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Just had this this pop up on my youtube feed, which made it look fun enough for me to take the plunge: https://www.youtube.com/watch?v=wOXdXlx78Cc&t=913s Only had time to play through the tutorials so far, but it's already looking very promising. Properly setting waypoints in 3D space for the missiles is tricky as hell though, even though I'm somewhat experienced placing things in 3D spaces from using Blender. So far I've had the best success first setting the radius from a perpendicular perspective and then switching to a perspective where I'm basically "behind" the origin looking at the target for the bearing. But even that has about even odds of putting the course in exactly 180° the wrong direction.
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# ¿ Feb 15, 2022 09:24 |
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# ¿ May 17, 2024 18:37 |
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Yeah, I've just learned the same thing about railguns the hard way. Great range, accuracy, and seems to basically ignore armor, but thoroughly mediocre raw damage potential. It's the sort of thing that's decent as a backup weapon on a missile boat to keep it relevant between/after salvoes, or maybe one turret on a heavy cruiser or battleship to give it some long-range / AP option as it closes in towards cannon range. But a full railgun gunship mostly seems to be a waste of points. Also, has anybody manage to make an effective wild weasel type ship with the radar spoofer and amplifier? I tried it on the the smaller hulls, basically with that and otherwise filled up with PDCs, chaff, and anti-missile missiles, but couldn't quite yet get it to work. Even wholly dedicated to it, it seems like the smaller hulls simply can't bring enough counter measures to the table to survive a solid salvo on their own. It might work on the larger hulls, but that just doesn't quite seem worth the points.
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# ¿ Feb 17, 2022 09:36 |
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As it turns out, the devs' youtube channel also has a number of video tutorials, some of which give some more complete information than the ingame text and tutorials. I'll try to collate everything to do with missiles and their counters, as that's a thing that I constantly find myself having to look up. Missiles Hurricane
Countermeasures Defender PDT
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# ¿ Feb 20, 2022 23:32 |
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Yeah, damage is still very swingy at times. One game my light cruiser got hit in the nose with three missiles and was instantly destroyed. A few rounds later I managed to land between four and five missiles up and down the broadside of an enemy light cruiser and it still took like 10 minutes of constant 450mm HE shelling and railguns before it went down for good.
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# ¿ Feb 22, 2022 21:26 |
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Alchenar posted:Cannon just seem incredibly underpowered vs the other weapons options. Those too feel immensely swingy. There's certainly been times where I had destroyers annihilated in less than five minutes from concentrated 250mm fire from beyond visual range, but also times where I took salvo after salvo to little effect. The angle of impact affecting effective armor thickness would certainly help explain some of that.
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# ¿ Feb 24, 2022 10:46 |
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Also, a few of the internally mounted radars cannot target lock by themselves (but have better range and/or accuracy in exchange). If you use those, a bullseye can be a good way to make up for that shortcoming.
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# ¿ Feb 28, 2022 08:59 |
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# ¿ May 17, 2024 18:37 |
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I have to say, I do wish everything to do with jamming was a bit more codified/streamlined, it feels kind of awkward and unreliable both to use and have it used against you. Sometimes a burnthrough will get through jamming, sometimes it won't. Sometimes a target lock will hold, sometimes it won't (even with bullseyes). On the using end there's little telling in what situations your jamming will do anything, and on the receiving end it can be quite frustrating cause there's little feedback what you should be doing differently except for closing into visual range.
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# ¿ Mar 17, 2022 12:52 |