Author Topic: Weighing Adding Battleship to new Terrain.  (Read 1952 times)

Offline bustr

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Weighing Adding Battleship to new Terrain.
« on: February 28, 2017, 11:24:22 PM »
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5. Fixed some issues with adding the Battle Ship to task groups. The Battle ship can now be either the primary ship, or work with a CV Task Force.


I have three CV groups this would fit in to and take awhile to steam into land mode range for the 16inch guns or battleship to battleship slugfest range. From my testing this thing was devastating. Three salvos took down the CV and shore battery. I think it took one or two to sink the cruiser. When Hitech fixes the terrain editor I will add it back into my gunnery terrain and update that to the custom arena host. Then I will retest the battleship to get a handle on it's destructive capabilities and how many 1000lb and cruiser salvos it takes to eliminate one.

Unless Skuzzy can post that for us.

I remember my first impressions testing it; this is going to cause alot of trouble because of it's fire power. The one saving grace is the reload takes 30sec.
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Offline JOACH1M

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Re: Weighing Adding Battleship to new Terrain.
« Reply #1 on: February 28, 2017, 11:29:25 PM »
Let it go into the game and see how it plays out. If it's just outrageous then back the modeling off in it.
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Offline JunkyII

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Re: Weighing Adding Battleship to new Terrain.
« Reply #2 on: March 01, 2017, 09:01:38 AM »
Let it go into the game and see how it plays out. If it's just outrageous then back the modeling off in it.
Yep this right here....worst case scenario is if the main guns are way to over powered in the MA then they can be disabled with an arena setting...might cause some initial heart ache but I'm sure people at least want to see it in game.
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Offline captain1ma

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Re: Weighing Adding Battleship to new Terrain.
« Reply #3 on: March 01, 2017, 09:40:17 AM »
AVA staff already is gearing up for some battleship setups. the guns reload so slowly, I can't see anyone spending much time in them.

at this time we have 1 almost ready terrain, and 3 other terrains just for battleships

ive been testing the battleships, it takes 2 salvo's from one gun,  to sink the boat.

« Last Edit: March 01, 2017, 09:58:44 AM by captain1ma »

Offline PR3D4TOR

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Re: Weighing Adding Battleship to new Terrain.
« Reply #4 on: March 01, 2017, 10:09:08 AM »
How about adding separate BB fleets with one BB a couple of CGs and DDs. Make them slightly slower than CV fleets. BBs engaging each other with CVs in formation isn't very realistic or... sane.
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Offline captain1ma

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Re: Weighing Adding Battleship to new Terrain.
« Reply #5 on: March 01, 2017, 10:21:35 AM »
keep your eyes on the AVA. we are planning those types of things. speed CANNOT be adjusted.

Offline jimbo71

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Re: Weighing Adding Battleship to new Terrain.
« Reply #6 on: March 01, 2017, 11:18:14 AM »
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Offline caldera

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Re: Weighing Adding Battleship to new Terrain.
« Reply #7 on: March 01, 2017, 11:36:07 AM »
How much does a Battleship weigh?
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Offline bustr

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Re: Weighing Adding Battleship to new Terrain.
« Reply #8 on: March 01, 2017, 11:44:18 AM »
When Hitech releases patch25 that will fix the terrain editor, I will update it into my gunnery training terrain and verify the 16in gun's max range. I may have just placed the city strat for each country a mile or two past max range for land mode. My real hope is knowing the thing is loose in the MA, hunting it down all the time and putting it on the bottom will become a national past time.

But then I did put in permanent 2000ft base cloud banks over most of the water channels to give the task forces half a chance to go be naughty.


Half the terrain in the cloud editor. All cloud systems are duplicated across the three countries. Cloud fronts over water are permanent and from testing them, you need to be very close to the task group to see it through the random cloud openings.





Each country main island has a port at the top of the island as you see in this screen shot from the cloud editor. After testing for max range of the 16in gun, the task group for each of those three ports is where I will put the battleship. Guys wanting to slug it out between battleships would then know to stay in the primary water ring to hunt each other. The town will never stand a chance being pounded by the 16in batteries.


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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline captain1ma

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Re: Weighing Adding Battleship to new Terrain.
« Reply #9 on: March 01, 2017, 11:46:57 AM »
they displace anywhere from 26000 to 78000 tons.

Offline ACE

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Re: Weighing Adding Battleship to new Terrain.
« Reply #10 on: March 01, 2017, 11:59:54 AM »
Bustr is the above picture a picture of your map?
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Offline bustr

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Re: Weighing Adding Battleship to new Terrain.
« Reply #11 on: March 01, 2017, 12:22:10 PM »
It was this morning when I opened the cloud editor to pull the screen shot to add the screen shots to this discussion about adding the new battleship to my new terrain......


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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline jimbo71

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Re: Weighing Adding Battleship to new Terrain.
« Reply #12 on: March 01, 2017, 12:23:03 PM »
How much does a Battleship weigh?

Iowa class:  45k tons regular / 52k tons wartime (extra bullets & beans)
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Offline NatCigg

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Re: Weighing Adding Battleship to new Terrain.
« Reply #13 on: March 01, 2017, 12:26:08 PM »
how much area does theses boats and task groups need to make it through a channel and not get a MA "segment touches land?"

how wide, how deep?

Offline jimbo71

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Re: Weighing Adding Battleship to new Terrain.
« Reply #14 on: March 01, 2017, 12:29:37 PM »


 :old:    I HEREBY DECLARE THIS MAP "GRAPEFRUIT MA"



« Last Edit: March 01, 2017, 12:38:16 PM by jimbo71 »
xxxJCxxx

Skill, Altitude, Airspeed: You need 2 out of 3...