Well since we can now finaly play Rheinübung, a pure seacombat map, I´d like to take a moment and suggest how to improve the map and seacombat in general. Well, there isn´t that much to say about the map since its only a huge sea with 4 flags evenly distributed in it. Still I´d suggest the following: -The map is far to big. It takes you a good 3 minuites to get from one side to the other, even with a speedboat. Please reduce the mapsize by at least 20%. -4 Flags seem a bit to many for the amount of ships that are ingame. I´d suggest only having 3 flags all evenly distributed. -If the performance can handle it, please increase the viewdistance and renderdistance of the ships. All these suggestions should result in a bit more action and slightly less driving around. Sea combat: The problem with sea combat is that its not very versatile or even skill dependant. The ship with bigger guns and more HP wins and theres not much you can do to change that. Having a large crew onbaord dosn´t help you either because they can really do anything to assist. -Don´t allow switching between positions. This should make ships with multiple crews significantly more effective compared to ships with only 2 people on board. -Allow ships to be repaired. Sailors onboard should be able to do something even if they´re not arming some kind of gun. Please allow ships to be repaired again at a significant rate (maybe around 0.5%/second on a Battleship and 1%/second on a destroyer). -Add a crosshair to all ship cannons. No corsshair makes aiming very hard and often just a matter of luck. -Most cannons fire to slowly. I know this might be more realistic, but its certainl not much fun. Combining the low RoF with the lack of a crosshair makes ships combat rather.....meh. I suggest increasing the all cannons RoF by 30%. -And although the cannons fire very slowly, they do pack a whole lot of damage. Smaller ships are often sunck with 2 clean hits of the main guns. Not much fun either, imho. So I´d suggest lowering the damage of cannons my 50%. This should also compensate for the increased RoF. -Not sure about torpedos, but they to seem to pack an enormus punch. I heard you could sink a Battleship with 2-3 torpedos. Also seems rather effective if you bare in mind that a submarine only requires a crew of 1 and has enough power to take on a whole fleet. So maybe one could reconsider the torpedo damage. Now I know a lot of you guys will cry out lowdly since it seems I´m requesting ship combat to be more arcadish and less realistic. This is true to a certain degree, but since BF simply can not realisticly simulate ship combat I think a bit more arcadishness would do it some good.
Does the lack of feedback mean everybody agrees ? If so, excellent... Edit: Also, I´m not sure if ships have different hit-zones. If they don´t, they should ! It would add a little more tactics if you knew that attacking a BS from a certain angle or position would inflict way more damage...
don't quite agree on the reduced size. looking is good, use the planes that can be launched by the ships to spot for targets both for artillery, and for hunting. if the ranges at which fire is opened can be enhanced there is no need to nerf the entire navy arsenal. range is increased by increasing rendering distance dramatically! usually one sailes completely blind and as soon as one sees the outline of the enemy battleship literally tower above one, one opens fire. at that range ..... not even friendly ships would sail that close!
oh, and hartmann (i think) is already working on an improved sighting system (cross hairs) for the big guns. don't know how simple or complex.
Dee-Jaý -Don´t allow switching between positions. This should make ships with multiple crews significantly more effective compared to ships with only 2 people on board.
Totally disagree, this would make ships annoying and hard to use. ALl positions should be free to go to. THe best way to increase the signifcance of crews IMO would be to all them to be repaired by engs again. IN real damage crews were a tremendous asset to a ship often allowing them to survice far more then otherwise. So on naval maps one kit could be renamed like 'damage control team' or a proper name. This would give ship with people repairing a big advanrage over a non-crewed ship All locking positions does it make a ship annoying and hard to use..hardly whats needed since ships are not as popular as tanks and aircraft with the mainstream.
-Allow ships to be repaired. Sailors onboard should be able to do something even if they´re not arming some kind of gun. Please allow ships to be repaired again at a significant rate (maybe around 0.5%/second on a Battleship and 1%/second on a destroyer).
-Add a crosshair to all ship cannons. No corsshair makes aiming very hard and often just a matter of luck.
Yes! hartman had said he was working on some better sites.
-Not sure about torpedos, but they to seem to pack an enormus punch. I heard you could sink a Battleship with 2-3 torpedos. Also seems rather effective if you bare in mind that a submarine only requires a crew of 1 and has enough power to take on a whole fleet. So maybe one could reconsider the torpedo damage.
well with no damage crews its sem-reasonable. Another thing is that in rl naval warfare took its time, but it must be speeded up to fit in the game as we cannot wait several hours while a ship slowy goes under. (plus hitting the right spot, and they can go up in instant sometimes) Well overall some idea's I agree with, some I dont. IMO opinion the best way to improve ship warfare is for it be more like tank combat. A lot of control (sites on guns), strategy (slow..fast), and teamwork through support such as repairing etc.. Obviously with a lot other naval things thrown in. I think a key point is the 'rate of event' peopel tend to like a high rate of things happening which is hard to accomplish with ships. But making people be stuck in one position for 10 minutes until the right things comes into view is not the answer. RHeingbu may be a exception in that its good if people man lots of little positiosn, but I still think even there postions switch is imporatn to teh usabilty of the ships. ITs one of most common task on ships, and its one way to stave of boredom. Going through and checking all the postions is fun, and a good 'sailor' that knows all of them can perform better then one who doest. (like jumping to the right AA position if a plance goes by)
Well, a destroyer can sink a cruiser in no time, those sideward launching torpedoes are quite powerfull. Of course, getting into position to fire those is quite a undertaking, but that is when skill comes in :)
Subs are slow and easy to kill if you catch them with their pants down (surfaced). The key is keeping a destroyer with your capital ship if you are a Brit.
Also, adding the Grumman Martlet would be nice. Its modeled (duh) and skinned already, so just pop it on in!
another key is to run it over with your battleship it sinks instantly and u take no damage
there are no crusiers in the game yet, unless you refereing to the battleship hood which people also think of it as a battlecrusier for is THIN deck armor plating
I would like to see damage control party repair kits, and a fire control station on one of the masts that acts as spotters for the ships main guns.
A PBY Catalina, Sunderland, or B-24 Anti-sub patrol would be cool, only arm the aircraft so they cant bomb ships but can depth charge the subs.
planes that spawns in the air (Condor, Catalina, that sort of planes) would be good yes. And the size need too be a little smaller becouse the artillery shelling from the capital ships is REALY hard too use togehter with the spotter planes, I mean afterall, the ships have moved quite alot when the shells finaly comes down.
And maybe only 2 flags would be good...and make use of the new transport/repair ships! :)