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KnightFandragon

A DCP/RP overhaul proposal.

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So, with the advent of the over the top fire spam, massive increase in torps, and with the unlimited plane CVs on the horizon, its become clear that the current 1 use every 2-3 minute DCP/RP system just isnt cutting the mustard anymore.  Cruisers get deleted like no other, DDs have to smoke up, lest radar [edited] them, and neither of these classes have a way to repair.  BBs feel OP to Cruisers, Cruisers feel OP to DDs, DDs feel OP to BBs, its a mess...I dont have the answers to all the issues, but I think I have an idea that can atleast help a little.

It begins with taking the current DCP/RP consumables and combining them into 1 system, then every ship and ship class is given this new system.  The new system is a pop up wheel, similar to what you see in the current in-game quick chat menu.  This system would have 4 selections for your Damage Control Party giving them a feeling of being part of the crew.

The 4 modes are: Standby, Fire Fighting, Counter Flooding and Repair Party. 

When you pick an option, you will gain buffs and effects to help counter the status effect associated with each mode.  You must be careful though, if for example, you put your crew in firefighting, but suddenly get flooding, there will be a delay if you wish to switch to counter flooding. 

Each mode is as follows:

Standby:  This is the default mode at the start of the game, and the mode your crew will return to after a short period of taking no damage or if your ship is not suffering from any effects.  You gain no benefit or bonus in this mode.  

Firefighting:  Upon selection of this mode, there is a 10s preparation period, once that time has passed, you will gain the following buffs: -15% Duration to all current and subsequent fires, -15% chance to be lit on fire, -50% fire damage per tick.

You also gain the following effect: There is a check made every second, that has a 10% chance to put out a single fire.  This check is made every second for each fire individually.

Your DCP will stay in firefighting mode until either, you choose another mode, or after you are no longer burning, a 10s window of time counts down.  If during that time, you are not lit on fire again, your crew will default back to standby mode, then a 30s Cooldown will commence.

Counter Flooding:  Upon selection of this mode, there is a 10s preparation period, once that time has passed, you will gain the following buffs: -25% to flooding duration(we cant have more then 1 flood on us correct?}, -50% flood damage per tick.

You gain the following effect: There is a check made every second, that has a 10% chance to stop the flooding. 

Your DCP will stay in counter flooding mode until either, you choose another mode, or after you are no longer flooding, a 10s window of time counts down.  If during that time, you are not lit on flooded again, your crew will default back to standby mode, then a 30s Cooldown will commence.

Repair Party: Upon selection of this mode, there is a 10s preparation period, once that time passes, you will gain the following effects: Repair 0.5% hitpoints per second, up to a max of 25/50/75/100% of your health, depending on which section of your health you are in at time of activation.  Additionally, any damaged or destroyed modules will repair 5% per second, until back at 100% operation.  Your modules have 4 states: Destroyed(Non-operational), Critically Damaged(25% operation), Heavily Damaged(50% operation), Damaged(25% operation) or Fully Operational(100%). 

This new Repair party mode will repair 100% of all damage done to your ship(Citadels, fire, shelling, all damage is healed 100%), however, your ship health and module health are broken up into 4, 25% segments.  These 25% segments act like repair thresholds, which you cannot go past, once you reach a certain damage state.  Prevents abuse of this system, also prevents ships from being invulnerable, as this RP would have no usage limit. 

Additionally, modules, such as torps, engines, rudders, main battery, secondaries, AA, and all sections of this ship that can be damaged or destroyed(Not damage saturation on super structures and hull parts) will also have health segments, which would be outlined in different colors signifying their state: Flashing Red=Destroyed, Red=25%, Orange=50%, Yellow=75%, Green=100%.  If for instance, your rudder is destroyed, it will not begin repairs until you put your crew into RP mode.  Upon RP activation, your Rudder would commence to heal 5% per second, so in 5s, your rudder would be at 25% health, allowing you to use your rudder with a 75% rudder shift time penalty.  5 more seconds, your now at 50%, imparting a 50% rudder shift penalty, 5 more seconds its at 75% imparting a 25% penalty and 5 more seconds, its back to full operation.  Would be a total of 20s from destroyed to full operation.  

Your DCP will stay in Repair Party mode for 30 seconds, or until you chose another mode.  If all repairs are done before the 30s timer expires, your crew will continue to repair any subsequent damage until the 30s is over.  Then a 30s cooldown commences. (and yes, this means that if you get your rudder hit, immediately after the 30s ends, you are boned)

Additional Effects: Finally, the last change I would make is to allow us to alter the speed of our ship to assist in the firefighting or counter flooding operations.

For every quarter speed you are moving, below max speed, you will gain an additive +2.5% chance to the firefighting and counter flooding stop chance. So, if you come to a full stop, you will gain a full 20% chance per second to stop a fire or flooding.  THe trade off here is, well, your stationary, so pick your repair spot wisely.  The +2.5% effect will not take effect until you reach the speed associated with that speed setting, so if you move 20 knots, you will get each +2.5% at 15, 10, 5 and 0 knots. 

Changing Modes and Cooldown timers:  So, after each mode is done dealing with it's associated effect, there is the 30s cooldown timer before you are able to choose another mode. If you chose to pick another mode before your 30s CD starts, then your DCP will stop any repairs and you lose any bonuses associated with the current mode, you then must wait 20s for your crew to swap modes and commence dealing with the new problem. 

Summary: Basically, the idea here is to give us as players counter play to the endless DoT spam that is stagnating gameplay.  It does not directly nerf any of the dots, but instead gives us as players far more effective measures with which to cope with the effects.  Also, given how you only have the one DCP mode to work with, it will still require a good deal of forethought, planning and strategy to employ this DCP system effectively.  We are still susceptible, if not more so, to the dots, given there is no 'auto stop' feature like with the current mechanics.  However, each mode gives powerful buffs to alleviate the problems and should help us feel as though we can at least do something when we are burning stem to stern.  It should give players a little more confidence in knowing they have some measure of assistance, when they make a play, and dont have to just burn down in vain.  Additionally, since all DDs and CAs will now have a Repair Party capability, it should help curb the need for such wildly powerful offensive weapons to counter BBs and could maybe lead to some toning down of the over the top gimmicks added to counter BBs.  It will also make DDs and CAs lives easier, knowing they can now repair at least some of the damage when a BB broadsides them from out of the blue, or a random detonation feels like tearing your DD out of the water.  This also mildly lessens the effects of citadels, while keeping them firmly in place as rewarding, hard hitting effects.  Intuitive players will still be able to counter play this DCP system.  If you see a guy burning, then suddenly fires go out, then go for raw damage to push his health into lower and lower segments.  If you see him repairing, then light his [edited]on fire to net him less effect from his 30s Repair Party timer, and im sure the good players would find more ways to game it.      

 

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8 minutes ago, KnightFandragon said:

So, with the advent of the over the top fire spam, massive increase in torps, and with the unlimited plane CVs on the horizon, its become clear that the current 1 use every 2-3 minute DCP/RP system just isnt cutting the mustard anymore.  Cruisers get deleted like no other, DDs have to smoke up, lest radar [edited] them, and neither of these classes have a way to repair.  BBs feel OP to Cruisers, Cruisers feel OP to DDs, DDs feel OP to BBs, its a mess...I dont have the answers to all the issues, but I think I have an idea that can atleast help a little.

It begins with taking the current DCP/RP consumables and combining them into 1 system, then every ship and ship class is given this new system.  The new system is a pop up wheel, similar to what you see in the current in-game quick chat menu.  This system would have 4 selections for your Damage Control Party giving them a feeling of being part of the crew.

The 4 modes are: Standby, Fire Fighting, Counter Flooding and Repair Party. 

When you pick an option, you will gain buffs and effects to help counter the status effect associated with each mode.  You must be careful though, if for example, you put your crew in firefighting, but suddenly get flooding, there will be a delay if you wish to switch to counter flooding. 

Each mode is as follows:

Standby:  This is the default mode at the start of the game, and the mode your crew will return to after a short period of taking no damage or if your ship is not suffering from any effects.  You gain no benefit or bonus in this mode.  

Firefighting:  Upon selection of this mode, there is a 10s preparation period, once that time has passed, you will gain the following buffs: -15% Duration to all current and subsequent fires, -15% chance to be lit on fire, -50% fire damage per tick.

You also gain the following effect: There is a check made every second, that has a 10% chance to put out a single fire.  This check is made every second for each fire individually.

Your DCP will stay in firefighting mode until either, you choose another mode, or after you are no longer burning, a 10s window of time counts down.  If during that time, you are not lit on fire again, your crew will default back to standby mode, then a 30s Cooldown will commence.

Counter Flooding:  Upon selection of this mode, there is a 10s preparation period, once that time has passed, you will gain the following buffs: -25% to flooding duration(we cant have more then 1 flood on us correct?}, -50% flood damage per tick.

You gain the following effect: There is a check made every second, that has a 10% chance to stop the flooding. 

Your DCP will stay in counter flooding mode until either, you choose another mode, or after you are no longer flooding, a 10s window of time counts down.  If during that time, you are not lit on flooded again, your crew will default back to standby mode, then a 30s Cooldown will commence.

Repair Party: Upon selection of this mode, there is a 10s preparation period, once that time passes, you will gain the following effects: Repair 0.5% hitpoints per second, up to a max of 25/50/75/100% of your health, depending on which section of your health you are in at time of activation.  Additionally, any damaged or destroyed modules will repair 5% per second, until back at 100% operation.  Your modules have 4 states: Destroyed(Non-operational), Critically Damaged(25% operation), Heavily Damaged(50% operation), Damaged(25% operation) or Fully Operational(100%). 

This new Repair party mode will repair 100% of all damage done to your ship(Citadels, fire, shelling, all damage is healed 100%), however, your ship health and module health are broken up into 4, 25% segments.  These 25% segments act like repair thresholds, which you cannot go past, once you reach a certain damage state.  Prevents abuse of this system, also prevents ships from being invulnerable, as this RP would have no usage limit. 

Additionally, modules, such as torps, engines, rudders, main battery, secondaries, AA, and all sections of this ship that can be damaged or destroyed(Not damage saturation on super structures and hull parts) will also have health segments, which would be outlined in different colors signifying their state: Flashing Red=Destroyed, Red=25%, Orange=50%, Yellow=75%, Green=100%.  If for instance, your rudder is destroyed, it will not begin repairs until you put your crew into RP mode.  Upon RP activation, your Rudder would commence to heal 5% per second, so in 5s, your rudder would be at 25% health, allowing you to use your rudder with a 75% rudder shift time penalty.  5 more seconds, your now at 50%, imparting a 50% rudder shift penalty, 5 more seconds its at 75% imparting a 25% penalty and 5 more seconds, its back to full operation.  Would be a total of 20s from destroyed to full operation.  

Your DCP will stay in Repair Party mode for 30 seconds, or until you chose another mode.  If all repairs are done before the 30s timer expires, your crew will continue to repair any subsequent damage until the 30s is over.  Then a 30s cooldown commences. (and yes, this means that if you get your rudder hit, immediately after the 30s ends, you are boned)

Additional Effects: Finally, the last change I would make is to allow us to alter the speed of our ship to assist in the firefighting or counter flooding operations.

For every quarter speed you are moving, below max speed, you will gain an additive +2.5% chance to the firefighting and counter flooding stop chance. So, if you come to a full stop, you will gain a full 20% chance per second to stop a fire or flooding.  THe trade off here is, well, your stationary, so pick your repair spot wisely.  The +2.5% effect will not take effect until you reach the speed associated with that speed setting, so if you move 20 knots, you will get each +2.5% at 15, 10, 5 and 0 knots. 

Changing Modes and Cooldown timers:  So, after each mode is done dealing with it's associated effect, there is the 30s cooldown timer before you are able to choose another mode. If you chose to pick another mode before your 30s CD starts, then your DCP will stop any repairs and you lose any bonuses associated with the current mode, you then must wait 20s for your crew to swap modes and commence dealing with the new problem. 

Summary: Basically, the idea here is to give us as players counter play to the endless DoT spam that is stagnating gameplay.  It does not directly nerf any of the dots, but instead gives us as players far more effective measures with which to cope with the effects.  Also, given how you only have the one DCP mode to work with, it will still require a good deal of forethought, planning and strategy to employ this DCP system effectively.  We are still susceptible, if not more so, to the dots, given there is no 'auto stop' feature like with the current mechanics.  However, each mode gives powerful buffs to alleviate the problems and should help us feel as though we can at least do something when we are burning stem to stern.  It should give players a little more confidence in knowing they have some measure of assistance, when they make a play, and dont have to just burn down in vain.  Additionally, since all DDs and CAs will now have a Repair Party capability, it should help curb the need for such wildly powerful offensive weapons to counter BBs and could maybe lead to some toning down of the over the top gimmicks added to counter BBs.  It will also make DDs and CAs lives easier, knowing they can now repair at least some of the damage when a BB broadsides them from out of the blue, or a random detonation feels like tearing your DD out of the water.  This also mildly lessens the effects of citadels, while keeping them firmly in place as rewarding, hard hitting effects.  Intuitive players will still be able to counter play this DCP system.  If you see a guy burning, then suddenly fires go out, then go for raw damage to push his health into lower and lower segments.  If you see him repairing, then light his [edited]on fire to net him less effect from his 30s Repair Party timer, and im sure the good players would find more ways to game it.      

 

RP and DCP have always worked fine. Fire is not a new threat. Why would there need to be any changes?

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There are a lot of tool to reduce DoT damage. If we add your reworked DCP, you're basically making BB almost immune to fire.

 

Also, as far as CV rework is concerned, TB doesn't apply flooding as much as DD torps do. And even if they somewhat managed to put one, the flooding time has been cut down from 1:30 to 50 sec. Basically your flood time is the same as fire duration.

 

As a CA or DD, I the only benefit I would gain is using Repair party because fire and flooding aren't that big of a deal. A good BB driver would become nearly invincible because unlike 99% of your average BB, he will not overextend and find a good position.

Edited by AlcatrazNC
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The current DCP is fine, the problem is when players miss manage it... can't believe how many people out there still DCP the first fire lol.

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Just now, Kapitan_Wuff said:

The current DCP is fine, the problem is when players miss manage it... can't believe how many people out there still DCP the first fire lol.

Yeah, thats the problem id be working to solve.  The current system is kinda flawed in that you have to either wait to be burning 2-3 times so you dont "waste dcp", or u brainlessly camp so as not get shot.  There is no way to make any moves where yor not going to be on fire, and should you decide to play, u burn 3x, put it out and now any fires stick and you just die helplessly as you just take unavoidable dmg.  It adds to the op bb problem as well.  Bbs have rp and dcp, where CA n DD have half the health and no way to recover dmg, exacerbating the power gap and the small ships squishiness.

My goal, as I laid out in my op was basically to alleviate the stagnant gameplay and help close the power gap between BB and CA/DD by improving overall defensive measures.

Yes, in some ways it makes BBs tougher, but it also greatly helps smaller ships stay alive longer so they can deal more dmg.  Now, if your cruiser gets citadelled, its going to hurt, but you can now repair that damage somewhat.  Compared to now, a CA takes a cit, its basically dead.

The current dcp is like the CVs, sure, it works, but its old and could use an overhaul.

My op makes dcp and hopefully the game way more dynamic. Gotta look at it beyond "omg BB tough",

 

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47 minutes ago, AlcatrazNC said:

There are a lot of tool to reduce DoT damage. If we add your reworked DCP, you're basically making BB almost immune to fire.

 

Also, as far as CV rework is concerned, TB doesn't apply flooding as much as DD torps do. And even if they somewhat managed to put one, the flooding time has been cut down from 1:30 to 50 sec. Basically your flood time is the same as fire duration.

 

As a CA or DD, I the only benefit I would gain is using Repair party because fire and flooding aren't that big of a deal. A good BB driver would become nearly invincible because unlike 99% of your average BB, he will not overextend and find a good position.

But the thing is, his good position could now much more confidently be pushed.  Where now, players all cower, afraid to waste the dcp n die, making a dug in BB op, my system would allow a couple of ships to truly, properly manage dcp and make a move on the BB. 

It would empower decent players, and bads, well they would still die.  Avg players might start moving more and gameplay might unstagnate.

Also, an obvios rebalancing of those different anti fire mechanics would need a good tweaking.

Additionally, A BB wouldnt be immune to fire, just more resistant, but it would apply to all classes.  Plus, in my system, the RP change makes it where you can either repair dmg, or fight fire.  Read the op carefully and realize how the systems interact.  Fire would actually be more powerful, since when it burns us past a certain threshold, we cant repair up.  Plus, if we turn on fire fighting, we arent repairing the dmg.

Its a much better overall system.

Edited by KnightFandragon

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Too complex.  Far too complex!!!  This is (ugh) an arcade game, NOT a simulation.

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24 minutes ago, Crucis said:

Too complex.  Far too complex!!!  This is (ugh) an arcade game, NOT a simulation.

So is Dreadnought, and they have a simpler but similar type of thing.  Pop up menu, can direct energy between shields, guns and engines. 

It sounds complex, but really its not lol.

It literally breaks down into little more than "im burning"?  DCP>>Fire Fighting mode.  Flooding? DCP>> Counter Flooding.  Need repairs?  DCP>> Repair Party.  Then, if I wanna get a higher chance to stop fire and flooding, I slow my ship's speed.  A realistic, but simple mechanic.

It adds extra options to the defensive gameplay and aids us in the offense as well.  Right now, this game doesnt feel like an arcade game.  Those are fast action, alot of movement, alot of brawling.  WOWS is find an island, sit, load HE, shoot anything that comes in range.  Its literally more akin to the beach or tower defense games.  

IDK what you guys find fun about the current meta in this game.  You move, try to act, break cover from your protective mountain, you die. Oh, you can put out the first set of 3 fires before going down though.  Maybe angle between a few salvos.  If your a BB and your doing more than butt hugging an island, you last a little longer, you make it through the first 3 fires, but its the next 3 that kill ya.  Even happens in coops all the time.  You dont wanna be the first one to engage the enemy ships, esp not as a cruiser.  If the AI didnt charge, Coops would be just as, if not more miserable then randoms, as we would be waiting longer to get our 50 cents.   

Edited by KnightFandragon

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Always good to have a conversation about the game mechanics.  Personally I don't think there is anything wrong with the system as it is, just don't put yourself in positions where you are taking crazy amounts of sustained damage.  The really issue for me is the "popup wheel", let's not go down that path.

Edited by Snarky_Wombat

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1 hour ago, KnightFandragon said:

-snip-

 

I think you misunderstood me, the current system is fine. The only 'problem' is people not playing smart. All the tools are there, just uses the plethora of fire mitigation tools and proper DCP management (ie, don't be a potato)and there should be no problem. Fire (or flooding) shouldn't be killing you if it is... you probably [edited] up.

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10% checks to remove DoT effects alone would result in drastically reduced times on average. Each fire/flood would be reduced to the following amounts, before any additional reductions (including the ones mentioned in the OP):

~6.5 seconds with 50% certainty

~13 seconds with 75% certainty

~22 seconds with 90% certainty

~28 seconds with 95% certainty

~57 seconds with 99% certainty

Edited by Flashtirade

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2 hours ago, KnightFandragon said:

(we cant have more then 1 flood on us correct?}

Incorrect...you can have 4 floods at once just like you can have 4 fires...& you can't get a commander skill to lessen the amount of flood areas. That's where the DCP management comes into effect the most...ignoring the fires & saving the DCP for floods as they last longer also. Unless things have recently changed & I missed the updates notes that's how it has been.

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3 hours ago, KnightFandragon said:

So, with the advent of the over the top fire spam, massive increase in torps, and with the unlimited plane CVs on the horizon, its become clear that the current 1 use every 2-3 minute DCP/RP system just isnt cutting the mustard anymore.  Cruisers get deleted like no other, DDs have to smoke up, lest radar [edited] them, and neither of these classes have a way to repair.  BBs feel OP to Cruisers, Cruisers feel OP to DDs, DDs feel OP to BBs, its a mess...I dont have the answers to all the issues, but I think I have an idea that can atleast help a little.

It begins with taking the current DCP/RP consumables and combining them into 1 system, then every ship and ship class is given this new system.  The new system is a pop up wheel, similar to what you see in the current in-game quick chat menu.  This system would have 4 selections for your Damage Control Party giving them a feeling of being part of the crew.

The 4 modes are: Standby, Fire Fighting, Counter Flooding and Repair Party. 

When you pick an option, you will gain buffs and effects to help counter the status effect associated with each mode.  You must be careful though, if for example, you put your crew in firefighting, but suddenly get flooding, there will be a delay if you wish to switch to counter flooding. 

Each mode is as follows:

Standby:  This is the default mode at the start of the game, and the mode your crew will return to after a short period of taking no damage or if your ship is not suffering from any effects.  You gain no benefit or bonus in this mode.  

Firefighting:  Upon selection of this mode, there is a 10s preparation period, once that time has passed, you will gain the following buffs: -15% Duration to all current and subsequent fires, -15% chance to be lit on fire, -50% fire damage per tick.

You also gain the following effect: There is a check made every second, that has a 10% chance to put out a single fire.  This check is made every second for each fire individually.

Your DCP will stay in firefighting mode until either, you choose another mode, or after you are no longer burning, a 10s window of time counts down.  If during that time, you are not lit on fire again, your crew will default back to standby mode, then a 30s Cooldown will commence.

Counter Flooding:  Upon selection of this mode, there is a 10s preparation period, once that time has passed, you will gain the following buffs: -25% to flooding duration(we cant have more then 1 flood on us correct?}, -50% flood damage per tick.

You gain the following effect: There is a check made every second, that has a 10% chance to stop the flooding. 

Your DCP will stay in counter flooding mode until either, you choose another mode, or after you are no longer flooding, a 10s window of time counts down.  If during that time, you are not lit on flooded again, your crew will default back to standby mode, then a 30s Cooldown will commence.

Repair Party: Upon selection of this mode, there is a 10s preparation period, once that time passes, you will gain the following effects: Repair 0.5% hitpoints per second, up to a max of 25/50/75/100% of your health, depending on which section of your health you are in at time of activation.  Additionally, any damaged or destroyed modules will repair 5% per second, until back at 100% operation.  Your modules have 4 states: Destroyed(Non-operational), Critically Damaged(25% operation), Heavily Damaged(50% operation), Damaged(25% operation) or Fully Operational(100%). 

This new Repair party mode will repair 100% of all damage done to your ship(Citadels, fire, shelling, all damage is healed 100%), however, your ship health and module health are broken up into 4, 25% segments.  These 25% segments act like repair thresholds, which you cannot go past, once you reach a certain damage state.  Prevents abuse of this system, also prevents ships from being invulnerable, as this RP would have no usage limit. 

Additionally, modules, such as torps, engines, rudders, main battery, secondaries, AA, and all sections of this ship that can be damaged or destroyed(Not damage saturation on super structures and hull parts) will also have health segments, which would be outlined in different colors signifying their state: Flashing Red=Destroyed, Red=25%, Orange=50%, Yellow=75%, Green=100%.  If for instance, your rudder is destroyed, it will not begin repairs until you put your crew into RP mode.  Upon RP activation, your Rudder would commence to heal 5% per second, so in 5s, your rudder would be at 25% health, allowing you to use your rudder with a 75% rudder shift time penalty.  5 more seconds, your now at 50%, imparting a 50% rudder shift penalty, 5 more seconds its at 75% imparting a 25% penalty and 5 more seconds, its back to full operation.  Would be a total of 20s from destroyed to full operation.  

Your DCP will stay in Repair Party mode for 30 seconds, or until you chose another mode.  If all repairs are done before the 30s timer expires, your crew will continue to repair any subsequent damage until the 30s is over.  Then a 30s cooldown commences. (and yes, this means that if you get your rudder hit, immediately after the 30s ends, you are boned)

Additional Effects: Finally, the last change I would make is to allow us to alter the speed of our ship to assist in the firefighting or counter flooding operations.

For every quarter speed you are moving, below max speed, you will gain an additive +2.5% chance to the firefighting and counter flooding stop chance. So, if you come to a full stop, you will gain a full 20% chance per second to stop a fire or flooding.  THe trade off here is, well, your stationary, so pick your repair spot wisely.  The +2.5% effect will not take effect until you reach the speed associated with that speed setting, so if you move 20 knots, you will get each +2.5% at 15, 10, 5 and 0 knots. 

Changing Modes and Cooldown timers:  So, after each mode is done dealing with it's associated effect, there is the 30s cooldown timer before you are able to choose another mode. If you chose to pick another mode before your 30s CD starts, then your DCP will stop any repairs and you lose any bonuses associated with the current mode, you then must wait 20s for your crew to swap modes and commence dealing with the new problem. 

Summary: Basically, the idea here is to give us as players counter play to the endless DoT spam that is stagnating gameplay.  It does not directly nerf any of the dots, but instead gives us as players far more effective measures with which to cope with the effects.  Also, given how you only have the one DCP mode to work with, it will still require a good deal of forethought, planning and strategy to employ this DCP system effectively.  We are still susceptible, if not more so, to the dots, given there is no 'auto stop' feature like with the current mechanics.  However, each mode gives powerful buffs to alleviate the problems and should help us feel as though we can at least do something when we are burning stem to stern.  It should give players a little more confidence in knowing they have some measure of assistance, when they make a play, and dont have to just burn down in vain.  Additionally, since all DDs and CAs will now have a Repair Party capability, it should help curb the need for such wildly powerful offensive weapons to counter BBs and could maybe lead to some toning down of the over the top gimmicks added to counter BBs.  It will also make DDs and CAs lives easier, knowing they can now repair at least some of the damage when a BB broadsides them from out of the blue, or a random detonation feels like tearing your DD out of the water.  This also mildly lessens the effects of citadels, while keeping them firmly in place as rewarding, hard hitting effects.  Intuitive players will still be able to counter play this DCP system.  If you see a guy burning, then suddenly fires go out, then go for raw damage to push his health into lower and lower segments.  If you see him repairing, then light his [edited]on fire to net him less effect from his 30s Repair Party timer, and im sure the good players would find more ways to game it.      

 

Geez dude, I don't want to take a sobriety test every time I need to use consumables.

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1 hour ago, IfYouSeeKhaos said:

Incorrect...you can have 4 floods at once just like you can have 4 fires.

Are you sure about that?

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3 minutes ago, Snarky_Wombat said:

Are you sure about that?

I've had multiple torp hits many a time w/up to 4 at a time (into the same ships) giving me flood ribbons for them so as I said unless they recently changed something either there's been multiple floods at once or at least multiple flooding ribbons at once. I know if a fire is not possible at the time (DC active) you don't get fire ribbons & you can see the extra fires starting each time you do get a fire but floods you can't see the effects of (other than added XP loss for each tick of damage) but the ribbons do show up multiple times on the same target...not every time of course but plenty of times in the past I've gotten multiple floods on the same target.

Just last night I got 4 torp hits into a BB in my Chung Mu & got 4 flooding ribbons at the same time (only torp hits in that battle so I know I got credited for 4 floods from just that 1 strike)...he died right away so not sure if the 4 floods would have been actively flooding him all at the same time but have noticed differences in damage/tick ranging from 350ish up to 1100ish...but don't really pay attention to stuff like that to try & determine the different factors that could be causing the differences in #s...usually because there's multiple fires & floods going at once on most ships & it's hard to determine whose what is doing which.

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9 minutes ago, IfYouSeeKhaos said:

I've had multiple torp hits many a time w/up to 4 at a time (into the same ships) giving me flood ribbons for them so as I said unless they recently changed something either there's been multiple floods at once or at least multiple flooding ribbons at once.

There is only one flood on the target at any time. Any new floods on an already flooding target reset the flood timer.

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10 minutes ago, grumpymunky said:

There is only one flood on the target at any time. Any new floods on an already flooding target reset the flood timer.

Never really paid it that much attention...seems silly to show you 4 flood ribbons in a 4 or 5 second time period if only the last 1 is actually doing anything & the 1st 3 were instantly cancelled out by the last one.

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1 hour ago, Doombeagle said:

Geez dude, I don't watnt to take a sobriety test every time I need to use consumables.

Lol it would be very easy in practice to use. 

Ofc, the pop up wheel thing, I know how annoying those are to use, there would also be the wot repair kit option.

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2 hours ago, Flashtirade said:

10% checks to remove DoT effects alone would result in drastically reduced times on average. Each fire/flood would be reduced to the following amounts, before any additional reductions (including the ones mentioned in the OP):

~6.5 seconds with 50% certainty

~13 seconds with 75% certainty

~22 seconds with 90% certainty

~28 seconds with 95% certainty

~57 seconds with 99% certainty

So it would match the fire starting chance...cuz im typically on fire inside of 3 salvos, if not the first hit, which isnt uncommon.

Plus, HE already gets better consistent dmg since it gets to ignore armor.  Hell my Atlanta does 2000+ per HE salvo, where its lucky to break 1000 with ap.

Why does the already brainless and skill less ammo type deserve an additional 8% dmg, or whatever it is, per fire?

As much as you HE supporters claim "use dcp smarter and git gud", where is the "gitgud" in HE spam? 

I get having some way for DDs to cause dmg, but it shouldnt be alot, nor as consistent as it is.  Again, my Atlanta, I just held lmb on a NY and dealt somewhere around 8 straight 2-3k he salvos.....the free dmg is enough, we shouldnt be rewarded further with heaps of fires...

Edited by KnightFandragon
  • Cool 1

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2 hours ago, Kapitan_Wuff said:

I think you misunderstood me, the current system is fine. The only 'problem' is people not playing smart. All the tools are there, just uses the plethora of fire mitigation tools and proper DCP management (ie, don't be a potato)and there should be no problem. Fire (or flooding) shouldn't be killing you if it is... you probably [edited] up.

All the plethora of anti fire things result in is less time on the fire, and several are consumables, or modules that you can only get in SC or for coal.  In the end it results in you only getting 1 shot to put out fires. 

When fire and flooding kills me, its typically because im out fighting, and doing my job as a BB, and ive become the center of attention.

You guys need to make up your collective minds, do you want bbs up front tanking, out getting the very focus fire you condemn them for, or do you want the stagnant, passive campy gameplay?  If you like the current passive play, then sure, the current system is fine, poke, shoot, hide, repeat, as if its WOT.  If you want aggressive, more active play, where the BBs are up front doing their jobs. The current system isnt fine.  A BB doing its job can be underfire from 2-3 ships at a time, that on avg, id say  between 12 on the low end and upwards of 36 guns on the high end raining shells, if not more, BBs are shell magnets.  The current dcp doesnt keep up with a BB doing his job.  Even in Coop, ive had it where im brawling 2-3 ships and im forced to burn down as im spending the whole fight on fire.  3 fires, out...3 fires+shelling=dead.  One can only wiggle and angle so much. 

Cruisers  and DDs would just be that much nicer to play with healing of some kind.  Ive long said the fix to BB dominance isnt nerfing bbs or making damage higher, its make cruisers and dds tougher defensively. Ive never understood why cruisers n dds dont get repair.  Every ship has a dcp on it.

In the end, this game would feel more like a naval game and less like a tower defense, or like an fps match where the whole team is camping, waiting for every other guy to move first...

 

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7 hours ago, KnightFandragon said:

All the plethora of anti fire things result in is less time on the fire, and several are consumables, or modules that you can only get in SC or for coal.  In the end it results in you only getting 1 shot to put out fires. 

When fire and flooding kills me, its typically because im out fighting, and doing my job as a BB, and ive become the center of attention.

You guys need to make up your collective minds, do you want bbs up front tanking, out getting the very focus fire you condemn them for, or do you want the stagnant, passive campy gameplay?  If you like the current passive play, then sure, the current system is fine, poke, shoot, hide, repeat, as if its WOT.  If you want aggressive, more active play, where the BBs are up front doing their jobs. The current system isnt fine.  A BB doing its job can be underfire from 2-3 ships at a time, that on avg, id say  between 12 on the low end and upwards of 36 guns on the high end raining shells, if not more, BBs are shell magnets.  The current dcp doesnt keep up with a BB doing his job.  Even in Coop, ive had it where im brawling 2-3 ships and im forced to burn down as im spending the whole fight on fire.  3 fires, out...3 fires+shelling=dead.  One can only wiggle and angle so much. 

Cruisers  and DDs would just be that much nicer to play with healing of some kind.  Ive long said the fix to BB dominance isnt nerfing bbs or making damage higher, its make cruisers and dds tougher defensively. Ive never understood why cruisers n dds dont get repair.  Every ship has a dcp on it.

In the end, this game would feel more like a naval game and less like a tower defense, or like an fps match where the whole team is camping, waiting for every other guy to move first...

 

27

No, all the fire mitigation tools are for credits and skill points, don't use the special coal mod, it sucks. They do more than reduce burn time, they reduce burn chance, reduce the cooldown on your DCP, and even reduce the total number of fires you ship can have at one time. 

There is a huge middle ground between passive camping and the yolo'ing you seem to be doing. Use your concealment to drop off and reposition if you are taking to much focus fire. I will repeat this again, if you are getting burned out, you probably [edited] up.

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12 hours ago, Crucis said:

Too complex.  Far too complex!!!  This is (ugh) an arcade game, NOT a simulation.

Most BBs play style consists of rolling their face over their keyboard a few times and calling it good, I tend to agree this would be too advanced.

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Yikes, he didn't even make it two posts in before raging about how fires are OP.

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16 hours ago, Crucis said:

Too complex.  Far too complex!!!  This is (ugh) an arcade game, NOT a simulation.

 Just out of curiosity, how is this more complex than trying to keep straight at every tier you play, what ships have what gear and what their cool downs are? 

Cirran

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