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SkywhaleExpress

Suggestion on smoke changes in 6.11

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I have been going over this in my head, and instead of punishing team play (DD's laying a screen for teammates), why not alter the smoke mechanics to be more similar how the Perth is?

 

The Perth has around 90s activation timer, but only has a 10s per puff. With a smoke module, you can have 117s active, with 8.8s on each puff. My proposal would still keep the uniqueness of the Perth, as well as the national smoke duration and qualities:

 

USN: Longest activation/puff timers, but change the smoke circles to be lower in diameter.

IJN: Second shortest activation/puff timers, but give them medium circle diameters.

Russia: Medium activation/puff timer, in between USN and IJN circle diameters.

German: Shortest activation/puffs, bug give them medium diameters. 

British: Near USN activation timers, in between German and Russian puff timers, and largest circle diameter. 

 

This way, you still eliminate people parking in smoke constantly, as they will have to move with the escorting destroyer... and it encourages the typical selfish "smoke thyself only" DD players to actually escort and screen for the BB's and cruisers. This, in itself, would provide for a much more dynamically fluid progression of battles. People would learn to go with their fleet and work together toward a common goal, or get stomped by the enemy.

 

 

As far as the current Wargaming idea stands, all you are going to do is encourage the same old selfish DD play, where they smoke themselves outside of their detect range, and you don't really change much. Divisions and/or smart teamwork oriented players are still going to adapt quickly to your change in "smoke detection after firing" by simply smoke screening at the BB's max smoke-fire-detect range, thus nullifying the desired change to their tactics.

 

 

Either way you put it, you cannot nerf skill and intelligent team play. It just simply cannot be done. Every change that WG has made thus far (removal of invisible-fire, nerfing of battleship penetrations by increasing probability of 0 dmg pens/adding dispersion, etc.) have DONE NOTHING to stop quality team play. 

 

Wargaming thought invisible fire was why new players performed poorly, they are still getting owned. Wargaming thought manual drops and strafing was why new players had a hard time, tier 4 and 5 is now simply teaching more people to be bad at higher tiers, going into tier 6 not even understanding the fundamentals of the strafe/manual drop methods. Wargaming thought that battleships were OP sniper/tanks, so they decreased our damage output, it has done nothing to help the new player. 

 

What will help the new player, you ask? Time, patience, practice, and perfection of skills learned by playing the game and learning from veteran players. Make popup missions for them to log into the forum and post to earn 250 doubloons (requirement, less than 100 battles, no battles above tier 5, except if premium), lock the purchase of tier 7+ premiums until they have played at least 1 tech tree tier 6, maybe/maybe not... But, certainly don't teach them to play selfishly or brainlessly. 

 

 

Ideas? Thoughts?

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I am sure others know better than we do, they have stats we can not see. Seems complicated your way, It could just be the beer and whiskey though. I love smoke, shoot torps into it and 2 minutes later KABOOM! Meanwhile back at the old ranch I am shooting at a BB. Did you just get killed by a DD in smoke?

Edited by Sovereigndawg

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38 minutes ago, Valdez_Raptor said:

You forgot about the German DD's who have the shortest smoke timers...

Yeah, I did.. didn't I. They did end up shorter than Japanese. I forgot about them, cuz I haven't played them since I finished grinding the Maas

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I personally wish they would just stop changing things for a while. Maybe engage with the community base more:

 

WG = 'Hey community, after a period of no change we've had time to find this out (enter stat they have discovered), because of this stat we intend to change this area to address balance'. They could then leave the info up and see if any of the community have any suggestions (sometimes they do you know), and then make the changes. This is where suggestions like the OPs can be aired.

 

It gives the community the facts/stats, shows the way WG are looking to balance things, engages with the community and probably makes things feel a little more like a community.

 

And if you (WG) want to introduce something that has nothing to do with balance but rather sales, say so. In the main, the community base will know exactly what you are doing anyway and it will seem less 'dishonest'.

 

Edit: If a member of the community comes up with a good idea then maybe award Premium Time or something similar, to encourage more positive input?

Edited by _WaveRider_
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2 hours ago, _WaveRider_ said:

I personally wish they would just stop changing things for a while. Maybe engage with the community base more:

 

WG = 'Hey community, after a period of no change we've had time to find this out (enter stat they have discovered), because of this stat we intend to change this area to address balance'. They could then leave the info up and see if any of the community have any suggestions (sometimes they do you know), and then make the changes. This is where suggestions like the OPs can be aired.

 

It gives the community the facts/stats, shows the way WG are looking to balance things, engages with the community and probably makes things feel a little more like a community.

 

And if you (WG) want to introduce something that has nothing to do with balance but rather sales, say so. In the main, the community base will know exactly what you are doing anyway and it will seem less 'dishonest'.

 

Edit: If a member of the community comes up with a good idea then maybe award Premium Time or something similar, to encourage more positive input?

:Smile_great: :Smile_honoring:

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