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dwightlooi

Suggested Torpedo Fix for high tier IJN DDs

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It is relatively easy to fix IJN Torpedoes. The three choices high tier Torps (not all available to all DDs of course) should be:-

  • Type F3  -- 8 km range / 76 knots / 21,366 dmg (1.8 km detect / 131 sec reload)
  • Type 93 mod 3 -- 12 km range / 67 knots/ 23,766 dmg (1.7 km detect / 153 sec reload)
  • Type 93 -- 16 km range / 62 knots / 20,966 dmg (2.5 km detect / 150 sec reload)
  • Type 93 mod 3 (Fast)  -- 12 km range / 72 knots / 20,966 dmg (1.8 km detect / 153 sec reload)
  • Type 93 mod 3 (Standard) -- 16 km range / 67 knots/ 20,966 dmg (1.8 km detect / 153 sec reload)
  • Type 93 mod 3 (Deep) -- 16 km range / 67 knots / 20,966 dmg (0.9 km detect / 153 sec reload; hits BB/CV/CA/CL only)

 For reference these are the American Mk 17 torpedo stats:-

  • Mk17 -- 16.5 km / 66 knots / 17,900 dmg (1.4 km detect)

Notice that I did not ask for anything for nothing.

  1. All 610mm Torpedoes do the same (nerfed) damage
  2. All 610mm Torpedoes detection ranges are the same (except the DWs)
  3. All 610mm Torpedoes have the same reload time (153 secs)
  4. Players essentially get a choice between Fast, Standard and Deep settings for their 610mm Type 93 (the famous Long Lance torpedo in WWII)
  5. Players can apply Torpedo Acceleration to (Fast) and get a 77 knots 8 km torpedo, but it takes 2 skill points
  6. Players can apply Torpedo Acceleration to (Standard or Deep) to get a 72 knots torpedo with a slightly better (12.8km) range, but it takes 2 skill points

The idea is to impart upon the High Tier Japanese DD line their identity as a true Torpedo Specialist without making them over powered. Only the Japanese DD line gives you a choice of fast, standard or deep water torpedoes. These torpedoes do more damage than those of other lines but not as much as before. Also, the detection range is higher than other lines, but not ridiculous like before.

* Note: The "new" Standard Type 93 mod 3 is superior to the USN Mk17; having about the same range, about the same speed, but about 3K more damage. As it should be both because it is a 610mm torpedo (vs 533mm) and given that the US DDs much faster guns and far better AA.

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Sorry deep water at .9km isn't going to fly.  Maybe they need to add a captain perk for lowering torpedo detection?

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29 minutes ago, Nachoo31 said:

Sorry deep water at .9km isn't going to fly.  Maybe they need to add a captain perk for lowering torpedo detection?

It is exactly the same as the Asahio's DW torps and 0.1 km worse than the Pan Asian DW Torps. How is it out of line?

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I don't have Asahio's stats.  What is its detection?  Torpedo dmg?

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8 hours ago, Nachoo31 said:

I don't have Asahio's stats.  What is its detection?  Torpedo dmg?

Asashio is a Premium (paid) Tier VIII DD. It is basically a Kagero with special Very-Deep-Water Torpedoes which can only hit BBs and CVs

Type 93 mod 2 DW  -- 20 km range / 67 knots / 20,966 dmg (0.9 km detect / 112 sec reload)

The Asashio also has Torpedo Reload Booster which, combined with her relatively fast and very stealthy 20km torpedoes makes her the ultimate long range Torpedo Spammer against BBs. Her utility is limited when there are Cruisers and DDs screening the BBs because her torpedoes are usually spotted enroute by things which they cannot hit.

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I remember hearing they were testing a deep for the Shim too.  So Shim is getting those Asashio Deep Torps with the Cruiser being added as a ship that can be hit.  Guessing it has to be tested.  Is the only way.

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There's one, and only one thing needed:  buff all current torps by 20% detection.  That gets them back in the 1.4-1.5 detection range, which means you will score more hits and be a bigger threat.

In exchange, drop the per-torp damage by 15%. 

This does two things:

  1. RADICALLY increases IJN DD player satisfaction, as you actually now hit something in a game. Current meta is 2-3 hits per game, out of 50-80 launched. That's incredibly frustrating.
  2. Without significantly altering the average amount of damage inflicted by the torps per game, it makes them MUCH more of a threat again, because of the flooding chance.  It also makes it much less likely that opposing full-health DDs get 1-shotted, which isn't really very nice for the game.

It would also be nice if they reduced the ridiculous dispersion spread of IJN torps, where you can sail a GKF nose-on between them at 3km, and lengthwise at 10km.

 

This has long been discussed (as in, for 2+ years now, since they nerfed them into the ground shortly after CBT), and WG simply seems completely immune to the idea that IJN torps should be usable.

Currently, the most usable (ie. having significant utility AND game impact) torps in the game belong to KM DDs and upper-tier US ones. The torpedo-focused line actually has the 2nd worst torpedoes in the game (after the RN ones). Even the Russian ones are more reliable for when you need to use them.

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Nothing wrong with IJN DD torps.  Work on launching from better positions and how to predict a targets turn.  Doing this will make you a far more reliable torp DD player than any buff.  The HE alpha was the only thing left needed to balance the torp line.  No further buffs are needed as they make the ships too strong.

The issue with the buffs, and why it will not happen is WG's position is IJN DD torps are too punishing on CA and DDs that get hit too often for WG's tastes.

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We go through this, time and time again.

IJN DDs are NOT FINE. Haven't been for at least 2 years. It boils down to torpedo hit rates being abyssmal on a ship designed to be heavily torpedo focused.

They have FAR too high a skill floor for even mediocre results. The fact that they have a high skill ceiling is irrelevant - it's the experience of 90% of the player base that matters, not the top 10%.  And the overwhelming opinion of the non-elite is that IJN DDs are simply not fun to play because they're incredibly inconsistent in results due to reasons pointed out above.

If WG is so concerned with the damage level of IJN torps to CAs and DDs, then the answer is simple:  F**KING NERF THE DAMAGE.  There's ZERO reason why there couldn't be a 15-20% damage nerf to go with buffs to increase hit rates for average players.

 

The "git gud" argument for IJN DD players is hollow. It's like asking people to become Formula One drivers before they get in a Honda to go down to buy groceries. Because it *is* that difficult to get mediocre results.

 

There's plenty to change in the IJN line that doesn't turn them back into all-devouring torp-soup monsters, WG just seems immune to logic.

 

Edited by LAnybody
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3 hours ago, LAnybody said:

We go through this, time and time again.

IJN DDs are NOT FINE. Haven't been for at least 2 years. It boils down to torpedo hit rates being abyssmal on a ship designed to be heavily torpedo focused.

They have FAR too high a skill floor for even mediocre results. The fact that they have a high skill ceiling is irrelevant - it's the experience of 90% of the player base that matters, not the top 10%.  And the overwhelming opinion of the non-elite is that IJN DDs are simply not fun to play because they're incredibly inconsistent in results due to reasons pointed out above.

If WG is so concerned with the damage level of IJN torps to CAs and DDs, then the answer is simple:  F**KING NERF THE DAMAGE.  There's ZERO reason why there couldn't be a 15-20% damage nerf to go with buffs to increase hit rates for average players.

 

The "git gud" argument for IJN DD players is hollow. It's like asking people to become Formula One drivers before they get in a Honda to go down to buy groceries. Because it *is* that difficult to get mediocre results.

 

There's plenty to change in the IJN line that doesn't turn them back into all-devouring torp-soup monsters, WG just seems immune to logic.

 

This isn't really my cup of tea, but looking at your stats, you're just talking rubbish, and just copying what the IJN DD whiners have been saying all the time.

You started going up the IJN DD line on July this year and went up as far as Hatsuharu (which you've unlocked in the same month). You had zero games after July and only started playing regularly again late October. Your stats for all the IJN DD games you've had are average at best. The highest tier you've reached in a DD line is Tier 8 with Z-23, and  your stats with the ship is still average at best. You don't even have at least 50 battles in all the DDs you have.

What does this mean? What you're saying is absolute nonsense. You do not have the experience to back up everything you have said in your post. Also, games, especially competitive games, are not balanced to the "average players" but towards the skilled players, because if you balance to the "average players", the gap between the two types of players will become even more massive, and it will result in a game where only skilled players can actually play the game.

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On 11/28/2018 at 2:35 AM, dwightlooi said:

It is relatively easy to fix IJN Torpedoes. The three choices high tier Torps (not all available to all DDs of course) should be:-

  • Type F3  -- 8 km range / 76 knots / 21,366 dmg (1.8 km detect / 131 sec reload)
  • Type 93 mod 3 -- 12 km range / 67 knots/ 23,766 dmg (1.7 km detect / 153 sec reload)
  • Type 93 -- 16 km range / 62 knots / 20,966 dmg (2.5 km detect / 150 sec reload)
  • Type 93 mod 3 (Fast)  -- 12 km range / 72 knots / 20,966 dmg (1.8 km detect / 153 sec reload)
  • Type 93 mod 3 (Standard) -- 16 km range / 67 knots/ 20,966 dmg (1.8 km detect / 153 sec reload)
  • Type 93 mod 3 (Deep) -- 16 km range / 67 knots / 20,966 dmg (0.9 km detect / 153 sec reload; hits BB/CV/CA/CL only)

 For reference these are the American Mk 17 torpedo stats:-

  • Mk17 -- 16.5 km / 66 knots / 17,900 dmg (1.4 km detect)

Notice that I did not ask for anything for nothing.

  1. All 610mm Torpedoes do the same (nerfed) damage
  2. All 610mm Torpedoes detection ranges are the same (except the DWs)
  3. All 610mm Torpedoes have the same reload time (153 secs)
  4. Players essentially get a choice between Fast, Standard and Deep settings for their 610mm Type 93 (the famous Long Lance torpedo in WWII)
  5. Players can apply Torpedo Acceleration to (Fast) and get a 77 knots 8 km torpedo, but it takes 2 skill points
  6. Players can apply Torpedo Acceleration to (Standard or Deep) to get a 72 knots torpedo with a slightly better (12.8km) range, but it takes 2 skill points

The idea is to impart upon the High Tier Japanese DD line their identity as a true Torpedo Specialist without making them over powered. Only the Japanese DD line gives you a choice of fast, standard or deep water torpedoes. These torpedoes do more damage than those of other lines but not as much as before. Also, the detection range is higher than other lines, but not ridiculous like before.

* Note: The "new" Standard Type 93 mod 3 is superior to the USN Mk17; having about the same range, about the same speed, but about 3K more damage. As it should be both because it is a 610mm torpedo (vs 533mm) and given that the US DDs much faster guns and far better AA.

I mostly agree with what you say, but I'll say that the IJN torpedoes should have the F3 Damage(21,366) instead of the one you proposed (20,966), and increase the speed of the Type93 mod3 to 68 knots.

Edited by RyuuohD_NA

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30 minutes ago, RyuuohD_NA said:

This isn't really my cup of tea, but looking at your stats, you're just talking rubbish, and just copying what the IJN DD whiners have been saying all the time.

This is a respin account. I have at least as much experience in IJN DDs (and others) as @Destroyer_KuroshioKai has - over 6000 in DDs alone. And I have accounts on things other than NA, as well.

Quote

You started going up the IJN DD line on July this year and went up as far as Hatsuharu (which you've unlocked in the same month). You had zero games after July and only started playing regularly again late October. Your stats for all the IJN DD games you've had are average at best. The highest tier you've reached in a DD line is Tier 8 with Z-23, and  your stats with the ship is still average at best. You don't even have at least 50 battles in all the DDs you have.

What does this mean? What you're saying is absolute nonsense. You do not have the experience to back up everything you have said in your post. Also, games, especially competitive games, are not balanced to the "average players" but towards the skilled players, because if you balance to the "average players", the gap between the two types of players will become even more massive, and it will result in a game where only skilled players can actually play the game.

Again, you're attacking me, not my arguments.  I've been around this board for almost 3 years, and not only is the argument well-accepted (though hardly universal), it is borne out by facts.

And no, balance is done to insure that the majority of people enjoy the game. Which, pretty much by definition, is to the "average" player. Because if the game isn't enjoyable by average people, there's NO revenue.

 

So be careful who you insult, kiddo. If you don't know who your betters are, best to keep your mouth shut.

Edited by LAnybody
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5 hours ago, LAnybody said:

[snip]

If you have been playing since closed beta, and had over 6000+ IJN DD games, at that point you should have already mastered the ins and outs of IJN DD gameplay and stop whining how "IJN DDs are not fine". Take KuroshioKai for example. Why does he think that IJN DDs are fine? Because he knows IJN DDs are the "Hard Mode" DDs in the game, and he knows how to capitalize on IJN DDs' strengths to mitigate their weaknesses. 

 

But since you want me to attack your arguments, then let's do that:

10 hours ago, LAnybody said:

We go through this, time and time again.

IJN DDs are NOT FINE. Haven't been for at least 2 years. It boils down to torpedo hit rates being abyssmal on a ship designed to be heavily torpedo focused.

Torpedo hit rate is a worthless stat. Here is a thread discussing why it's a worthless stat.

10 hours ago, LAnybody said:

They have FAR too high a skill floor for even mediocre results. The fact that they have a high skill ceiling is irrelevant - it's the experience of 90% of the player base that matters, not the top 10%.  And the overwhelming opinion of the non-elite is that IJN DDs are simply not fun to play because they're incredibly inconsistent in results due to reasons pointed out above.

IJN DDs are the "Hard Mode" DDs in the game. Of course one has to exert more effort and possess more skill than usual in order for them to get even "mediocre results". And is that wrong? NO. If every single DD in the game has the same skill floor and the skill ceiling, DD gameplay would get incredibly stale fast as there is barely any variety in skill used to play each of them. 

10 hours ago, LAnybody said:

If WG is so concerned with the damage level of IJN torps to CAs and DDs, then the answer is simple:  F**KING NERF THE DAMAGE.  There's ZERO reason why there couldn't be a 15-20% damage nerf to go with buffs to increase hit rates for average players.

Nerfing the damage to "increase hit rates for average players" is nonsense. The most radical and hilarious idea I've seen someone made is making Shimakaze's 20km torpedoes deal only 14k damage but has 1.2km detection. Even if we nerf the damage by 15-20%, the resulting numbers will be barely different to the American max torpedo damage, and the fact is that IJN DDs will still have longer reload compared to American DD torps (or the other nation's torpedo reloads for that matter). If that happens, that will make IJN DDs even more inferior than the hybrids, as the other DDs will have very comparable torpedo strength, and they can easily defeat IJN DDs in a prolonged gunfight. 

11 hours ago, LAnybody said:

The "git gud" argument for IJN DD players is hollow. It's like asking people to become Formula One drivers before they get in a Honda to go down to buy groceries. Because it *is* that difficult to get mediocre results.

 

There's plenty to change in the IJN line that doesn't turn them back into all-devouring torp-soup monsters, WG just seems immune to logic.

IJN DDs provide a challenge to experienced DD players to flex their skills. The reason why WG does not want to buff IJN DD torpedoes any further is already in this thread:

On 12/3/2018 at 5:16 AM, Destroyer_KuroshioKai said:

The issue with the buffs, and why it will not happen is WG's position is IJN DD torps are too punishing on CA and DDs that get hit too often for WG's tastes.

 

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11 hours ago, LAnybody said:

We go through this, time and time again.

IJN DDs are NOT FINE. Haven't been for at least 2 years. It boils down to torpedo hit rates being abyssmal on a ship designed to be heavily torpedo focused.

They have FAR too high a skill floor for even mediocre results. The fact that they have a high skill ceiling is irrelevant - it's the experience of 90% of the player base that matters, not the top 10%.  And the overwhelming opinion of the non-elite is that IJN DDs are simply not fun to play because they're incredibly inconsistent in results due to reasons pointed out above.

If WG is so concerned with the damage level of IJN torps to CAs and DDs, then the answer is simple:  F**KING NERF THE DAMAGE.  There's ZERO reason why there couldn't be a 15-20% damage nerf to go with buffs to increase hit rates for average players.

 

The "git gud" argument for IJN DD players is hollow. It's like asking people to become Formula One drivers before they get in a Honda to go down to buy groceries. Because it *is* that difficult to get mediocre results.

  

There's plenty to change in the IJN line that doesn't turn them back into all-devouring torp-soup monsters, WG just seems immune to logic.

 

    I am not a great player, my stats are readily available. I got to the Shima and somehow have purple stats in it. I am by nature more of a cap contesting and over aggressive player, that said if a potato like me can recognize that 15 torps will get you hits if you use a little brain power and mind choke points or hard pushes by the red team, I would have a hard time believing others could not do the same. I am using only the 20km torps that everyone says are useless, no torp accel or anything. I think most of the IJN lines problem (not all of it) is player related. After the gun buff they just got I would be very uncomfortable with Shima getting any more buffs knowing that players much better than me are playing it. If I can do it literally anyone can.

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15 hours ago, LAnybody said:

This is a respin account. I have at least as much experience in IJN DDs (and others) as @Destroyer_KuroshioKai has - over 6000 in DDs alone. And I have accounts on things other than NA, as well.

Again, you're attacking me, not my arguments.  I've been around this board for almost 3 years, and not only is the argument well-accepted (though hardly universal), it is borne out by facts.

And no, balance is done to insure that the majority of people enjoy the game. Which, pretty much by definition, is to the "average" player. Because if the game isn't enjoyable by average people, there's NO revenue.

 

So be careful who you insult, kiddo. If you don't know who your betters are, best to keep your mouth shut.

Serious offer.  Watch some of my videos in the IJN DD line.  If you have any you want a detailed commentary I will put one together for you.  Just PM me with details of how I can help you.

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7 hours ago, Destroyer_KuroshioKai said:

Serious offer.  Watch some of my videos in the IJN DD line.  If you have any you want a detailed commentary I will put one together for you.  Just PM me with details of how I can help you.

Serious offer.

Spend some time with ordinary players, not in the elite bubble, and understand how they view the various ships and game play. Understand how the current various mechanics play out (no pun intended) in the general population. Now see how it's unrealistic to expect the average player to raise their game play well enough to get any enjoyments out of a ship line that's notorious for a extremely high skill floor.

Having been around since just after CBT, I have long since adapted to how WG appears to want the IJN DD line to function. I know why the old days aren't coming back (in terms of torping everything) and that's just fine.  That's not to say that the current meta is, in any way, a GOOD thing - indeed, as we've talked about this before, the reasons that the IJN line is unsatisfying to play for average folks is because of the extremely high frustration level at producing even results, if you play the ships the way WG encourages you to. Which is why the number of folks abandoning it after T5 is sky-high, compared to any other line. 

There's a reason why the IJN DDs are only played extensively by the old guard, and the elite. Arguing that this is a Good Thing seems specious, since no other line in any nation has the same feature, and the game isn't designed solely to cater to an elite population. 

 

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14 hours ago, LAnybody said:

Serious offer.

Spend some time with ordinary players, not in the elite bubble, and understand how they view the various ships and game play. Understand how the current various mechanics play out (no pun intended) in the general population. Now see how it's unrealistic to expect the average player to raise their game play well enough to get any enjoyments out of a ship line that's notorious for a extremely high skill floor.

Having been around since just after CBT, I have long since adapted to how WG appears to want the IJN DD line to function. I know why the old days aren't coming back (in terms of torping everything) and that's just fine.  That's not to say that the current meta is, in any way, a GOOD thing - indeed, as we've talked about this before, the reasons that the IJN line is unsatisfying to play for average folks is because of the extremely high frustration level at producing even results, if you play the ships the way WG encourages you to. Which is why the number of folks abandoning it after T5 is sky-high, compared to any other line. 

There's a reason why the IJN DDs are only played extensively by the old guard, and the elite. Arguing that this is a Good Thing seems specious, since no other line in any nation has the same feature, and the game isn't designed solely to cater to an elite population. 

 

Its cool.  I guess you dont know thats what I do.

Let me know if you have a change of mind.

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Torpedo hit rates will of course depend on YOU and how YOU USE THEM.

 

However, that doesn't change the fact that Wargaming has given the Torpedo Specialist IJN DD line worse torpedoes than their counterparts in other lines.

I believe that this should be rectified and I have made suggestions which does so without making the IJN DDs Overpowered. I am doing so by:-

  • Giving IJN DD players a choice between fast, long ranged or stealthy (Deep water) torpedoes -- the choice itself being unique to the IJN DD line.
  • The Long Range Torpedo itself being basically Gearing Torpedoes with a bit for damage and a bit worse detection.
  • From there, you can trade range for speed or you can trade the ability to hit DDs for stealth.

These changes do not affect the game balance much and restores the attractiveness of the IJN line and it's Torpedo Specialty.

 

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On 12/5/2018 at 6:23 PM, LAnybody said:

Serious offer.

Spend some time with ordinary players, not in the elite bubble, and understand how they view the various ships and game play. Understand how the current various mechanics play out (no pun intended) in the general population. Now see how it's unrealistic to expect the average player to raise their game play well enough to get any enjoyments out of a ship line that's notorious for a extremely high skill floor.

Having been around since just after CBT, I have long since adapted to how WG appears to want the IJN DD line to function. I know why the old days aren't coming back (in terms of torping everything) and that's just fine.  That's not to say that the current meta is, in any way, a GOOD thing - indeed, as we've talked about this before, the reasons that the IJN line is unsatisfying to play for average folks is because of the extremely high frustration level at producing even results, if you play the ships the way WG encourages you to. Which is why the number of folks abandoning it after T5 is sky-high, compared to any other line. 

There's a reason why the IJN DDs are only played extensively by the old guard, and the elite. Arguing that this is a Good Thing seems specious, since no other line in any nation has the same feature, and the game isn't designed solely to cater to an elite population. 

 

Me and my 730 Shimakaze games completely agrees with you. The nerfing of IJN torpedoes killed the entire line. I use to love my Isokaze at Tier 4 as well, but it was entirely gutted to the point of being useless.

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I like OP's suggestion.

I would only change the damage and range of the deepwater torps... because the reaction time of 0.9km detect and 15 tubes would make this torpedo setup extremely OP...

No different OP than what shima used to be. I don't want that.

 

Change the DW torp to:

20km range and 14,000 damage per torp.

(Total Salvo Damage: 210,000)

 

Compare this to Gearing's 175000 damage per salvo @16km

 

This balances out the Shima's DW lower detect range and 20km range AND makes it different from Gearing when it comes to range.

 

Remember, lower reaction times = higher hit rates. You can't have 15 torps at 20k damage having high hit rate or you completely unbalance the whole thing.

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6 hours ago, Skyfaller said:

I like OP's suggestion.

I would only change the damage and range of the deepwater torps... because the reaction time of 0.9km detect and 15 tubes would make this torpedo setup extremely OP...

No different OP than what shima used to be. I don't want that.

 

Change the DW torp to:

20km range and 14,000 damage per torp.

(Total Salvo Damage: 210,000)

 

Compare this to Gearing's 175000 damage per salvo @16km

 

This balances out the Shima's DW lower detect range and 20km range AND makes it different from Gearing when it comes to range.

 

Remember, lower reaction times = higher hit rates. You can't have 15 torps at 20k damage having high hit rate or you completely unbalance the whole thing.

Why are you so fricking obsessed with 20km low-damage torpedoes? 14k damage torps are laughably bad at T10.

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15 hours ago, RyuuohD_NA said:

Why are you so fricking obsessed with 20km low-damage torpedoes? 14k damage torps are laughably bad at T10.

Because unlike you, I do realize that any change to torpedoes with such long range and with that amount of damage would be extremely OP if their detection range was reduced or their speed increased.

... because any reduction in the range is not acceptable for IJN due to Gearing having 16km torps.

... because what you asked of increasing the damage while making them DW at 16km is actually far more OP than Shima torps used to be pre-nerf in the end result.

... because the ONLY thing you can do that is FAIR and BALANCED while keeping IJN's torpedo range and torp stealth national theme in a 15 torp tube DD is to reduce the damage. At 14k a torp with 0.9km detect range your hit ratio will skyrocket.. ASASHIO is a functioning example of that hit rate. Asashio is also a great example of why 15 tubes of DW would be horribly OP given Asashio now wrecks T10 BBs with just 2 launchers and a throw weight of 16 torps (using torp reloader).

...because as per above mentioned Asashio, giving Shima the same torp performance as Asashio BUT able to hit cruisers too makes Asashio no longer a premium of value.

Right now Shima's 20km torps barely hit with 1 or 2 per salvo.. at ~14k dmg once reduced on avg. On the flip side, the DW's with 14k damage a torp would be reduced to roughly 8 to 9k damage when hitting a 100% HP ship.... but you'll be hitting with 4 or so per salvo at the least just because of their MUCH lower reaction time.

Finally, going along with the DO NOT OP SHIMA TORPS AGAIN concept, you have to think of those on the RECEIVING end of your 21k damage DW torps... 4 torp hits avg at 21k is practically instant death for most BBs and cruisers and this is with nearly no reaction time (again, just look at Asashio torps as an example...or Pan Asia DWs).

Shima drivers under OP's new torp list have a fantastic set of options. 12 and 16km high damage torps or 20km lower damage torps but with significantly lower reaction time for the target.

 

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Here's a change, remove all the 20km torp options completely.  You dont need anything longer than 12km.

Watch torp hits go up as players are forced into a reasonable to good torp range with a weapon that was not intentionally broken.

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As long as, WOWS and its apparent non action to increase different types of play styles at tier 10. IJN Torp DDs will never be supported nor represented in tier 10 battles.

Until changes in thinking to include all styles of play in tier 10 but not limited to

  • DD gun ships
  • BB unrealistic battery/secondaries accuracy at long ranges
  • BBs enjoying great armor, great gun accuracy,  and enjoy a  3 to 1 HP advantage.
  • CVs that can delete majority of ships.
  • Cruiser HE spammers (its the only option to defeat BBs that have 3 to 1 HP adv over the cruisers).

I find it disappointing, the IJN torp DDs players feel the non support from the Developers in high tier play.

IMO its one of the reasons WOWS is losing the battle of "balance" at tier 10.

Until these factors are adjust to an equal footing for all class ships. Tier 10 is not the best tier to play for some player base.

 

GL/HF

 

Edited by Navalpride33

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with my shima i hit 2 torp on a gearing.... it survived.... it survived 20 967 x2 high damage is nothing when it takes into account area saturation 

lower damage top would mean shima needs to have it's gun buffed to 4 / 4.5 sec  reload 

with stuff like Daring being a better torp destroyer with the custom and pretty insane gun vs dd 

seriously high damage torp is useless with the addition of torpedo buldge, area saturation, the massive gap between torp going from 2 desmoines side by side to a kurfust in lenght 

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