WARBIRDS.IO Dev Log

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The fleet's guns climb the shore

The Brick Gulf is where the fleet meets the tank war, and the farmland above its beaches stands ten to twenty metres over the surf. Until now a captain laying on a tank up there was shelling the hillside under it: the salvo came down at the height of the sea, a few hundred metres short. Not any more.

The gunsight sees the high ground

Put a warship's crosshair near an enemy hull and the gunsight locks its range onto her, so the reading holds steady while you lay. It went looking for every hull at the waterline. That is right for a destroyer and wrong for a Paladin parked on the fields above the beach: a tank twenty metres up sat outside the lock, and the gunsight ran on past it to read the field behind it, or gave up and read MAX.

Now it finds each hull where it really stands. A ship is found at her waterline, exactly as before. A tank is found at its own height, the way its own gunner would find it: lay the crosshair on the turret and the range is the turret's, lay it just over the roof and it is still the tank's.

The salvo comes down on the tank

The range was only half of it. A warship lays every salvo to come down onto a hull's side at sea level, because that is where a ship is. Aimed at a tank on a bluff, the shells came down to sea level at the tank's range, which means straight into the ground in front of it. The higher the tank, the shorter the salvo, and on the fields above the Gulf, where the shore fighting happens, the splashes stood up a few hundred metres short with the range dead on.

Now the gunsight tells the guns how high the target stands, and every turret lays its salvo to come down there. Put the crosshair on a Whirlwind out on the farmland and the shells fall around the Whirlwind, close enough for the HE's blast to find it even when a round doesn't. The ring on the ground sits under the tank, and that is where the splashes land.

The view through a warship's binocular gunsight: open water in the foreground, green farmland rising beyond the beach with a town along the ridge, the gold ring laid on the fields under the crosshair beneath an enemy marker, the rangefinder reading 7.8 km, and the call HE hit (Front)
Through a Bastion's gunsight: a Warden on the farmland 7.8 km off takes HE on its front plate, eight and a half seconds after the guns spoke.

The range dial walks up the beach

Through the binocular gunsight (Z), moving the mouse up and down walks the range dial: the crosshair slides out across the water and back. It only knew the water. A tank far enough out on high ground stood above anything the dial could reach, and the gunsight simply couldn't be laid on it. In the Gulf the dial now walks the crosshair across whatever is there: over the water, up the beach and out across the fields. Dial out to a tank on the farmland seven kilometres off and the crosshair sits on it.

Shore bombardment, then

Load HE: its blast is what reaches a tank in a near miss, and the light hulls feel it most. Swing broadside so every turret bears; the gunsight counts the guns on target for you. And lead anything that's moving: eight kilometres out, your shells are in the air for nine seconds, and a Jackal can cover a lot of farmland in nine seconds.

A duel at sea is untouched. Ships are found, ranged and shelled exactly as they were.

Written by Cameron Sima, who builds Warbirds.io — about the game · get in touch

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