![]() Likewise, ship speeds (and certainly acceleration) are all scaled up, so that players feel like they have mobility around the battlefield. All the weapon ranges are downscaled in this way. Yamato's main guns, 26.6km, you'll see that that's about 60% of their real-life maximum. But then again, if you take a look at the range of So, yeah, if you're playing a battleship, you'll notice that your main armament has a much flatter trajectory at medium range than, say, a cruiser's armament (which is fair enough). ![]() The equipment, likewise, "feels" realistic, even though it kinda isn't. And you might be tempted to say, "The cruiser Zao? The carrier Hakuryu? What the hell were those?!?" Really, what those are, are conveniently vague placeholders that give Wargaming the wiggle-room it needs to make sure that things are reasonably well-balanced between tiers of warships.Ĭome to me, my prey. So, for instance, if you're a hardcore Imperial Japanese Navy fan (which I most certainly am), you'll see a mixture of the perennial favs (battleshipįuso, heavy cruiser Mogami, and of course the mighty Yamato) mixed in with a bunch of never-built oddities. Having done play-testing on some "hyper-realistic" games (including 360 Pacific's horrifically bad Gulf War simulation "Patriot"), I can tell you that games are supposed to be fun, first and foremost. This is, after all, a game, and it's meant to be fun. (I am, after all, working on my next book.) But Wargaming has done a really good job injecting a sense of realism while tempering it with game balance as well. And I say "sadly," because, believe me, I need a good game to chew up my time like I need a hole in the head. So is the game fun? Yeah, sadly, it really is. but at least I killed the pesky destroyer that killed me. Me, sinking: broken, capsizing and in flames.
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