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Wulfgarn

New gimmicks needed. What's your suggestion?

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The gimmicks in game have been done to death.

Since we are stuck with a gimmick heavy game, I was thinking maybe we should help WG come up with some new ideas.

If you had a choice to add something to the game, what would it be and why?

We don't necessarily need to shoot down every suggestion here. I'd be happy to just see everyone's ideas without arguing. Every thread on here has that, let's do something different.

Edited by Wulfgarn
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The French cruiser Surcouf would make a great premium. Her main battery would be a little lite with 2 - 203mm guns, but her stealth would be AMAZING!

 

:Smile_glasses:

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How about the new gimmick be no gimmick at all?

A well-balanced and enjoyable ship that doesn't rely on consumable gimmicks would be a nice change of pace.

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1 minute ago, Ace_04 said:

How about the new gimmick be no gimmick at all?

A well-balanced and enjoyable ship that doesn't rely on consumable gimmicks would be a nice change of pace.

Blasphemy!  That doesn't sell premiums!

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A battleship where you control the secondary battery and the main battery functions as secondaries :Smile_hiding:

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An anti radar module. Call it chaff or ecm. Lasts same time as radar, same number of uses. Nullifies radar for ~9km radius. Only non radar equipped lines/ships can carry it.

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1 minute ago, monpetitloup said:

An anti radar module. Call it chaff or ecm. Lasts same time as radar, same number of uses. Nullifies radar for ~9km radius. Only non radar equipped lines/ships can carry it.

Sure, if it replaces smoke.

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7 minutes ago, warpath_33 said:

A battleship where you control the secondary battery and the main battery functions as secondaries :Smile_hiding:

I thought we had the Mikasa already - LOL:cap_haloween:

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2 minutes ago, XpliCT_PaiiN said:

Sure, if it replaces smoke.

In my mind it would be only equipped on cruisers. So smoke would not be an issue. This would encourage cruisers escorting dds.

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I'm a bb main, so these are all for bbs

 

Smoke on a bb would be an fun gimmick when used right like whe  you beach or take caps, but the noobs would flock to it like fat people to a cheeseburger. 

 

A bb line with radar would be fun. Missouri has it's own playstyle of pushing caps and radaring enemy cappers, but another radar line would get so much rage it wouldn't be worth it

 

Dfaa would be interesting, but since CVs are a dying breed, it would be mostly obsolete

 

Limited number of rapid fire dcp would be fun. Oktober revolution is all but immune to flooding or even fire, albeit for a limited amount of time. If you spec for it it's like 20 sec on 20 sec off with 5 charges. Afaik it is expected to be the gimmick of the Russian BBs

 

Quick reloading repair party would be fun too. For me that's the highlight of the gascogne. A lot of times I'll be tank in ng fire damage early in a match and be in dire need of using my second repair and it still has a minute cooldown. Gascogne just spits out rapid fire repair. There is really no downside to the normal repair, because it's still the same amount of healing 

 

Just off the top of my head, what if they gave any ship multiple catapult planes to start with. You could have like 3 planes, then a 4th with the captain skill... just a thought.

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Rudder boost= speeds up rudder shift time.

Defensive secondary fire= temperary speeds up the reload time of secondaries.

rotating gears boost= speeds up turret tranverse speed temporary.

Illumination rounds= fire a salvo of illumination rounds that temporary disrupts the concealment rating of nearby targets.

Prop fouler= tow a rope/chain behind your ship so you can garantee knocking out both engine and rudder of enemy ships that sail over them.

Battery arms combat maintainance= repairs a incapacitated main or a few secondary batteries at random.

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14 minutes ago, Ace_04 said:

How about the new gimmick be no gimmick at all?

A well-balanced and enjoyable ship that doesn't rely on consumable gimmicks would be a nice change of pace.

I also would rather see reworked Captain skills / new or reworked ship modules that allow you to better customize your play style w/o there being 1 or 2 viable meta builds per ship class.

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Easiest one I can see if chaff. Would be an option for any ship equipped with smoke as an alternate to smoke. 40s duration.

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Smoke Planes

Radar Planes

Acoustic Torpedoes

:cap_haloween:

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Auto-reloading torpedoes. Probably for the British DDs, instead of just single launch trips, you reload them one at a time. 

 

Having multiple float plane consumables I.e. having both a spotter and a fighter.

 

The idea they have in the works is a AOE heal, like they have in the operations. I can definiately say it won't be a long heal but a short AOE heal: that for example heals 100-300hp/s for around 30 seconds for ships within 100-300m

 

I do like the idea of a BB with the primaries acting as secondaries. You control the secondaries, decent range with both set of guns. 

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Instead of gimmicks how about making things more realistic. By late war (T9 &10) most ships had radar but it wasnt the all seeing eye that WG portrays. Why not give everyone radar but with a significant reduction in accuracy for gunnery say +30% dispersion unless you actually have eyes on target. Moreover you radar contacts should be limited to generic IDs of DD/CA/BB instead of knowing the exact ship you are targeting. It would negate DDs ability to stealth torp but it would also make them more viable long term.  

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47 minutes ago, Ace_04 said:

How about the new gimmick be no gimmick at all?

A well-balanced and enjoyable ship that doesn't rely on consumable gimmicks would be a nice change of pace.

so french ships?they are already fast enough(for BBs and some cruisers) and don't rely much on speed booster.

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Radar Jammer with the following characteristics:

Jams all red and green radar out to distance Y, except a jammed ship will detect a target at distance X, where X<Y.  Values of X and Y are the tweak values for radar capability.  Jammer will go through mountains just like radar.

Note the X value pays homage to the concept of radar "burn through".  Google it.  A jammer's energy at a radar antenna increases/decreases as the inverse squared of distance.  A radar's energy (received after reflection off a target) increases/decreases as an inverse to the fourth distance.  Hence, there is a point where once a radar gets close enough to the target, it will overcome the jammer energy and detect the target. 

Although it pays homage to "reality" (which is never a requirement in WOWS), it is also a nice game feature in general as it provides a distance limitation.  If the radar ship is close enough to a target, jamming won't help.  Radar burns through.

The programming calculations to execute the above should be relatively easy to implement.

 

 

 

 

 

 

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22 minutes ago, cometguy said:

Acoustic Torpedoes

I don't see why not, those actually existed during the time period of the game. 

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Preferably none.

Barring that,  fighters with rockets.  Less anti-air DPS but minor anti-ship DPS with a chance for fires.  

Fighter-bombers.  Smaller bombs but able to be used as fighters.

This one I am not sure is doable from a historical standpoint ((Can't find any of them ever being ship launched)) but heavy bombers.  Obviously not squadrons of six of them but one or two.

A heavy cruiser with long range secondaries.  

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How about on ships that train for manual secondaries be able to use both sides of the ships battery's at the same time focused on different enemies on either side like when they have no training at all? That would be a nice gimmick!

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oo, oo, I have a gimmick - properly balanced CV's, that's one we've never seen.

 

Stealth ships - reduce the spotted by radar range

Barrage ballons - tied to BB's to further frustrate CV players trying to attack them

Ghost ships - can't be hit, can't score hits, spot everything though.

 

And before anyone freaks other than balanced CV's the other three are a joke.

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Ace fighter using experimental aircraft - one plane group, immune to strafe, cannot strafe but allowed to queue attack command, cut bombers like ribbon, only defeated by the highest concentration of AA fire or massive fighter gang-up.

Ace bomber. One plane, can seriously damage or outright destroy a ship by dropping bomb straight into funnel, immune to panic. Cannot reload.

...or carrier that can "Sunday Punch" launch its entire hangar all at once...

Screw balance, might as well as remove the whole class and reconstruct them again...ha, ha, ha...:Smile_trollface:

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