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F3MM_Zeka

Possible Solutions to SF?

are any of these suggestions viable sulutions?  

6 members have voted

  1. 1. Which solutions, if any, are viable?

    • Solution 1
      2
    • Solution 2
      0
    • Solution 3
      4
    • Solution 4
      0
    • All of them are equally viable
      0
    • None of them are viable at all
      0
    • I have no opinion
      0

6 comments in this topic

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So, we all know how I started that whole "Should SF Really end, blah blah blah." That's not the point of this one. This one is a summary of several different solutions suggested that can fix SF without removing it. Keep in mind, that NONE of these ideas are actually mine. Full credit goes to the person in the original thread that suggested them. As I do not know whether or not they are OK with me plastering their names all over the place, if you want to know where these ideas came from who, you can find the original thread HERE.

 

Anyways, as a DD main, I do not mind SF being removed so long as the ships that used to rely on it received compensation in the form of a BUFF to make up for that lost characteristic. Maybe more HP? Better base concealment? REbuff their torps? Improve their turning circle and/or RST? But the problem is that WG will probably not. My biggest fear is that WG will simply "fix" SF on these ships the same way they did with the KM DDs. Increase the detection bloom to absolutely ridiculous levels. As I have stated previously on several occasions, DDs rely upon their stealth for their survival and their role in the team. Without their stealth, DDs become vulnerable. If you want an example, just look at the KM DDs pre and post nerf. Pre-nerf, they had huge SF windows, at tier X especially. While they DID need a bit of a nerf, WG handled the situation terribly. But the problem with the way WG handled is is that they simply increased the bloom to ridiculous levels, but they didn't change anything else at all. Now look at them. They're mediocre at best and just downright terrible at worst. If WG handles "fixing" SF like this, then they might as well remove the entire DD class. As a DD main, that is my biggest fear at the moment.

 

BUT (there're always a "but"), thanks to several people on the forums, I have several solutions that could work in place of the KM DD situation.

 

*REMEMBER: THESE IDEAS ARE NOT MINE! I AM SIMPLY ADDING ON TO IDEAS COME UP WITH BY OTHER FORUMERS! FULL CREDIT GOES TO THE PEOPLE WHO ORIGINALLY CAME UP WITH THEM HERE*

 

Anyways, on to possible solution #1:
1.) Have a difference between being SPOTTED vs being DETECTED. This one is the one I personally like best. Anyways, the basic idea is that the current SF mechanics remain in place, but with a new little twist. For an example, think of tier VIII USN DD Benson. Benson can invisifire at 10.3km (At least in the way I set mine up). So, If I were to fire at a target that was 10.3km or closer to me, then I would be SPOTTED. This would mean that my ship would be clearly marked on the mini-map, and rendered to other players for them to lock onto me and shoot back. BUT, if I were to fire my guns at a target that was 10.4 km or further away from me, then the DETECTION would come into play. Starting at 10.4km all the way to my max gun range(11.6km in the case of Benson). So, when I open fire with my guns at 10.4 km, and there was a ship with LoS to me but still not in spotting range, then my ship would be DETECTED. This means that my definite position and course of action is unclear. people know I'm there from a splotch on the minimap, about the size of a single smokescreen puff. Which way I'm headed, my maneuvers, and other info remain hidden. People can lock onto the "Area" in which I'm detected and try to hit something thru dispersion, although they cannot lock onto my actual physical ship until I stray within spotting range. This solution is personally what I think is best.

 

2.) A short and simple one. Well, this one is two that I'm combining into one. Anyways, this one entails that a ship's detection bloom after firing its guns always brings the detection all the way up to wjatever the ship's maximum firing range is. So, a Kiev with AFT and a shooting range of 14.7km, when the ship fires its guns, the detection goes up to 14.7km. In the case of a Kiev with no AFT, and a range of 12.6, the detection would go up to only 12.6. The second half entails the introduction of a new captain skill, "Unreal Silencer." This skill will decrease the gun bloom range by about 40% for main guns with a caliber up to and including 139mm. For guns with a caliber of 140mm and above, the bloom decrease will be about 25-30%. But the cost of using this skill will be about 20% of your firing range. Or some other little debuff in order for balance. Maybe an increase in RST or TC.

 

3.) Have different blooms of detection penalty. For example, Benson, as it is now, can invisifire at 10.3km. So, if I were to fire my guns at a BB 10.6 km away, I would remain undetected. But if I were to keep firing volley after volley of shells, then my detection range would slowly increase at increments of about .2km per consecutive volley. So after a while of firing continuously, I would no longer be able to stealth fire. If I wanted to remain undetected, I would have to wait about maybe 8-12 seconds before firing again if I want to remain undetected. this will force DD captains to limit their SF and time their attcks anf volleys more carefully if they want to successfully employ SF
 

4.) Same principal as the first half of 2. Bring the detection range up to whatever the ship's maximum firing range is. But leave it like that BUT give the ships that emplyed it the compensary buff. Several different possibilites to choose from. Better base concealment? REbuff their torps? Better RDS and TC? Improved fire chance? Maybe even a 25% credit/EXP multiplier compared to other ship classes?

 

All of these suggestions, in my eyes, can be implemented into the game and be a fair solution to the cries about SF and still not remove it from the game. What do you all think?

Edited by BlueMistPvP

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1: this is already accomplished in game by looking at where the shells are launched from.

 

2: Making every ship in the game invisifire capable is not a solution.

 

3: this could work, but the penalty as you have it doesn't last long enough. consecutive volley penalties could be multiplied instead, .2 > .4 > .8 etc. Penalty can go away 30s after shooting, or 10s after gun bloom goes away.

 

4: This is already the rumor circulating basically. a removal of invisifire.

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1: this is already accomplished in game by looking at where the shells are launched from.

 

2: Making every ship in the game invisifire capable is not a solution.

 

3: this could work, but the penalty as you have it doesn't last long enough. consecutive volley penalties could be multiplied instead, .2 > .4 > .8 etc. Penalty can go away 30s after shooting, or 10s after gun bloom goes away.

 

4: This is already the rumor circulating basically. a removal of invisifire.

 

1.) You don't have "sector" that can be locked onto in the current game, but I see where you're going with this

2.) Yes, this does make a lot of ships capable, but only if they're willing to sacrifice their shooting range to do so. Ships with poor shooting range to being with, this skill will not be appealing to.

3.) 30 sec is way too long. IMHO The bloom should be based on gun caliber. The 127mm guns on Benson will last about 8-10 seconds, and the 406mm guns on the N. Carolina would last 20-25 seconds.

4.) This is the removal of invisifire, yes, but it still gives back to the ships that used to rely on it. This is why it's listed as a solution. It is in my eyes

Edited by BlueMistPvP

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You should probably change the color of your red text before a forum mod warns you about it. Red text is reserved for mods/admins. Just a heads up.

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You should probably change the color of your red text before a forum mod warns you about it. Red text is reserved for mods/admins. Just a heads up.

 

Will do. TY for the heads up
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Incremental bloom would seem to be the most logical, would need some tweaking of course.  It would allow stealth fire to a degree, but ships could not just sit completely undetected while spamming HE.

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