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IronMike11B4O

Radar and Hydro are Invincible

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JK, but why can't you knock out an opposing players radar or hydro like you can any other module? It would go a way towards leveling the playing field if someone had to hit a repair in order to keep using it. 

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JK, but why can't you knock out an opposing players radar or hydro like you can any other module? It would go a way towards leveling the playing field if someone had to hit a repair in order to keep using it. 

 

Might as well add the ability to shake damage control and repair parties making them unable to fully control and repair damage...or outright kill them from excessive damage (or just make that uncontrollable damage). Fair game for every consumables then...

 

i.e. not going to work...

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They are consumables not modules and thus you are not able to disable or knock it out.

 

That said it would make the game more interesting if the effectiveness of consumables was reduced due to damage or certain type of damage.

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That would mean a massive nerf to Radar while keeping Hydro almost untouched. Look at a Radar-equipped ship and search the radar modules, pretty exposed if you ask me. Now where are the Hydro modules? Right, below the waterline at the center of the ship, a bit at the front. That means that unless someone gets lucky they won't get hit at all while radar is just asking for being deleted.

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JK, but why can't you knock out an opposing players radar or hydro like you can any other module? It would go a way towards leveling the playing field if someone had to hit a repair in order to keep using it. 

 

Actually you can! SINK THE [Edited by me]!!!

 

Example: last month Des Moines wanted my Gearing dead no matter what in the start of the battle. Then i played some mental games with him in the "all chat" i told him "drop that radar Des Moines! GO!!! JUST DO IT!!! if u want me dead u have to come after me!" The player went for some serious case of tunnel vision, ate 2 of my torps, repaired, right after he was set on fire twice then he panicked showing broadside and some BB finished the job.

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They are consumables not modules and thus you are not able to disable or knock it out.

 

That said it would make the game more interesting if the effectiveness of consumables was reduced due to damage or certain type of damage.

 

I have suggested a change to fire where after each tick of damage there would be a small, 3% maybe, chance for the fire to go out but only for the oldest fire burning. That would remove the feeling of helplessness that happens when you put out three fires and within seconds of the immunity period ending you have three more fires that you can do nothing but ride them out.

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