1 Mrvelocity Members 6 posts 3,592 battles Report post #1 Posted April 2, 2017 Is there any way you guys can start working on the ramming of ships. I've about hit my limit on instant death from paint scraping, and when I say paint scraping; I mean that I can literally see the air gap made from the hit box when the ship was built in-game. I feel like some basics are long overdue. Two passing ships hitting sides should not equal death. Is it really hard to program some basic impact zones? Like side to side = little damage, nose to nose= death, nose to aft= more damage to the rammed opposed to the rammer...ect... You could even piggyback off the armor layouts you have already as the hall is already separated into nose, side, and aft sections. Share this post Link to post Share on other sites
771 klymar8 ∞ Beta Testers, In AlfaTesters 4,191 posts 12,721 battles Report post #2 Posted April 2, 2017 Is there any way you guys can start working on the ramming of ships. I've about hit my limit on instant death from paint scraping, and when I say paint scraping; I mean that I can literally see the air gap made from the hit box when the ship was built in-game. I feel like some basics are long overdue. Two passing ships hitting sides should not equal death. Is it really hard to program some basic impact zones? Like side to side = little damage, nose to nose= death, nose to aft= more damage to the rammed opposed to the rammer...ect... You could even piggyback off the armor layouts you have already as the hall is already separated into nose, side, and aft sections. They do . Otherwise how can you explain what happened in this ... http://wowreplays.com/Replay/23571-Chien_Lu_Anderman-Northern-Lights ? I should not have survived that as my DD had less total HP then the opponent DD . However I have no idea how or in what way they have it set up . Share this post Link to post Share on other sites
387 [ARPOG] Teahee -Members- 870 posts 11,070 battles Report post #3 Posted April 2, 2017 There is some calculations behind the ramming mechanics, but generally I agree they need some refinement. Personally I would like better visual effects too - I want to see a cruiser torn in half by a BB charging through it... 2 Share this post Link to post Share on other sites
98 XXRed_DawnXX ∞ Members 660 posts 10,786 battles Report post #4 Posted April 6, 2017 There is some calculations behind the ramming mechanics, but generally I agree they need some refinement. Personally I would like better visual effects too - I want to see a cruiser torn in half by a BB charging through it... Or the bow of the ship damaged by the ramming attack. Share this post Link to post Share on other sites
1,848 [ARRGG] CLUCH_CARGO [ARRGG] Members 5,770 posts Report post #5 Posted April 7, 2017 I say leave it alone Too much Code to add realism to a non realistic game. Share this post Link to post Share on other sites
22 [B-TX] Rusty_S85 Members 360 posts 3,256 battles Report post #6 Posted April 16, 2017 Yep and make it where a BB ramming a cruiser is not losing half to three quart health. There is no way that a 60k ton battleship ramming say a 20k ton cruiser is going to result is killing the cruiser and the cruiser dealing 50% to 75% HP loss on the BB. I could see if it was a BB ramming another BB but in the case of a cruiser you are talking about a ship with more mass hitting one of a lower mass which means the heavier ship has more kinetic energy thus lighter ships would take more damage than they dish to a heavier ship with in reason. It also depends on armor thickness as well. In the end I think it could use a lot of work. I don't expect it to be realistic but even from an arcade view point its not even good in my book. You can throw a flag on and you take less damage from ramming and being rammed. Um ok, why not just use mass and armor arrangement (cruiser vs battleship, battleship vs battleship, etc) to dictate how much damage is given or taken during a ram/collision. Share this post Link to post Share on other sites
6,114 [FOXEH] Umikami Banned 14,364 posts 23,364 battles Report post #7 Posted April 16, 2017 (edited) Yep and make it where a BB ramming a cruiser is not losing half to three quart health. There is no way that a 60k ton battleship ramming say a 20k ton cruiser is going to result is killing the cruiser and the cruiser dealing 50% to 75% HP loss on the BB. I could see if it was a BB ramming another BB but in the case of a cruiser you are talking about a ship with more mass hitting one of a lower mass which means the heavier ship has more kinetic energy thus lighter ships would take more damage than they dish to a heavier ship with in reason. It also depends on armor thickness as well. In the end I think it could use a lot of work. I don't expect it to be realistic but even from an arcade view point its not even good in my book. You can throw a flag on and you take less damage from ramming and being rammed. Um ok, why not just use mass and armor arrangement (cruiser vs battleship, battleship vs battleship, etc) to dictate how much damage is given or taken during a ram/collision. have to disagree with you on this issue. in most collisions at sea BOTH ships usually suffered significant damage. while a 30,000 ton CA might not deal a death blow to a BB when they collide, I can most certainly see where it could deal MAJOR damage. a bow is a relatively sharp end on a ship, and putting one up against a ship's side, with 30,000 TONS of inertia behind it, even if the ship it hits carries significant armor, is going to do real damage. hence the soviet naval tradition of ramming a foreign ship to make a point; a ship of lesser size can do a lot of damage to a ship it hits. I think the ramming mechanic needs to be reworked with a more realistic scenario in mind. I would like to see a ramming mechanic which left the side of a ship wide open to the sea after a ram, a ram that would disable a ship and take it out of the game. Ships that are rammed should pay a penalty for the rest of the match, in speed, maneuverability, and possibly continued light flooding. This BOOM and drive right through it stuff is nonsense and very unrealistic. I realize the game is NOT a simulator, and never will be, but having mechanics which at least resemble true life incidents would make it much more enjoyable. Edited April 16, 2017 by Umikami Share this post Link to post Share on other sites