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Elo_J_Fudpucker

Barrel Life

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What if.... there were a limited life to barrel in the game... instead of just hosing out a constant stream of projectiles, there were a limit to the number of rounds a barrel could shoot?

(running/ducking)

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2 minutes ago, Elo_J_Fudpucker said:

What if.... there were a limited life to barrel in the game... instead of just hosing out a constant stream of projectiles, there were a limit to the number of rounds a barrel could shoot?

(running/ducking)

Then you're more or less a CV.

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  • HE
  • AP
  • Torpedo
  • Small AA
  • Large AA
  • DP HE
  • DP AP
  • Secondary HE
  • Secondary AP
  • Secondary DP HE
  • Secondary DP AP
  • DW Torpedo
  • Air Torpedo
  • HE Bomb
  • AP Bomb
  • Fighter
  • Dive Bomber
  • Torpedo Bomber
  • Scout Fighter
  • Spotter Plane
  • Gold HE
  • Gold AP
  • Gold Torpedo
  • Gold Small AA
  • Gold Big AA
  • Gold DP HE
  • Gold DP AP
  • Gold Secondary HE
  • Gold Secondary AP
  • Gold Secondary DP HE
  • Gold Secondary DP AP
  • Gold DW Torpedo
  • Gold Air Torpedo
  • Gold HE Bomb
  • Gold AP Bomb
  • Gold Fighter
  • Gold Dive Bomber
  • Gold Torpedo Torpedo Bomber
  • Gold Scout Fighter
  • Gold Spotter Plane

Have fun! Now imagine going into battle with no torpedoes as a DD, no AP for a BB, or no fighters for a CV.

 

Edited by Vangm94

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The problem with this suggestion is that barrel life was sufficient to last for the length of any of the battles.  You simply don't put enough rounds through the guns in a 20 minute game to have this apply.  Even the Italian guns on Roma had a life of 120 guns, considered very low...and you'd be lucky to get off 40 rounds in a game per barrel.  As for ammo capacity, only Akizuki would have too little ammo to fire continuously for 15 minutes...and you won't be doing that either.  

Edited by thegamefilmguruman
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35 minutes ago, Elo_J_Fudpucker said:

What if.... there were a limited life to barrel in the game... instead of just hosing out a constant stream of projectiles, there were a limit to the number of rounds a barrel could shoot?

(running/ducking)

It'd really only affect 1 ship in the amount of time that these battles cover, so just call this thread what it is: "Nerf Akizuki".

Edited by KiyoSenkan

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1 minute ago, KiyoSenkan said:

It'd really only affect 1 ship, so just call this thread what it is: "Nerf Akizuki".

Wouldn't even really affect Akizuki-nobody holds down the fire button for 15 minutes straight.

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Just now, thegamefilmguruman said:

Wouldn't even really affect Akizuki-nobody holds down the fire button for 15 minutes straight.

Yeah but she's the only ship who even has the chance to hit the limits of her barrel life.

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Just now, KiyoSenkan said:

Yeah but she's the only ship who even has the chance to hit the limits of her barrel life.

True. Barrel life was approximately 350-400 rounds.  For that one must hold down the fire button for 17 minutes 30 for the low end, and all 20 for the high.  

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It's  already built into the game. Along with the cost of refueling, ammo replacement, food, paint, cordage, medical, uniforms, suegee, soap, etc.

Haven't  you noticed the resupply costs?

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40 minutes ago, thegamefilmguruman said:

As for ammo capacity, only Akizuki would have too little ammo to fire continuously for 15 minutes...

Atlanta? High end US destroyers? Worcester? 

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1 hour ago, Vangm94 said:
  • HE
  • AP
  • Torpedo
  • Small AA
  • Large AA
  • DP HE
  • DP AP
  • Secondary HE
  • Secondary AP
  • Secondary DP HE
  • Secondary DP AP
  • DW Torpedo
  • Air Torpedo
  • HE Bomb
  • AP Bomb
  • Fighter
  • Dive Bomber
  • Torpedo Bomber
  • Scout Fighter
  • Spotter Plane
  • Gold HE
  • Gold AP
  • Gold Torpedo
  • Gold Small AA
  • Gold Big AA
  • Gold DP HE
  • Gold DP AP
  • Gold Secondary HE
  • Gold Secondary AP
  • Gold Secondary DP HE
  • Gold Secondary DP AP
  • Gold DW Torpedo
  • Gold Air Torpedo
  • Gold HE Bomb
  • Gold AP Bomb
  • Gold Fighter
  • Gold Dive Bomber
  • Gold Torpedo Torpedo Bomber
  • Gold Scout Fighter
  • Gold Spotter Plane

Have fun! Now imagine going into battle with no torpedoes as a DD, no AP for a BB, or no fighters for a CV.

 

I actually went into battle more than once and forgot to load ammo in WoT lol

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4 minutes ago, Psycodiver said:

I actually went into battle more than once and forgot to load ammo in WoT lol

Now do that with a Destroyer with no Torpedoes, 10 HE shell, and 3 AP shells.

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12 minutes ago, Ensign_Cthulhu said:

Atlanta? High end US destroyers? Worcester? 

Worcester ammo per gun: 403 shells-Sustained fire to exhaust shells (at in game 13 per minute): 31 minutes-750 - 1,050 round barrel life
Atlanta: 450 rounds per gun, sustained at in game 12 per minute to exhaust shells: 37.5 minutes-Barrel life 4600 rounds
Gearing: 360 rounds 18 minutes 4600 rounds barrel life 
Fletcher: 350 rounds 19.4 minutes 4600 rounds barrel life

Edited by thegamefilmguruman

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1 minute ago, thegamefilmguruman said:

Worcester ammo per gun: 403 shells-Sustained fire to exhaust shells (at in game 13 per minute): 31 minutes-750 - 1,050 round barrel life
Atlanta: 450 rounds per gun, sustained at in game 12 per minute to exhaust shells: 37.5 minutes-Barrel life 4600 rounds
Gearing: 360 rounds 18 minutes 4600 rounds life 
Fletcher: 350 rounds 19.4 minutes 4600 rounds life

Fair enough - I felt it appropriate to ask about the most obvious suspects. :cap_like:

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Then the USN would do much better because it wouldn't need to replace it's barrels after a few dozen shots.

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Just now, Ensign_Cthulhu said:

Fair enough - I felt it appropriate to ask about the most obvious suspects. :cap_like:

I'm actually a bit surprised by how long the 5/38s last, myself. Guess those low power high arc floaty shells are good for something.

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1 hour ago, thegamefilmguruman said:

Wouldn't even really affect Akizuki-nobody holds down the fire button for 15 minutes straight.

Wait, you mean I'm NOT supposed to do that?!?  :cap_rambo:

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1 hour ago, thegamefilmguruman said:

The problem with this suggestion is that barrel life was sufficient to last for the length of any of the battles.  You simply don't put enough rounds through the guns in a 20 minute game to have this apply.  Even the Italian guns on Roma had a life of 120 guns, considered very low...and you'd be lucky to get off 40 rounds in a game per barrel.  As for ammo capacity, only Akizuki would have too little ammo to fire continuously for 15 minutes...and you won't be doing that either.  

This ^

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2 hours ago, Vangm94 said:

Now do that with a Destroyer with no Torpedoes, 10 HE shell, and 3 AP shells.

Ramming speed

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1 minute ago, Psycodiver said:

Ramming speed

Radar OP!

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3 hours ago, Elo_J_Fudpucker said:

What if.... there were a limited life to barrel in the game... instead of just hosing out a constant stream of projectiles, there were a limit to the number of rounds a barrel could shoot?

(running/ducking)

Same reason Torpedoes are unlimited.

BALANCE

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First: figure out how many rounds a ship's barrel can fire per minute. then calculate how many rounds a ship can fire in 20 minutes. Considering ships don't meet each other until about 2 minutes into combat, figure out how many rounds the ship can fire in 18 minutes. You will quickly find, that per barrel, majority of the ships in the game is capable of firing continuously for the entire length of at least 18 minutes. Meaning barrel life, is a non-issue.

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I mean, really, the ships that would potentially suffer from this are Russian.  The 130s they carried initially (Leningrad, Kiev, Tashkent) had very poor barrel life (130 rounds!), but later they figured out how to make ones with far better life (1100 rounds).  In addition, the Russian ships also carried an abnormally small amount of ammunition per gun at a whopping 150 rounds...Even then, though, at 4.5-5 second reloads (12-13 rounds per minute) they would take about 11-13 minutes of continuous fire. They're more likely to run out of ammo, at least with the new barrels, than to have the barrels wear out.

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