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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Mar 2008
Posts: 354
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Ya know, I still feel like mass fire on a single target kills it faster than distributed fire. A lot more missing true, but by the nature of artillery and the law of N^2, lots of guys missing all at once will still eventually hit something.
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#2 | |
Storm Eagle Studios
![]() Join Date: Jan 2009
Location: Wakefield, LA
Posts: 284
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![]() Quote:
None of these ships carry that much main battery ammo; only 80-120 round per gun or so. At long range where the above considerations come into play, you're talking an average of 1 salvo per minute or a bit less, so that's really not much combat endurance at the speed of naval battles. At such ranges, unless 1 side is Hell-bent on changing the range, the geometry isn't going to change that much in 1.5-2 hours, nor is the lighting unless the battle starts close to dusk or dawn or a storm is coming. The question therefore becomes how best to spend your limited amount of ammo.
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