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Question About manning guns
Okay your probably going to kill me,
But is it possible to fire the deck gun? like aim it up yourself. Because sometimes the AI acts like a freaking idiot and misses shots it really should not be missing. :nope: |
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Hit the deck-gun icon on the left side of the screen. You will find yourself behind "your man" on the deck gun. Hit tab to take the seat yourself, then tab again to zoom in. And fire away. Best results:
Also, on the watch officer station, you can instruct your gun crew to fire only at short range, and aim for the water line. Finally, make it easy on your gun crew. Bring your boat to a course and speed that keeps it at around 1200 m range. And, even if you do the shooting yourself, always have an elite gun crew on deck. If nothing else, they will reduce your re-load times. |
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I myself use the cannon at longer distances than 1000-1500 m, with no major problems, of course, depending on weather and other conditions.
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Author Peter Padfield, in his history Guns at Sea, likened it to shooting at a golf ball rolling across a fireplace mantle with a pistol, while sitting in a rocking chair being randomly rocked by someone else. |
The GWX folks attempted to cripple the gun to make it "more realistic" in terms of accuracy. I don't care for how they went about it, though.
In any level of magnification, the gun will randomly not shoot down the vertical reticule. Each time you go into the gunnery view, it will change. It will shoot to the left or right of vertical some random amount. Once you figure out where it's dropping, you can account for this "windage". Pitching of the boat in seas obviously throws off the elevation, and you can watch the muzzle float up and down to see when it's OK to fire without shooting too high or too low, and this is realistic. But the GWX-induced windage sabotage is random and unrealistic - what it simulates is that your gunsight is broken. I understand the intent at making the gun less accurate, but the way it was gone about annoys me. One way to avoid the problem is not to shoot using magnification - none of the accuracy impediments seem to apply in that view. Of course, once you get into 1941 and beyond, merchants are as likely to shoot back as not. So close-range, no-mag shooting is hard to get away with. So in 1941 and beyond, I take manual control of the gun and pound away from 5000 meters. Once I get the range I can pound them in pretty good. The only reason I have gunnery qualifications for my crewmen is to speed up the reload times. I manually shoot all deck gun rounds as I'm far better than the crew. Steve |
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I think my range record was from 6000 meters, against a Granville. A decent-sized target, but it still burned up 50 shells for an estimated 10 hits. So DR's 5 in 1 is reasonable.
I find the AI deck gunners will be less accurate than you. Exact opposite with FlaK. |
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That's why I leave it in the hands of my qualified and capable gunnery crews. |
Yeah there capable all right...
Cpable of skrewing **** upp... :x |
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You can also give one to any POs who make up the deck gun crew, but in my experience having a WO on the bridge who is qualified for the deck gun maxes out the efficiency of the deck gun station no matter who is manning it. |
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One more question.
If your with a crewman for a long time, say someone low ranked like a matrosengrefeighter, they can eventually become an officer if you keep promoting them in commander? (yeah its a dumb question but thats how i role ^_^) :yeah: |
Yep. I do it all the time. Find it more fun to have a matrosenthingamieguy build his own career aboard my ship instead of recruiting a top-officer. Plus, it doesn't cost me any renown.
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