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VaygrEmpire

an alternative version for captain rework for WG

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(made using MS Paint so quality is not so great butttt you get the idea)

increase total number of skills and divide them into 3 sections*: Tanking, DPS, and Utility. (thought about keeping current number of skills, then it becomes "choose one of two" which isn't that great? so maybe increase total number of skills per section? Also made from BB's - GK - perspective)

investing certain number of skills in specific section would give additional bonus in that section. Only 1 section bonus (whichever satisfied requirement first) can be applied. Might as well call it Specialization Bonus

 

note*: tanking and utility are same skills in this example but I'm pretty sure WG will figure it out to different skill sets ;)

With this, there can be more diversified options and less sniping BBs. What do you guys think?

wows captain rework alternative.jpg

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People are coming at the issue from the wrong direction. Dead Eye only exacerbates the sniping problem. Currently the problem at Tier VIII-IX-X is the ridiculous power of HE. Tone that down and there’ll be reason to push a bit. Nerfing Dead Eye is fine but that won’t fix the underlying problem.

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3 minutes ago, Usedcarjock said:

People are coming at the issue from the wrong direction. Dead Eye only exacerbates the sniping problem. Currently the problem at Tier VIII-IX-X is the ridiculous power of HE. Tone that down and there’ll be reason to push a bit. Nerfing Dead Eye is fine but that won’t fix the underlying problem.

HE is the only effective weapon a CA/CL has against a BB. Making HE less effective  does not solve any problem.

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1 minute ago, custer_14 said:

HE is the only effective weapon a CA/CL has against a BB. Making HE less effective  does not solve any problem.

Did I specify CA/CLs? They are not the only ones that spam HE at high tiers.

What about the DDs that have ridiculous dpm and BBs that have incredible alpha and fire setting potential with HE? HE at top tier has become the universal round for every surface ship class. That’s not healthy.

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30 minutes ago, Usedcarjock said:

Did I specify CA/CLs? They are not the only ones that spam HE at high tiers.

What about the DDs that have ridiculous dpm and BBs that have incredible alpha and fire setting potential with HE? HE at top tier has become the universal round for every surface ship class. That’s not healthy.

Regarding the DD point there's a big difference between theoretical and actual DPM. There's also to consider that many DD shells start being difficult to handle beyond 10km. 

Now if you mean ships like Kitakaze and Harugumo that benefit from both high DPM and high artificial HE penetration is a different point. If they didn't touch them when they first appeared, I doubt they will do so now. 

Personally the problem with high tiers is the  alpha damage potential all classes enjoy in one way or another. Knowing that a BB can erase you from 18km  in a cruiser out or that a cruiser can rip you apart in a DD while you try to cap, or that you might have to give broadside to waiting BBs while at the same time avoiding torpedoes in a BB. These things have people pull farther back, as they can at least survive for a reasonable amount of time.

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If you wanted to make the game better (more equal) you would just get rid of the captains skills altogether. Ship is equal to ship that way and it is then completely up to the individual. Except of course for the roll of the dice.

Edited by Sovereigndawg

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1 minute ago, warheart1992 said:

Regarding the DD point there's a big difference between theoretical and actual DPM. There's also to consider that many DD shells start being difficult to handle beyond 10km. 

Now if you mean ships like Kitakaze and Harugumo that benefit from both high DPM and high artificial HE penetration is a different point. If they didn't touch them when they first appeared, I doubt they will do so now. 

Personally the problem with high tiers is the  alpha damage potential all classes enjoy in one way or another. Knowing that a BB can erase you from 18km  in a cruiser out or that a cruiser can rip you apart in a DD while you try to cap, or that you might have to give broadside to waiting BBs while at the same time avoiding torpedoes in a BB. These things have people pull farther back, as they can at least survive for a reasonable amount of time.

Kitakaze and Harugumo are not the only dpm DDs that can tear you a new one. Add in Marceau and Friesland to the list. Although yes Kitakaze and Harugumo are the worst offenders of this (Detection nerfs don’t do anything really.

Id be more than happy to make citadels less oppressive if overpens were less constant. Like I can sort of accept Light Cruisers being overpenned, but when you overpen a broadside Heavy Cruiser, that’s when it gets too much. There’s a balance between deletion and getting punished.

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22 minutes ago, Usedcarjock said:

Kitakaze and Harugumo are not the only dpm DDs that can tear you a new one. Add in Marceau and Friesland to the list. Although yes Kitakaze and Harugumo are the worst offenders of this (Detection nerfs don’t do anything really.

 

I can speak for Friesland from experience, don't have Marceau. It's a ship that sacrifices torpedoes completely for guns and ones that don't have the best ballistics, nor the best penetration. As a platform it's clunky, with below average detection and exploitable weaknesses. In addition the recent changes toned it's DPM down as DE is less effective and BFT is 50% weaker than it used to be. 

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1 hour ago, Usedcarjock said:

Kitakaze and Harugumo are not the only dpm DDs that can tear you a new one. Add in Marceau and Friesland to the list. Although yes Kitakaze and Harugumo are the worst offenders of this (Detection nerfs don’t do anything really.

Id be more than happy to make citadels less oppressive if overpens were less constant. Like I can sort of accept Light Cruisers being overpenned, but when you overpen a broadside Heavy Cruiser, that’s when it gets too much. There’s a balance between deletion and getting punished.

I smell Battleship. 

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replace deadeye with -60% to fire fighting time. 

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1 hour ago, syp_twiz said:

replace deadeye with -60% to fire fighting time. 

eh, how about keep deadeye but also have +60% fire time. Actually, all 4 point skills should have same effect as legendary modules. few good things, and one bad thing. 

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