Page 2 of 2
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 7:22 am
by DuckofTindalos
ORIGINAL: Nikademus
you may want to consider lowering the effect value anyway. As you can see with Arizona, they do a hell of a lot of damage per hit. Remember the game has only an all-critical hit location model.
I know, but isn't effect supposed to be based purely on weight of shell?
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 7:24 am
by Nikademus
Ironically, I wrote a story a long time ago that featured a Super-Yamato based on the actual project study....armed with six 20.1 inch guns. She was called the Mikasa after Togo's famous flagship. She was sunk by Montanas though not before badly hitting the US Flagship in the bridge area. She ended up being no match for 12 x 16's (I wargamed the battle out and wrote the story around it)
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 7:27 am
by Nikademus
ORIGINAL: Terminus
I know, but isn't effect supposed to be based purely on weight of shell?
Yes, shell weight has been used by Gary's formulas in the past as well as other games. Fighting Steel also used this as a basic rule but after much debate, NWS lowered the values divorcing the gun effect value from mere weight because, as with this game, the high effect ratings based on weight alone produced too much damage per penetrating hit.
Probably doesn't matter much to be honest....i'm betting that there isn't that much difference between the damage caused by Yamato's 18in effect rating and the value you came up with for your BB.
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 7:30 am
by DuckofTindalos
I seem to recall that the 18-inchers have an effect of 3219...
But hey, if they actually fire, then okay. As should be obvious, my mod isn't meant to be 108% serious and historical![;)]
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 7:33 am
by Nikademus
play around with it and see. i'm guessing the threshold in terms of your display glitch falls between Y's value and 3500.
Once you get up to that level, it won't take many hits to cripple just about anything in the game.
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 12:06 pm
by DuckofTindalos
ORIGINAL: Nikademus
play around with it and see. i'm guessing the threshold in terms of your display glitch falls between Y's value and 3500.
Once you get up to that level, it won't take many hits to cripple just about anything in the game.
I know... I just like the image of lobbing a 4,000 pound shell at something! [8D] Thanks, guys!
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 2:11 pm
by Nikademus
nothing wrong with that! BB's rule.....CV's drool.
[:D]
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 8:47 pm
by DuckofTindalos
I ran another test, and this time the Satsuma actually managed to score a couple of 20-inch hits on the Montana, one of which (landed at 22,000 yards), she actually managed to bounce! I think I read somewhere that the performance of Japanese heavy gun AP ammunition left something to be desired...
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 9:05 pm
by Alikchi2
How much damage did Montana take?
BTW, is Montana hitting more? That would seem likely. [:)]
RE: Trouble with some big guns...
Posted: Fri Jan 13, 2006 9:13 pm
by Nikademus
Japanese AP worked fine overall
RE: Trouble with some big guns...
Posted: Sat Jan 14, 2006 2:00 am
by DuckofTindalos
ORIGINAL: Alikchi
How much damage did Montana take?
BTW, is Montana hitting more? That would seem likely. [:)]
My test scenario has decided it doesn't want to work anymore. Until the scenario blew itself up, every test showed the Montana hitting a bit more often than the Satsuma (as should be expected; the accuracy rating on the 20-inchers isn't too good). Neither combatant has ever been sunk, but they've both come close.
I'll reinitialise the test scenario, and do some more up-blowing.