I’ve rarely used CIWS, since my perception was it’s largely useful for civilian ships (which can’t carry normal PD) or some slight bonus on ships which operate singly and hence doesn’t see the benefit of being protected by PD on adjacent ships, since CIWS only protects the ship it’s mounted on.
I recently tried creating a commercial ship with a ton of armor and CIWS, and it’s way, way more effective than I expected. In fact, it seems… too good? Maybe I’m misunderstanding something, but I have missiles coming in which I should only have a Chance to Hit of 21%, but my CIWS are taking out all of the missiles with a reported hit rate of 100%, per screenshot below. Is this a bug, or am I misunderstanding something about how CIWS works, or how Chance to Hit is defined. Like… does chance to hit already take into account the presence of decoys, and it’s just chance to hit the missile, whereas Hit rate includes decoys? I’m very confused…
Here’s the CIWS design and the incoming missiles for context:
Here here’s the same CIWS ship doing absurdly well against AMMs, again with an expected Chance to hit of 11.5% but achieving a 100% hit rate.
Something seems off.
Does the design text in your screenshot match the text you see in the Class Design window when you select this component?
Yep, when I select the CIWS in the class design window (whether on the component browser or in the actual class design) the text matches each other and the screenshot I posted above.
So that commercial ship has a LOT of CIWS on it (100 total). That gives it 800 shots, and it is killing 43 missiles and 75 decoys. If all 800 shots were fired, that would be a hit rate of 14.75%, which would be reasonable vs the listed Chance to Hit of 12%, since I accumulated a tracking bonus of 16% against those missiles (which reduces the hit chance penalty of the missiles being faster (35km/s) than my CIWS tracking speed of 16km/s by 16%)
When I used SM mode to swap in a different ship with only 2 of that CIWS and it gets attacked, it also reports 100% hit rate, of which 1 hit a missile and 4 hit decoys. It only reports 5 shots, but it has a capability to fire 2x8=16 shots, which would be a hit rate of 5/16=31.25% chance to hit, which is… quite a bit higher than the expected 22.7% Chance to Hit, but maybe that’s due to a better officer, inclusion of a CIC, etc? Or could just be luck of the random number generator and having a lower number of discrete shots in this case.
My conclusion is that the calculation of interceptions is not bugged, but it’s not reporting the actual number of shots fired, just the shots that hit, and so the hit rate is being calculated off that and hence is always 100%, which is a bug.
Hoping someone can do some science to confirm…
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Wasn’t something like this already reported and fixed? I forget if its was fixed for 2.7.1 or 3.0.0 though.
I checked the v3.0.0 to confirm it wasn’t already fixed there, and I’m using v2.7.1.
Edit: Good memory! Version 2.7.0 patch notes state “CIWS will correctly report shots fired and will engage more than one salvo.”, but that doesn’t appear to be true in call cases since I’m seeing that behavior now in 2.7.1
Also got this weirdness, where a CIWS reported engaging a salvo with zero shots fired.
