Can we please a get a review of the cerb turrets. Observation:
The revised range for the cerb turret which is now 1,500m makes the turret extremely inaccurate at ranges between (1,100m to 1,500m). Because when you fire the turret within that range bracket, the projectiles seem to converge at 1,000m meaning that they miss their target if it is greater than 1,000m from of your ship.
Proposal:
Boost the cerb range from 1,500m to 1,750m or 2,000m. This will then guarantee that cerb turrets will converge to a point of 1,500m in front of the ship if fired at that range.
Effect on Gameplay:
As of now the effective converge point for cerb turrets is 1,000m. Which makes them practically useless for close quarters combat!
How about we just put all the turrets in the center of the ship so they all fire from the same point, because that's the only way they'll ever have the same effective range.
(11-08-2016, 04:44 AM)Durandal Wrote: How about we just put all the turrets in the center of the ship so they all fire from the same point, because that's the only way they'll ever have the same effective range.
Cerbs really are a useless weapon, your reply indicates to me you dont have a working knowledge of weapon mechanics?
If you were to increase the maximum range of cerbs that to would increase their effective range. If we increased the max range of cerbs so that their effective range was 1500m, then with primaries and cerbs activated. Any enemy within 1500m would be hit by all projectiles without them converging.
Do you want screens to highlight the bug in action?
Cerbs are the most efficient brawling weapon. You don't need extra range for guns that are meant to commit mass murder in melee. I have no problem with them, and use them on 7 out of 8 of my battleships, 1 of them being my most important ship of all. 2 of them are full Cerb. Brawling is not the only thing they are good for, but they also excel at instakilling bombers, which is why my Jorm is full cerb. I've instakilled many already.
(11-08-2016, 02:20 PM)Thunderer Wrote: Cerbs are the most efficient brawling weapon. You don't need extra range for guns that are meant to commit mass murder in melee. I have no problem with them, and use them on 7 out of 8 of my battleships, 1 of them being my most important ship of all. 2 of them are full Cerb. Brawling is not the only thing they are good for, but they also excel at instakilling bombers, which is why my Jorm is full cerb. I've instakilled many already.
They are not efficient if they diffract in front of you rather than hitting a target which is within the prescribed range of the turret.
Remember, weapon mechanics work in two ways. There is the maximum range of a weapon and the effective range of a weapon. It is the effective range that is in question here.
Effective Range = Max Range - 500m for Battleship turrets.
If the target is at a distance > effective range but < max range, the projectile will converge (diffract) into a central point in front of your screen and not hit the target.
They are not an anti-snub weapon, they are primarily designed for close quarters / broadside combat. But being a battleship turret that is inaccurate at ranges > 1,000 m is wholly unacceptable!
These were the mainstay of bs combat before, their revised range has made them entirely useless for all intents and purposes.
They should at minimum have the same range as cruiser cerbs.
I think a kilometer is a short enough distance to be called close quarters. I mean, not that I would mind if their range was 2K, but that is not close quarters any more, is it? As you said, and you were right, BS Cerbs are close quarters weapons.