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Before you ask: yes, I am completely insane. What of it? I'll keep publishing these until the psychiatric services catches up with me. I also noticed that I am not getting the reception I want, and so I made changes to the article title. Not only am I insane, I'm also a shameless Edited. It is a common sentiment that USN carriers should be given better dive bombers in order to distinguish them from the IJN counterparts and to make them viable again. It is really not a controversial statement to say that the American carriers are outclassed by their Japanese counterparts. A certain YouTuber, (Notser I think it was, it could be any of them really) stated that the accuracy of USN bombers should be buffed. Yeah, it probably is Notser. Buffing the accuracy of the USN dive bombers to bring them in line with their IJN contemporaries, is after all about the worst thing you could possibly do to buff the USN carriers. This thread is about torpedo bombers, why they're such a good weapon system, and what missiles has to do with any of this. Missiles This is the point where I take a few sentences out of this post to gloat about how missiles are already in games in the form of ship artillery and how everyone is Englishing wrong. Everyone knows what I mean when I say missiles though: those things that release fires from one end and big explosions on the other. By replacing USN dive bombers with missile squads, I believe that it would allow for USN carriers to shine again. Missiles have to be handled extremely carefully however. Much like carriers themselves, the introduction of missiles has made large caliber ship artillery largely obsolete. Below is my detailing as to how missiles can be handled as plane squads, how it could be introduced in such a way that it emphasizes the skills of gameplay comprehension over raw mechanical prowess, and how to could be balanced in such a way that it won't entirely break the game. Figure 2, missiles! Air dropped torpedoes in many ways has given a very strong template in what terms of attack pattern is somewhat acceptable in terms of in game design. Whilst many players complain about the various aspects of AA and how it's skill-less, I disagree with this sentiment. The basics of ship to carrier interaction is relatively simple: a carrier wants the perfect drop so they have to place their plane within the AA aura whilst a ship wants to exhaust the carrier. It therefore comes as a conflict between two sides. A carrier attempts to get into the perfect drop position as soon as they possibly could, whilst the ship being attacked is trying to delay the enemy carrier's drop for as long as possible so planes get shot down. As torpedo bomber attacks are quite obviously telegraphed and requires a quite extensive runup, I think that it is a good system of ship interaction. A large number of problems comes from how AA is arranged and the idea of AA ships and non-AA ships in the game. The foundation holds firm however. A carrier can only drop from so many angles to maintain effectiveness. A ship needs to stop them from getting that perfect angle for as long as I can. A dive bomber has no such thing. Attack command The combat attack pattern behind the missile strike fleet that I've designed is based upon the foundation laid by the torpedo bomber drop. Whereas the Japanese carrier torpedo attack has an inverted drop, the imagined American missile drop has a spread drop. The attack pattern is the same in concept with a longer run up, meaning that the missile attack will have a longer telegraphing period. The expanding spread is a placeholder. It might be more appropriate, given some rudimentary testing, The torpedo power is augmented in this example, but only in the region of around 1k points. The primary difference in missile and torpedo performance in this design is the smaller effective region. All other commands are the same, and the missile impact zone is calibrated to ship height. This point will be more clear later on in the system description. Figure 3, missile drop reticle In terms of performance, missiles are obviously going to be faster than torpedoes. In this case, I scaled back the speed to something far within the ability of most smaller ships to evade, being slower than the fastest torpedoes in the game but without the possibility to further augment the speed. Whilst the missiles themselves would be incredibly difficult to dodge, it would be possible to dodge the missiles by turning in advance the moment the missile aircraft begins telegraphing the attack. The powered missile will fly straight from the point of launch in a straight line until it hits the water surface and becomes inactive, following similar attack patters as the ballistics of a very flat arced artillery salvo albeit at a far lower speed. In this case, the 6(7) squad dive bombers will be replaced with a 4(5) squad strong one, meaning that it would be significantly easier to shoot down this new missile attack squad compared to previous dive bombers. It is also much more difficult to catch destroyers in a crossdrop as the missiles will have to be dropped in far faster succession than torpedoes. It will act like torpedo bombers, the missile flying a short distance until it hits the target then explodes. This means that the use of these missile strike squads will take direct player skill instead of depending on luck and perfect mechanical skill. It also means that players under attack won't get screwed just because they were unlucky, but neither will they get a free pass just because they were lucky. Much like torpedoes, the flight path of missiles is fixed and can be anticipated for. Angle of approach & impact You might have noticed the red and yellow boxes before. Whilst these boxes would likely be invisible in the game, what they are is another balancing characteristic of the missile. You might rightly note that a projectile flying at 75 knots dropped that close to a destroyer would be impossible to dodge even in autodrop by a destroyer considering how awkward the angle will be. That is why the red zone exists, sitting squarely around the center of rotation that sits in the middle of the autodrop command. Whilst taller ships will get hit whilst in the red zone, destroyers are short enough that missiles will fly over them when they're in the red zone. The missiles flies in at a shallow angle. In the yellow zone, the missile will hit and explode against anything. In the red zone however, the missile has a chance of flying over a ship and not detonating. This means that drops on destroyers will need to be performed from longer away which provides improved protection and evasive options to destroyers under the attack of a missile armed carrier strike squad. These zones are not as rigid as presented in this example; the missile is probably best modeled as any other shell in the context of the game. The fixed zones are here purely for representative purposes. Damage performance You might have noted that the missile alpha damage is higher than the alpha damage of the torpedo and rightfully worry about what this might do to the game. The missile is a HE warhead however, meaning that it will do HE damage. When hitting a target, it would do around 30% of the stated alpha damage in a standard penetration. A torpedo, launched even against the belt of a ship like the Yamato, will still do 45% of the listed damage. This means that the missile will do typically less damage compared to a torpedo of identical alpha performance. The other balancing factor is the fact that missiles are HE warheads, meaning that they will set fires instead of causing flooding. Fires, whilst infuriating, are far less debilitating than floods. The missile performance compared with the fact that the spread widens and there are less missiles in the first place, will mean that the damage will tend to be lower than that of the current dive bombers. In exchange, the missiles will be far more reliable and leave a far clearer method for target ships to evade damage or to lessen the impact of the coming damage. The 94 mm of HE penetration is set as such because it would prevent citadel penetrations to ships of tiers 7-10 by HE missiles, at least without IFHE. Depending on the impact of missiles, it might be necessary to prevent missiles from being able to receive the benefits of IFHE. The missiles can shatter modules and cripple exposed modules like an HE shell would. Missiles on ships Seeing as how my ideas would not be likely to get implemented due to how pathologically averse WG seems to be to logical game design, I thought it might be fun to come up with an idea that almost certainly would not be implemented. Nevertheless, it was fun conceptualizing the missile and imagining how it could be balanced to fit in the game. I thought it would be a good idea at least. Not completely comically broken, but it would stop USN carriers from being completely annihilated by their Japanese counterparts. The speed of the missile might need addressing, but otherwise I am quite happy when it comes to how the missile system could fit inside of the game. This post has been edited by the moderation team due to swearing.
purpletrain0000 posted a topic in DestroyersSo, I have been watching a few videos on this subject and I just wondered what other people thought about this. The possible new secret weapon/aspect WG is creating for 2017? Post Thoughts.
With recent discussions of missiles in game and how no one wants missiles, my autism was severely triggered. Missile noun An object or weapon for throwing, hurling, or shooting, as a stone,bullet, or arrow Any projectile used with an intention to cause damage is a missile. Ship artillery shells are missiles. Bullets are missiles. AA flak shells are missiles. A powered missile, a missile with built in propulsion, is a rocket. A guided rocket is probably what people think about when they say missiles. They are missiles, but so are ship artillery shells. We already have missiles in game. Rant over. The next thread will be more constructive. P.S. And for those who insists that colloquial definitions should hold over officials ones, battleships are colloquially used by most people (i.e. people who have no idea what they're talking about) for ships that do battle. So great, thanks to colloquialism now the Gearing, the Hipper, and the Shokaku are now all battleships! Yay for the corruption of the English language!