did not have sight on a ship that fired its guns get the bonus from the muzzle flash of those guns because it happened to move into view of the firing ship 10 seconds after the shots were fired (as is the case now...ships that were not able to see the firing ship still got the increased visibility bonus on the firing ship even though they did not have line-of-sight at the time the shots were fired).  

 

Example:  A Battleship is cruising around an island.  The island blocks the view of an enemy Cruiser with a visibility rating of 10 km that is 12 km away.  The Cruiser fires its guns in a salvo at another enemy target as it ducks into another set of islands, increasing its visibility to 14km away for the ships that can see it (all numbers not actual but only put up for example).  The Cruiser breaks line-of-sight to other enemy ships, but the Battleship is in position to see the Cruiser now.  Without this change, that Battleship would have gotten the same bonus to see the Cruiser due to the muzzle flash of its guns as ships that could see the guns going off, even though it wasn't able to see the guns going off when they were fired, resulting in the BB getting sight on the Cruiser.  With the change, the BB would -NOT- get the bonus for the muzzle flash of the guns, as it had no way to see the muzzle flash at the time of the firing, and so will not detect the Cruiser because of that.   As the modifier for firing guns lasts 20 seconds, if the Cruiser were to fire its guns within 20 seconds after the first while the BB can see the shots fired, the BB will now get sight on the Cruiser as normal, but not due to the shot it fired previously (the 20-second thing is only a code thing to make sure the first mod isn't applied past the normal span of the modifier on any single shot, presumably to avoid code violations or because they may introduce different sight time penalties for different guns in the future and want to build in a standard immunity time to this particular event as a contingency).

 

 

As others have pointed out, this also works for ships that fire while inside smoke and then move out, for the same reasons.
 

Edited by Jakob_Knight
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It's actually spelled out pretty simply in the explanation as to why this change was made.  The intent is to not have a ship that did not have sight on a ship that fired its guns get the bonus from the muzzle flash of those guns because it happened to move into view of the firing ship 10 seconds after the shots were fired (as is the case now...ships that were not able to see the firing ship still got the increased visibility bonus on the firing ship even though they did not have line-of-sight at the time the shots were fired).  

 

Example:  A Battleship is cruising around an island.  The island blocks the view of an enemy Cruiser with a visibility rating of 10 km that is 12 km away.  The Cruiser fires its guns in a salvo at another enemy target as it ducks into another set of islands, increasing its visibility to 14km away for the ships that can see it (all numbers not actual but only put up for example).  The Cruiser breaks line-of-sight to other enemy ships, but the Battleship is in position to see the Cruiser now.  Without this change, that Battleship would have gotten the same bonus to see the Cruiser due to the muzzle flash of its guns as ships that could see the guns going off, even though it wasn't able to see the guns going off when they were fired, resulting in the BB getting sight on the Cruiser.  With the change, the BB would -NOT- get the bonus for the muzzle flash of the guns, as it had no way to see the muzzle flash at the time of the firing, and so will not detect the Cruiser because of that.   As the modifier for firing guns lasts 20 seconds, if the Cruiser were to fire its guns within 20 seconds after the first while the BB can see the shots fired, the BB will now get sight on the Cruiser as normal, but not due to the shot it fired previously (the 20-second thing is only a code thing to make sure the first mod isn't applied past the normal span of the modifier on any single shot, presumably to avoid code violations or because they may introduce different sight time penalties for different guns in the future and want to build in a standard immunity time to this particular event as a contingency).

 

 

As others have pointed out, this also works for ships that fire while inside smoke and then move out, for the same reasons.
 

pretty much this....

You have to be SEEN to be SEEN....

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If you think about the firing penalty as muzzle flash, it makes a lot of sense.

 

If you were behind cover of some sort of line of sight blocker when you fired, nobody should be able to use your muzzle flash to spot you (as it can't be seen).  So, if you fire at somebody over an island, then cruise out a second later, you will have your normal stealth rating, not the penalized one.

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If you think about the firing penalty as muzzle flash, it makes a lot of sense.

 

If you were behind cover of some sort of line of sight blocker when you fired, nobody should be able to use your muzzle flash to spot you (as it can't be seen).  So, if you fire at somebody over an island, then cruise out a second later, you will have your normal stealth rating, not the penalized one.

 

Nope - but dont forget the big-earred guys riding up on the masts who could hear the gunfire. :-P

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Ty all for muzzle flash discussion. smoke screens and islands with multiple enemies I hadn't considered.. Also, If I read it right, Ships get 20 sec after an enemy enters "old" extended detectability range before detectability extension gets applied (assuming you could have invis-fired with "old" extended range to begin with).

 

So 20 sec longer invis-firing, but when you are finally detected you may not be at edge of invis-firing range making it tougher to get un-detected again. This considers more of open water map affects of change. Or is this an erroneous interpretation of the changes in game coding?

Edited by OmniOptic

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