![]() ![]() Plunging hits (shells that hit from the top) have more chances to penetrate an armored deck if their fall angle is steep.Ĭonsequently, firing from long range reduces the side armor penetration but the plunging angle increases the chance of penetrating from the top. Shell penetration power potentially depends on the “angle of hit”, with shells that strike perpendicular to the armor face having the greatest chance to penetrate. Shell ballistics also affect penetration mechanics in a realistic manner, as described below.įiring at full broadside usually maximizes your firepower against the enemy, but also makes your ship more vulnerable to enemy shells. Air drag is calculated so heavy shells maintain a flatter trajectory over large ranges compared to lighter shells which decelerate faster. Ultimate Admiral: Dreadnoughts uses a realistic ballistic system, in which the shells follow a trajectory according to their speed and weight. It is very important to invest in gun technology, which increases their range, penetration and accuracy as well as muzzle velocity. The ship's fire control and gun technology increase aiming speed, while the distance, speed and maneuvering of the target may slow down or even completely reset the targeting procedure. When the target is fully acquired, the guns switch to rapid fire at the maximum rate. Guns slowly improve their aim by firing “bracketing salvos” methodically, placing shots in front of and behind the target to gradually determine the correct gun range and bearing. So, in most circumstances, you can trust your ships and focus on their maneuvering while letting them choose their targets automatically. Capital ships with multiple main and secondary guns may de-centralize their fire and target multiple enemies simultaneously according to threat. Consequently, your command skills will be tested not only in maneuver but also in fire control.īy default, ships select targets efficiently. You can override this default mode to be more aggressive and fire at will at any range, or to hold fire. To avoid excessive micro-management, ships by default will conserve ammunition until chances of hitting are reasonable. Ammunition management will be even more important with torpedoes, which depending on technological development may be fired at long range but have little chance of hitting an enemy that is spread out and maneuvering. In Ultimate Admiral: Dreadnoughts ships have limited ammo, that contributes to the total tonnage of the ship, placing realistic constraints on ship design and tactics in battle.įiring at maximum range while fire control technology only allows for a miniscule chance of a hit, would be unwise since you risk wasting all your ammunition with little damage effect to the enemy, and then become vulnerable to his close-range counter-attack. Electric torpedoes though will be so stealthy that only sonar equipment will be capable of catching them. Early technology will allow hydrophone stations which will help detecting standard torpedoes at long ranges. Torpedoes will be visible according to their propulsion technology and your ship's own countermeasures. Screening with light ships ahead of battleships will ensure the enemy does not surprise you with a torpedo attack. Spotting the enemy in Ultimate Admiral: Dreadnoughts will be a realistic procedure that succeeds in accordance with ship technology and tactical maneuvering. ĭepending on battle conditions, fleets may start an engagement from beyond visible range. More on this later, since finding the opponent AI whereabouts will be an initial challenge. the AI opponent can be equally capable and use realistic tactics to find and engage your fleet. Intuitive commands allow you to execute naval tactics with ease, even with large fleets, but you might be intimidated when you notice that. Ships can maneuver intelligently according to special commands, such as “Screen” which makes one or more divisions to automatically protect another division against nearby threats.ĭrag-and-drop commands allow easy creation of line-ahead or line-abreast formations, or laying “Smoke Screens” with destroyers to mask your moves against the enemy. You can attach/detach to and from divisions and give command to the AI fully or partially to selected divisions. The strongest ship in each fleet becomes the Flagship, and your AI opponent will operate using formation tactics around its own flagship. At the start of a naval battle, the opposing fleets are automatically divided into divisions, with each division consisting of ships of the same type.
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