Destroyer visibility limited to two (2) hexes?

Rundstedt

Chieftain
Joined
Jul 1, 2011
Messages
4
Is this a bug, or is it true that destroyer visibility is limited to just TWO hexes?! The release notes (332) point out that destroyers (a) do not start with extra sight and (b) lose the extra sight from upgrading Caravel.

I've run into situations where you can fire longer range than you can even SEE!!! (Ie, when your sight is limited to two hexes, but your Destroyer is capable of firing 3 hexes due to upgrades.)

Any thoughts? Thanks!
:mad:
 
Is this a bug, or is it true that destroyer visibility is limited to just TWO hexes?! The release notes (332) point out that destroyers (a) do not start with extra sight and (b) lose the extra sight from upgrading Caravel.

I've run into situations where you can fire longer range than you can even SEE!!! (Ie, when your sight is limited to two hexes, but your Destroyer is capable of firing 3 hexes due to upgrades.)

Any thoughts? Thanks!
:mad:

This was a change made to create more value difference between destroyers and battleships.

The example you give parallels artillery, which need a spotter to hit a target three tiles away. This would probably work with a destroyer. Or you can take the Sight promotion first.
 
i figure the caravel/frigate combo should be the same as the destroyer/bb combo. the caravel/dd do the seeing for the big boys.

this was a bad change that needs to get fixed.
 
That's good for submarines.
 
They have somewhere around 8 movement points though, so you can use this to move 2-4 spaces out and check for threats then continue escorting whatever other mission you have going on at sea.

They are best used in numbers to form a picket around approach vectors of the enemy and to perform recon. I like the change as it allows for some chances that a sub can get in a sneak attack. Before when they had a sight of like 6 range they could spot subs so easily and bring in all their buddies to deal with them.
 
This, mostly. Subs are damn near useless as is, since any opponent worth his salt will have destroyers around his territories in watery maps.

In my last game, I one-shotted a destroyer with my nuclear submarine. I enjoyed this :lol:
 
this makes submarines much more useful... the old tactic of hiding subs in cities, and going raiding only close to them is now augmented by being much more able to hide and strike elsewhere too... more realistic, and more fun too.
 
Well, now that Destroyers are Anti-sub ships with limited vision, they should add in Patrol boats. These would have relatively low power but have a nice vision radius with no sub detection. They would be like naval scouts.
 
Seems like the better (if not impossible, code-wise) solution would be to make destroyers continue to see 3+ tiles away (kinda silly to upgrade a caravel to a destroyer and LOSE sight range...), but only be able to see subs that are right next to them. It has the advantage of being both more realistic, and better for gameplay.
 
yes, it was a little goofy that you could see and move 8+ hexes with a destroyer. Subs were a waste of a concept with that existing.

now destroyers are fast, but not 'super sighted', allowing subs to exist and be able to play hide and seek with the destroyer; as it should be.
 
Well, now that Destroyers are Anti-sub ships with limited vision, they should add in Patrol boats. These would have relatively low power but have a nice vision radius with no sub detection. They would be like naval scouts.

Caravals?
 
Seems like the better (if not impossible, code-wise) solution would be to make destroyers continue to see 3+ tiles away (kinda silly to upgrade a caravel to a destroyer and LOSE sight range...), but only be able to see subs that are right next to them. It has the advantage of being both more realistic, and better for gameplay.

This is a good suggestion.
 
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