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Found 8 results

  1. Before anyone accuses me of being a BB fanboy, please take a look at my stats and notice that I'm actually pretty close to a DD main. While I enjoy and appreciate the class and the challenges and capabilities it brings , I'm not some kind of class fanatic that will defend it to the end regardless if broken or not. With that in mind, someone has to talk about DDs and the ammo the new BBs fire, SAP. So, SAP is offered with the new RM BBs as That's all fair and dandy, Italian cruisers are generally well liked and even with the lack of HE got some nice potential, especially tier VIII+ upwards. They can be absolutely devastating when they catch an unaware DD and punish misplays. Now, BB SAP is instead treated as an overpenetration when it hits a DD, dealing 10% of the max damage listed. In a recent community stream I asked Mr. Crysantos about this, to get the response that SAP alpha is higher than AP, so it's better to shoot at DDs. In theory this has some basis. Let's see Vittorio Veneto's SAP and AP max damage comparison So, SAP does 500 more damage than AP. On a 10% of a penetration of a DD, this translates into 50 extra damage. What's more, in contrast to HE you can't incapacitate modules easily, so that's another disadvantage. On top of this, you also get the shotgun accuracy of the new ships that has you move ever closer, thus in greater danger from DDs. And the cherry on top, the secondary suite of most of these ships is comprised primarily of 90mm guns, unable to penetrate DD plating. So a line with bad range, bad accuracy, bad secondaries and average concealment is made to be played the closest to DDs. In my opinion this is a form of hand holding that's simply not needed. I'm not saying that BB SAP should oneshot DDs, but at least be on par and a bit ahead of HE in terms of effectiveness. The lack of accuracy, lack of incapacitations and fires can compensate for any alpha potential anyway. Bottom line, not only does this make DDs very strong against a type of ammo that's supposed to be perfect to moderately and lightly skinned targets, but also one that takes character away from the upcoming BBs.
  2. I recently tried the Venezia post nerf. The main gun reload nerf isn't bad, but the SAP bounce angle nerf feels really oppressive. With that nerf, the SAPs are so useless against angled cruisers and battleships, and I have to find their broadside to do some damage. Do you guys also find this quite oppressive? Does the SAP angle nerf also apply to other Italian cruisers?
  3. Privet komrad I bring you my honest ways on how to make this game more balanced and enjoyable for all classes(even bringing harmony between dds and cvs) 1: radar Radar can be changed in 2 ways: Real radar: radar/hydro can’t detect through islands. This will guarantee that cruisers can still detect smoked up dds but they can’t do it behind the safety of islands with absolutely no penalties and dds can spot and detect as long as they stay out of eye of sight of radar. Submarine like radar: What I mean by this is like the submarine pings. You get pings that cost battery. it can also recharge. I think this is more intuitive and much better. This can also be implemented with the first radar change I suggest as well as radar range change. Ships can change radar range. So if you choose to use a 12km radar, you can freely use it but it will cost a lot of battery. this will also make sure you don’t get so much Russian cruiser spam. Cvs: 1: universal AA range The 40mm bofors on the montana have a 6km range, on the gearing they have 5.8km. and the 40mm bofors on the montana have the same range as the 128mm l/61 on the gk. Just they like diversity radar change for cruisers, they should diversify AA range on each gun. But each gun doesn’t change the range on a different ship. Each AA mount has a range, be it on the ground, a battleship or a submarine. 2: manual fire control Im going to sum this with the third point to make this shorter if a cv deploys a fighter next to its torpedo bombers around a ship. The ship will do the exact same damage for both the fighter and the torpedo bobmers. It’s not hard to see you should and must prioritize the torpedo bomber. Use all available AA for that squadrum. With that, flak bursts should make a LOT more AA damage. A cv can just send a squadrum, ignore flaks and still release their torpedos/bombs. Just like battleships get punished for going in straight lines, airplane squadrums should get absolutely nuked if they keep going in astraight line ignoring flak.it shouldn’t happen just to heavily AA mounted ships like the haaland. DDs: There really is only one thing I want to see change regarding dds. Overpens. A yamato can’t do 6 overpens and the dd just 6khp but be happily sailing like nothing happened. There’s some astonishing dd survival stories like the hms Cossack but if you get 6 overpens from a 460mm shell you should get severely punished. Overpens of high caliber should still do monstrous damage. It shouldn’t take a battleship 3 salvos to kill a DD BBs: Bbs should have a fire control more like the Russian battleships. They should get more damage control parties but can use quicker. This will severely help them against he spam and torpedos as well as keepingthe he spammers happy as if they used all their damage cons they are still at the mercy of the he spammers. Cruisers: Armour: Just like bbs. There’s isn’t much to change (besides radar) and that’s the 50mm armour belt. no cruiser should be able to bow in a shikashima or even a montana. Make the 27mm more prevelant with other cruisers or even 30 or 32mm bows but 50mm armor belts shouldn’t be a thing with some special cases like the super heavy Kroonstad class Sap: You should not do 12k salvos to a bow in hindi unless you are sailing a battleship. Sap should kill dds but it shouldn’t kill cruisers and battleships that quickly either. In order to make sap viable I would suggest nerfing the damage and and severely nerfing the penetration angles. If you’re bow in in ashima you should get nuked, if you’re bow in in a dm, you shouldn’t get nuked every 20s seconds. These are changes I would love to see implemented and I think would make the game far more enjoyable for every class and keeping harmony with all players. What do you think? Please share your feedback because unlike waraming, I care to see other’s opinion.
  4. Because I had a rush of crap to the brain when making the original line, and seeing that so many people got more than a little salty about it, I decided to do a redux Here it is World of Warships Proposal: Italian Battleship Line By Shrayes Bhagavatula The Italian Battleship line would serve to implement the famed and historical Italian Battleships in World of Warships. The tech tree will split from Taranto at Tier 3 to the Napoli , progressing to the Dante Alighieri at Tier 4, and the the as-built Andrea Doria at Tier 5, before progressing to the Tier 6 fast battleship Conte di Cavour, which is the Andrea Doria rebuilt, before moving on to the Carriacolo-class ship called the Marcantonio Colonna. At Tier 8 we see the Littorio-class battleship Vittorio Venetio, where the line gains access to the full speed exhaust smoke generator found on Italian Cruisers. At tier 9 we see another fictional design, in the form of the Carlo Bergamini, armed with 3 x 3 406mm guns, and finally, at Tier 10, we find the Piave, armed with 10 improved 406mm guns. Piave has high speed, excellent armor, and great stealth, though her citadel is raised well above the water and her main battery firing range is extremely short for Tier 10. National Traits of ITA Battleships Tier III-VII Guns have good shell velocity, but long reload and rather poor firing angles on the rear turrets Distributed armor scheme Good top speed ( up to 28.5 knots ), but rather poor handling characteristics Poor AA defenses Short firing range Average shell velocity Large detection radii Tier VIII-X Guns boast high shell velocity and great damage High top speed and excellent handling Spaced armor in all-or-nothing configuration, though citadel is over the waterline Good AA defenses from Tier IX Improved Repair Party consumable (0.55%/sec for 31 seconds ) Exhaust Smoke Generator Small detection radii NOTE: All specifications are for top hull with no upgrades or commander skills Tier 3: Napoli ( Cuniberti’s ideal dreadnought ) Armor HP Pool: 33,500 Armor: 21mm-250mm Torpedo Damage Reduction: 7% Armaments Primary Armament: 4 x 2 , 4 x 1 305mm Maximum SAP/AP Damage: 10900 / 9000 Main Battery Maximum Firing Range: 12.7km Sigma: 1.8 Turret Rotation Speed: 4 deg/sec Reload Time: 30 seconds Secondary Armament: 14 x 1 152mm Maximum HE Damage: 2100 Fire Chance: 6% Range: 3.2km AA: pfft Maneuverability Top Speed: 20kn Turning Radius: 600m Rudder Shift: 13.6 seconds Stealth Surface Detection: 10.1km Aerial Detection: 7.1km Smoke Firing Penalty: 8.1km When on fire: 12.1km Upgrades and Options 2 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 28 second action time, 0.5% HP/sec, 180/120 reset ) Tier 4: Dante Alighieri ( As built with modernization touches ) Armor HP Pool: 39,600 Armor: 21mm-254mm Torpedo Damage Reduction: 12% Armaments Primary Armament: 4 x 3 305mm Maximum SAP/AP Damage: 10900 / 8100 Main Battery Maximum Firing Range: 14.6km Sigma: 1.8 Turret Rotation Speed: 4 deg/sec Reload: 31 seconds Secondary Armament: 8 x 2 120mm / 10 x 1 76mm DP Maximum HE Damage: 2100 / 1400 Fire Chance: 5% / 4% Range: 3.7km AA Defenses Long Range AA: 10 x 1 76mm DP gun Range: 4.6km Burst Damage: 908 Continuous damage: 55 Medium Range: 4 x 4 40mm QF 2-pdr Range: 3.0km Continuous damage: 79 Maneuverability Top Speed: 22kn Turning Radius: 680m Rudder Shift: 13.6 seconds Stealth Surface Detection: 12km Aerial Detection: 7.8km Smoke Firing Penalty: 9.9km When on fire: 14km Upgrades and Options 2 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 28 second action time, 0.5% HP/sec, 180/120 reset ) Tier 5: Andrea Doria ( Conte di Cavour class as built ) Armor HP Pool: 44,900 Armor: 23mm-280mm Torpedo Damage Reduction: 21% Armaments Primary Armament: 2 x 2, 3 x 3 305mm Maximum SAP/AP Damage: 11,800 / 9700 Main Battery Maximum Firing Range: 16.2km Sigma: 1.8 Turret Rotation Speed: 4 deg/sec Reload: 30 seconds Secondary Armament: 6 x 2 120mm, 4x2 100mm DP Maximum HE Damage: 2100 / 1700 Fire Chance: 5% / 4% Range: 4.0km AA Defenses Long Range AA: 4x2 100mm Range: 4.6km Burst Damage: 999 Continuous damage: 68 Medium Range: 6x2 37mm Range: 3.2km Continuous damage: 101 Short Range: 8x2 20mm Range: 1.5km Continous damage: 44 Maneuverability Top Speed: 27kn Turning Radius: 720m Rudder Shift: 13.6 seconds Stealth Surface Detection: 14.4km Aerial Detection: 8.8km Smoke Firing Penalty: 10.4km When on fire: 16.4km Upgrades and Options 3 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 30 second action time, 0.5% HP/sec, 180/120 reset ) Consumable Slot 3: Fighter ( 60 second action time, 3 fighters, 120/80 reset ) Tier 6: Conte Di Cavour ( Conte di Cavour class as rebuilt, c.1935) Armor HP Pool: 52,200 Armor: 23mm-300mm Torpedo Damage Reduction: 23% Armaments Primary Armament: 2 x 2, 2 x 3 320mm Maximum SAP/AP Damage: 13,700 / 10,900 Main Battery Maximum Firing Range: 16.8km Sigma: 2.0 Turret Rotation Speed: 4.5 deg/sec Reload: 30 seconds Secondary Armament: 10 x 1 152mm / 8 x 1 90mm DP guns Maximum HE Damage: 2100 / 1400 Fire Chance: 5% / 4% Range: 4.5km AA Defenses Long Range AA: 8x1 90mm Range: 4.6km Burst Damage: 921 Continuous damage: 71 Medium Range: 7x2 37mm Range: 3.2km Continuous damage: 114 Short Range: 4x2 20mm ( Oerlikon ) Range: 2.0km Continous damage: 79 Maneuverability Top Speed: 27kn Turning Radius: 760m Rudder Shift: 13.6 seconds Stealth Surface Detection: 15.5km Aerial Detection: 9.2km Smoke Firing Penalty: 11.3km When on fire: 17.5km Upgrades and Options 4 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 30 second action time, 0.5% HP/sec, 180/120 reset ) Consumable Slot 3: Fighter ( 60 second action time, 3 fighters, 120/80 reset ) Tier 7: Marcantonio Colonna ( Francesco Carriacolo class with hypothetical refit ) Armor HP Pool: 57,400 Armor: 26mm-400mm Torpedo Damage Reduction: 21% Armaments Primary Armament: 4 x 2 381mm / 45 Maximum SAP/AP Damage: 13,850 / 12,100 Main Battery Maximum Firing Range: 17.4km Sigma: 1.8 Turret Rotation Speed: 4.5 deg/sec Reload: 27 seconds Secondary Armament: 8x1 90mm Maximum HE Damage: 1400 Fire Chance: 5% / 4% Range: 4.5km AA Defenses Long Range AA: 8x2 90mm Range: 4.6km Burst Damage: 921 Continuous damage: 95 Medium Range: 10x2 37mm Range: 3.4km Continuous damage: 155 Short Range: 8x2 20mm ( Oerlikon ) Range: 2.0km Continous damage: 131 Maneuverability Top Speed: 29kn Turning Radius: 820m Rudder Shift: 13.6 seconds Stealth Surface Detection: 16.0km Aerial Detection: 9.9km Smoke Firing Penalty: 11.9km When on fire: 16.8km Upgrades and Options 4 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 35 second action time, 0.4% HP/sec, 180/120 reset ) Consumable Slot 3: Fighter ( 60 second action time, 3 fighters, 120/80 reset ) Tier 8: Vittorio Venetio ( Littorio class ) Armor HP Pool: 65,300 Armor: 32mm-380mm Torpedo Damage Reduction: 29% Armaments Primary Armament: 3 x 3 381mm / 50 Maximum SAP/AP Damage: 14,050 / 12000 Main Battery Maximum Firing Range: 18.4km Sigma: 1.9 Turret Rotation Speed: 5.5 deg/sec Reload: 29 seconds Secondary Armament: 4 x 3 152mm / 12 x 1 90mm Maximum HE Damage: 2100 / 1300 Fire Chance: 5% / 4% Range: 5.5km AA Defenses Long Range AA: 12x1 90mm Range: 4.6km Burst Damage: 921 Continuous damage: 143 Medium Range: 8x2 / 4 x 1 37mm Range: 3.5km Continuous damage: 227 Short Range: 16x2 20mm Range: 2.0km Continous damage: 204 Maneuverability Top Speed: 31kn Turning Radius: 800m Rudder Shift: 15.1 seconds Stealth Surface Detection: 14.9km Aerial Detection: 9.8km Smoke Firing Penalty: 12.4km When on fire: 16.9km Upgrades and Options 5 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 32 second action time, 0.55% HP/sec, 180/120 reset ) Consumable Slot 3: Fighter ( 60 second action time, 3 fighters, 120/80 reset ) Consumable Slot 4: Exhaust Smoke Generator ( 40 second action time, 10 second dispersion time, 240/180 reset ) Tier 9: Carlo Bergamini ( 1935 / 36 Breakout Fleet Program ) Armor HP Pool: 78,400 Armor: 32mm - 406mm Torpedo Damage Reduction: 32% Armaments Primary Armament: 3 x 3 406mm / 50 Maximum SAP/AP Damage: 14,950 / 12600 Main Battery Maximum Firing Range: 18.9km Sigma: 1.9 Turret Rotation Speed: 5.5 deg/sec Reload: 29 seconds Secondary Armament: 12 x 2 90mm Maximum HE Damage: 1400 Fire Chance: 5% Range: 6.0km AA Defenses Long Range AA: 12x2 90mm Range: 4.6km Burst Damage: 921 Continuous damage: 198 Medium Range: 12x2 / 4 x 2 37mm Range: 3.5km Continuous damage: 298 Short Range: 20x2 20mm ( Oerlikon ) Range: 2.5km Continous damage: 284 Maneuverability Top Speed: 31kn Turning Radius: 840m Rudder Shift: 14.8 seconds Stealth Surface Detection: 14.9km Aerial Detection: 10.1km Smoke Firing Penalty: 12.9km When on fire: 16.9km Upgrades and Options 6 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 32 second action time, 0.55% HP/sec, 180/120 reset ) Consumable Slot 3: Fighter ( 60 second action time, 3 fighters, 120/80 reset ) Consumable Slot 4: Exhaust Smoke Generator ( 40 second action time, 10 second dispersion time, 240/180 reset ) Tier 10: Piave ( 1935 / 36 Breakout Fleet expansion, fictional design) Armor HP Pool: 91,500 Armor: 32mm - 457mm Torpedo Damage Reduction: 36% Armaments Primary Armament: 2 x 3, 2 x 2 406mm / 56 Maximum SAP/AP Damage: 15,200 / 13,400 Main Battery Maximum Firing Range: 20 km Sigma: 1.9 Turret Rotation Speed: 5.5 deg/sec Reload: 29 seconds Secondary Armament: 10 x 2 120mm Maximum HE Damage: 1700 Fire Chance: 6% Range: 6.5km AA Defenses Long Range AA: 10x2 120mm Range: 5.5km Burst Damage: 1,477 Continuous damage: 259 Medium Range: 16 x 2 40mm ( Bofors ) Range: 4.0km Continuous damage: 346 Short Range: 22x2 20mm ( Oerlikon ) Range: 2.8km Continous damage: 309 Maneuverability Top Speed: 31kn Turning Radius: 890m Rudder Shift: 15.6 seconds Stealth Surface Detection: 15.7km Aerial Detection: 10.9km Smoke Firing Penalty: 13.6km When on fire: 17.7km Upgrades and Options 6 upgrade slots, standard Italian Options Consumable Slot 1: Damage Control Party (10 second action time, 120/80 reset) Consumable Slot 2: Repair Party ( 32 second action time, 0.55% HP/sec, 180/120 reset ) Consumable Slot 3: Fighter ( 60 second action time, 3 fighters, 120/80 reset ) Consumable Slot 4: Exhaust Smoke Generator ( 40 second action time, 10 second dispersion time, 240/180 reset ) If anyone has questions, comments, or salt, do leave it in the comments down below. I’ll be waiting Peace!
  5. Presenting the all new T10 Italian's cruiser, Venezia. Masterly crafted and design by expert Italians shipbuilder. Encompassing sleek and modern design with speed to match of up to 38 knots. She include the iconic Italian Red and White candy cane paint on her bow and sporting detailed craftsmanship on her exterior design. Using the all new SAP shell technology in a 5x3 configuration for simultaneous 15 shell barrage onto target at sonic speed. Her AA suite is top of the class and will satisfy your needs to protect your precious asset from any would be airstrike. Safety is our number one priority and we ensure your crew will stay safe with our patent pending Exhaust smoke technology to get you out of troubling situation when the need arises complimented by sea mines for any pursuing target that may seek interest in your brand new investment. Get your today at the nearest Regia Marina certified Shipyards for a low cost of 19,900,000 credits. Please provide us with feedback below so that we ensure that your next vehicle of transports, is a Regia Marina's ships. Enjoy future captain, and may she serve you well. Venezia Commercial.mp4
  6. People keep posting nonsense about SAP only being able to damage BB superstructures. This is flat out false. 203mm SAP penetrates 54mm, which means that once it passes the bounce check it does a simple (not affected by angle) check on how thick the plate it struck is and if that plate is 54mm or less, which means that all BB plating is a viable target. French, British, American and Japanese BBs are mostly vulnerable and Russian and German BB bows and sterns are also vulnerable. As long as you don't hit the belt armor, turret armor or conning tower armor you can damage the target. Stop the spread of misinformation.
  7. I've seen a lot of talk about how SAP is overhyped, it's not very good, etc. In my own experience, it feels monstrously powerful - at least on the ships with 8" guns. I have Montecuccoli, Genova and Trento. The latter two being heavy cruisers with 203mm guns of course. Montecuccoli, with only eight 152mm guns, feels very weak. The SAP isn't that powerful against BB superstructure, she can't set fires and she has a very low rate of fire. Even genuine heavy cruisers can outmatch her RoF, and Leander - with the same calibre guns in the same 4x2 layout - has double her fire rate. The only place she feels useful is against destroyers, who melt under the ludicrous damage potential of her SAP shells. Genova and Trento, however - within or without their own tier - feel very strong. I won Trento today, and had two particularly eyebrow-raising games in her. One bottom-tiered, against Tier 8 battleships and destroyers, and one top-tier against a slew of Tier 5 or 6 cruisers and a carrier. Mechanics-wise, SAP is just high-damage AP that can ricochet. The 203mm guns have 54mm of penetration, which is even more than the German 210mm HE shell (52mm). The first game, tier 8 on Trap. Early in the game, I ran into Asashiao. Utterly defenceless against Trento at close range, even without Hydro. Not enough time to save Bismarck, but it lets me take B. It hit her nine times for 9300 damage, killing her - Bismarck, who was closer, did the rest with main and secondary battery. I used the island in B to hide from Richelieu and pop at her 32mm all-over plate. I remember a match I played once as Nurnburg where I burned down a Richelieu from afar. Over 20,000 damage in 26 SAP shells. Then for the end game, the entire team was hunting down the Amagi, and I want to share a particular image from the postgame screen. I had SAP loaded, and Amagi was moving to broadside me at close range. I fired my SAP to reload as AP, and dealt nearly 7k from that one salvo. On a nearly-broadside Amagi, aiming above her belt armour (badly, obviously) I dealt a mere 5k AP damage from a further seventeen hits. This is because 203mm SAP has nearly twice the alpha of the similarly-penetrating German 210mm HE shell. It felt very easy. In the tier 6 battle, I was chasing the enemy Ryujo at close range. She was running away from me, at a steep angle. I was able to just pump SAP into her upper deck and flight deck, penetrate where AP would surely have bounced, and dealt 6-7k per salvo. I picked her apart with over 38k damage in 30 hits. What even is this score, I'm trash: Like, this just feels like such an easy mode. I understadn that you should switch regularly between SAP and AP as you should HE and AP, and in Genova this has led to incredible games, but a lot of the time, it looks totally unnecessary. I feel I couldn't do these kind of damage games in other ships, even other ship classes at times. Am I getting something about of these Italian cruisers that others aren't?
  8. WG, if you're going to nerf IFHE, turn it into an ammo loadout option so that people who want to use it don't need to sacrifice 4 captain points. That is the only criticism I have of the upcoming IFHE nerf: that it shouldn't cost captain points, because it looks like they want to make it balanced with normal HE. IFHE nerf (in case you're not aware): they want to make it do 20% more pen instead of 30%, and reduce fire chance by half so that CLs with IFHE can still pen CA cruisers but not pen BBs - and not burn them down so easily either - while normal HE can more easily burn down anything including BBs/CAs but will often shatter against CAs... so the new IFHE will increase effectiveness vs CAs at the cost of reducing effectiveness vs BBs, and HE will be more effective vs BBs but less effective vs CAs that have half fire duration. Overall, this is an IFHE nerf, because CLs outperform CAs in damage output with IFHE - which is so good it has become a mandatory captain skill. Also, SAP could also be made into an alternate ammo loadout, instead of making it a 4-point skill like IFHE. Because where are you going to put it in the captain skills table? The table of skills is already perfect (but if you remove IFHE you'll have a gap; I guess you'll have to make another skill. Perhaps buff Jack of all Trades to -10% consumable reload and make it a 4pt skill like it used to be, and invent a new 2pt skill. Perhaps the 2pt skill can be having two spotter aircraft launched, (just like in the old days) that fly longer... I don't know; I'm sure WG staff can have a creative brainstorming session and figure it out. What do I mean by alternate ammo? Well, just like you can click on one consumable and replace it with an alternative consumable, you'd do the same for ammo. Normal ships could choose between HE and IFHE as first shell type, and, for the second shell type, AP vs SAP. Perhaps some ship types, or some specific ships even, for balancing issues, would not have the option of loading certain shell types. Perhaps they could even use this new mechanic to add more national flavour: make some ships, like Commonwealth DDs, have only HE & IFHE as ammo types; where IFHE replaces AP. Also make Italian BBs have SAP instead of HE. There! You've just created new opportunities to add more national flavour! Perhaps British AP can also have a special icon/description to warn new players that their AP shells are special British AP (and also inform players if their AP shells aren't British AP in the case of the Nelson, Hood & Warspite which I believe have normal AP shells) In divisions where two players use the same ship, this could encourage teamwork as each player brings different ammo types and they sail together in formation, one of them always having an appropriate ammo type for whatever ship they meet. Perhaps people will talk to each other in chat, asking what ammo loadout they have, encouraging chatting at the start of the game which will in turn encourage planning/coordination...
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