[1706] Antiship Missile Overkill despite WRA

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Knightpawn
Posts: 227
Joined: Mon Dec 02, 2024 12:28 pm

[1706] Antiship Missile Overkill despite WRA

Post by Knightpawn »

In the attached observe two instances where Nato ships have fired 6 Harpoons and 6 Otomats respective against two ship targets of 55 damage points each. This despite default WRA that is set to match target's value.

The save is immediately after the launch
Overkill.zip
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Nikel
Posts: 2136
Joined: Tue Mar 24, 2009 10:51 am

Re: [1706] Antiship Missile Overkill despite WRA

Post by Nikel »

The missile defense is 6 Harpoons, but this is too much, is it not?
thewood1
Posts: 10059
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Location: Boston

Re: [1706] Antiship Missile Overkill despite WRA

Post by thewood1 »

From the manual if you search "Missile defense"...

"WRA refers to the target’s “Missile Defense Value”. This is
included in the target’s database viewer and is a guide to ideally
how well they can defend themselves against a basic Harpoon-style
ASM. A small missile boat or unarmed civilian ship has a missile
3. User Interface
71
defense value of 2 Harpoon-equivalents, while a high-end version
of the Ticonderoga or Kirov cruisers has a whopping 96. Note that
missile defense value only applies to positively identified targets.
For warships, WRA is extremely useful to ensure that heavy
missiles are not squandered on overkill targets (ie, don’t launch
monstrous carrier-busting missiles against small sailboats)."

I think its not just about damage but is weighted to account for defensive capabilities and hit % of the AShM.
Nikel
Posts: 2136
Joined: Tue Mar 24, 2009 10:51 am

Re: [1706] Antiship Missile Overkill despite WRA

Post by Nikel »

It is a Libyan motor torpedo boat, has no defense vs a Harpoon.
thewood1
Posts: 10059
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: [1706] Antiship Missile Overkill despite WRA

Post by thewood1 »

Then it sounds like a db issue. The MDV is set in the db IIRC.
Nikel
Posts: 2136
Joined: Tue Mar 24, 2009 10:51 am

Re: [1706] Antiship Missile Overkill despite WRA

Post by Nikel »

Yes, they are firing 6 because the db is telling them that it is what is needed to destroy the motor boat.
Knightpawn
Posts: 227
Joined: Mon Dec 02, 2024 12:28 pm

Re: [1706] Antiship Missile Overkill despite WRA

Post by Knightpawn »

Ok I understand. It is absurd though to fire 6 Harpoons against this "annoyance of a boat". I have set everything to No automatic fire and fire them manually
Nikel
Posts: 2136
Joined: Tue Mar 24, 2009 10:51 am

Re: [1706] Antiship Missile Overkill despite WRA

Post by Nikel »

The Mk8 gun will destroy it, but you are too far :)
thewood1
Posts: 10059
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: [1706] Antiship Missile Overkill despite WRA

Post by thewood1 »

OK. Its doing what the manual said. But...

When the ships fired, the enemy unit was not positively IDed yet. I am pretty sure there is a default MDV for unIDed ships. As a test, I killed the Harpoons, dropped the MTB as a contact, let it be detected and fired Harpoons. Six fired at the unIDed ship. If I restart and killed the Harpoons, then tell the ships to reattack at the positively IDed MBT, only two are fired.
tylerblakebrandon
Posts: 457
Joined: Mon May 11, 2020 5:16 pm

Re: [1706] Antiship Missile Overkill despite WRA

Post by tylerblakebrandon »

I would probably restrict auto firing at unidentified units and set to 2 missiles max for small craft.
thewood1
Posts: 10059
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: [1706] Antiship Missile Overkill despite WRA

Post by thewood1 »

Thats almost always what I do unless I have intelligence hinting otherwise.
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