This typically happens when its task force gets spotted by enemy patrols. If the submarine starts the battle on the defending side, it will be initially revealed for 16 hours.There are three circumstances that reveal submarines: Revealing a submarine sets a cooldown, after which the submarine will hide again (unless the cooldown gets refreshed). This is indicated by the crossed-out eye symbol. Submarines are completely immune to being targeted while they are hidden. The weighting is similar when the firing ship is escaping but only considers targets that are actively fighting and always chooses the highest scoring target, without randomization. If the target is escaping, the weight is reduced by 50%. If the target is less than full strength, up to +100% bonus are applied to the weight. If the firing ship is not currently running away, the enemies are weighted as follows (numbers in parenthesis for light guns) : Out of the remaining valid targets one is chosen by weighted random selection. They will only target capitals when set to Medium risk or higher. Submarines will only target screens when set to High risk engagement rule. To target ships in the carrier group (including convoys) it needs to pass an additional check of 100% minus the enemy carrier screening efficiency. Torpedoes: the probability that a torpedo can target capital ships (bypassing the screening group) is 100%, minus the enemy screening efficiency.Heavy guns: can target the first two non-empty groups.Light guns: can only target the closest non-empty group.Depth charges: the only weapon type that can target submarines, and only if they are revealed (see below).Depending on weapon type and enemy screening, only certain enemy groups can be targeted. not carriers and convoys) and whose weapons are on cooldown can target three enemy ships, independently, per combat hour one with its depth charges/light weapons, one with torpedoes, and one with heavy guns. ( )Įach ship with offensive weapons (i.e. This can be reduced to 3 with the Loading Drill Master trait. It also provides increased sortie efficiency (up to +10%) to carriers and increased retreat speed (up to +20%) for both carriers and convoys.Īll weapons except torpedoes can fire every hour. High carrier screening efficiency further prevents enemy torpedo attacks against the carrier group (stacking diminishingly). Bad positioning applies a penalty to carrier screening efficiency, which may increase the carrier screening ratio required to achieve 100% efficiency. With good positioning, 100% carrier screening efficiency is reached when the ratio is 1 capital ship per carrier. The ratio of capital ships to carriers and convoys is the carrier screening ratio. High screening efficiency prevents enemy torpedo attacks against the battle-line and carrier group, and confers increased hit chance (up to +40%) and retreat speed (up to +20%) upon all ships in those groups. Bad positioning applies a penalty to screening efficiency, which may increase the screening ratio required to achieve 100% efficiency. For example, if you have 4 carriers and 4 battleships, you need 24 screen ships in order to reaching 100% screening efficiency. With good positioning, 100% screening efficiency is reached when the ratio is 3 screens per capital ship/carrier. The ratio of screen ships to capital ships is the screening ratio. ![]() If you spot a mistake then you are welcome to fix it. Reference HOI4 Dev Diary - New Naval Combat "Battle-lines" Forum:1133625 Screening efficiency Submarine wolfpack: Consists of submarines, which may threaten the enemy battle-line and carrier group if they are insufficiently screened from torpedoes.If any convoys are present, they will also appear in this area. Carrier group: Consists of carriers which can strike at long range.In addition to providing heavy firepower, these ships screen the carrier group from torpedoes. ![]()
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