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ActionJoe

Suggestions for game balance changes

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Beta Testers
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Seeing as this is Beta and I'm hoping developers are looking for feedback, and are a couple of changes that I think need to happen.

 

Torpedoes: They definitely have a place in the game. On the good days, they are wonderful. On the bad days, you wish they were nerfed. A balance needs to be put in place. 

1. Torpedoes need a longer arming range. Prevents DDs from getting super close and killing you with tight clusters that can't be avoided. It seems torp bombers have it but DD and cruisers do not.

2. A more pronounced warning of torpedoes being launched. If a ship is sighted and they launch torpedoes, the captain should be notified. Doesn't have to show direction or where the torps are, just some warning that a crewmember saw their torps being fired.

3. Limit the amount of torpedoes a ship can use. This will prevent torp spams and force players to use them in a more tactical way. Adding in a dud chance might help as well. 

 

Spotting System: I would like to include the entire sighting system in general but it looks like WG will never implement all ships being visible and letting the environment hide them (Like the system War Thunder uses)

1. Smoke. It is unrealistic and broken that a ship can disappear from view at less than 3 km but they can still see you and fire their guns accurately or spot you for others. If you are dropping smoke or hiding in smoke, you should lose all vision. Faded icons can still be visible on your mini map based on reports from other ships, but you should not be able to visually see them if this games wants to take the approach of the ships being either visible or invisible

2. Aircraft need a longer view range. 

 

Damage System:

1. Fires are ridiculous. I know in real life that is what they would be but since this game is not going for realistic, the fires need to be toned down. Either less chances of fires or more options to fight fires.

2. Over penetrations need to do more HP damage. If a BB happens to have AP shells loaded and pens a destroyer, that destroyer should take serious damage. Especially if striking the main hull. 

 

These a just a couple of the big changes I think would make the game a bit more balanced and enjoyable. I'm looking forward to what other features the developers have in store for the game. 

 

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Overall, a good assessment.  I disagree that an over-pen should do lots of damage...it shouldn't.  But systems the shell pass through and any possible flooding and damaged caused crits to systems should be modeled.

 

I'd also add that AAA should have a disruptive affect on aircraft attacks, breaking up formations and splintering attack runs and fouling their aim.

 

No limits on torpedoes other than historical counts.  Torpedo duds would be a major American short-coming until late WWII ships, while the other nations(for sure the IJN and Germans) had much better success rates through out the war.

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Torpedoes:

1. They already do. Something like 250-300m.

2. There's already good enough warning. Players need to start having situational awareness, not rely on machines to give them good games. DDs can only hit tunnel-visioning players anyway.

3. and what will you give DDs in return for their "lowest hitrate?" increased visibility? more damage? faster toep speed? you can't just call for nerf without a buff to balance it out.

 

Spotting system:

1. ships inside the smoke can't see outside. It's the other teammates spotting that are giving you the location of the ships.

2. spotting could use a rework. blinding BBs and making aircraft and DDs as primary scouts may not be a bad idea.

 

Damage system

1. Fires are a bit over the top and need to be toned down, but they still need to be a decent source of damage. Reducing the fire duration is better idea imo than reducing the chance of fire.

2. DDs already are very vulnerable to to battleships and they have secondaries to worry about too. Why nerf them even more?

 

 

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Beta Testers
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Seeing as this is Beta and I'm hoping developers are looking for feedback, and are a couple of changes that I think need to happen.

 

Torpedoes: They definitely have a place in the game. On the good days, they are wonderful. On the bad days, you wish they were nerfed. A balance needs to be put in place. 

1. Torpedoes need a longer arming range. Prevents DDs from getting super close and killing you with tight clusters that can't be avoided. It seems torp bombers have it but DD and cruisers do not.

2. A more pronounced warning of torpedoes being launched. If a ship is sighted and they launch torpedoes, the captain should be notified. Doesn't have to show direction or where the torps are, just some warning that a crewmember saw their torps being fired.

3. Limit the amount of torpedoes a ship can use. This will prevent torp spams and force players to use them in a more tactical way. Adding in a dud chance might help as well. 

 

Spotting System: I would like to include the entire sighting system in general but it looks like WG will never implement all ships being visible and letting the environment hide them (Like the system War Thunder uses)

1. Smoke. It is unrealistic and broken that a ship can disappear from view at less than 3 km but they can still see you and fire their guns accurately or spot you for others. If you are dropping smoke or hiding in smoke, you should lose all vision. Faded icons can still be visible on your mini map based on reports from other ships, but you should not be able to visually see them if this games wants to take the approach of the ships being either visible or invisible

2. Aircraft need a longer view range. 

 

Damage System:

1. Fires are ridiculous. I know in real life that is what they would be but since this game is not going for realistic, the fires need to be toned down. Either less chances of fires or more options to fight fires.

2. Over penetrations need to do more HP damage. If a BB happens to have AP shells loaded and pens a destroyer, that destroyer should take serious damage. Especially if striking the main hull. 

 

These a just a couple of the big changes I think would make the game a bit more balanced and enjoyable. I'm looking forward to what other features the developers have in store for the game. 

 

 

I accidentally hit the down vote on you I am sorry.

 

1. You are so correct on many of these points. The arming range must be put in. 500m which is a good average of the actual arming range would work nicely and is A MUST.

 

2. I know people have kittens when u mention it but tops should not be limitless. Its ridiculous. Also ships with unarmored launchers tend to explode very nicely when hit with HE. Torps have 2-3,000 lbs of explosive in each one. When a launcher gets hit its like a dozen 500 lb bombs going off on the deck of the Cruiser or DD. This is one reason Americans were reluctant to load up on them.

 

3.Smoke is far to opaque and being able to shoot out of it on visual is stupid. HOWEVER, Americans with their radar targeting could do so almost as if its daylight. American CL's and above should not be hampered by smoke at all.

 

4.I have no idea where they are getting their concepts about fire. Maybe because of all the accounts of fires on CV's they think it happens to all ships but it does not. CV's go up like torches because they are full of volatiles and weapons are stored as securely in armored magazines as other ships during combat. Decks are full of oil and aviation fuel that has spilt over the the months and years etc......Normal ships DO NOT burn like that. Not even the decks because they are treated and they cover steel decks of 1/2" to 4" of armor. The wood is also treated. Normal surface combatants take HUGE amounts of damage unless hit by weapons of insane sizes relative to their class. Like 16" hitting a DD.

 

5. I don't necessarily agree on the penetration thing. Large penetrating rounds tended to pass straight through DD's and CL's with out ever detonating. So long as they did not hit anything important it was not good but not fatal either. During the Battle of the Philippine Sea the American DD's were hulled multiple times by large rounds that just passed through. This also happened during the DD/CL/CA engagements around Guadalcanal. I think WG could perhaps do something a little more flavorful with damage . Different ships had different weaknesses and it would be cool to see that reflected.

 

Nice post....

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Beta Testers
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Torpedoes:

1. They already do. Something like 250-300m.

2. There's already good enough warning. Players need to start having situational awareness, not rely on machines to give them good games. DDs can only hit tunnel-visioning players anyway.

3. and what will you give DDs in return for their "lowest hitrate?" increased visibility? more damage? faster toep speed? you can't just call for nerf without a buff to balance it out.

 

Spotting system:

1. ships inside the smoke can't see outside. It's the other teammates spotting that are giving you the location of the ships.

2. spotting could use a rework. blinding BBs and making aircraft and DDs as primary scouts may not be a bad idea.

 

Damage system

1. Fires are a bit over the top and need to be toned down, but they still need to be a decent source of damage. Reducing the fire duration is better idea imo than reducing the chance of fire.

2. DDs already are very vulnerable to to battleships and they have secondaries to worry about too. Why nerf them even more?

 

 

 

It seems like you misunderstood most of my post. I know some torps have a min arming range...but due to the arcade nature of this game it should be extended. Also, limited torpedoes make a lot of sense. In real life, ships didn't have unlimited torps (or unlimited ammo).But for the arcade nature of things unlimited ammo is fine but a weapon that can take out most ships in a couple shots should have a limit. 

 

The entire point of my smoke comment was even if a ship is spotted by another ship outside the smoke, the ship inside the smoke should still not be able to see the ship. It is unrealistic and a bit unfair. Especially when some ships have good enough camo that even when they fire in the smoke their position is not revealed. Bottom line, if you're in smoke, you should have no clear line of sight on any ship even if spotted by other players. 

 

How are DDs vulnerable to BBs? Unless a BB gets lucky, a salvo from his guns will not one shot a DD. While a DD can one shot a BB with torps. A smart DD will stay outside the secondary range which on average is about 5km. This is the perfect range for a DD as it makes torp accuracy huge but even if the BB gets its guns turned in time, it's still a tough shot. Basically, I've gotten tired of being in a BB and firing a full salvo at 5km into a DD but he can still survive because my shells either overpen or the BB accuracy is so terrible that I can't land all my hits to add up enough damage.

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Never use AP on an unarmored vessel.  HE from a BB should be catastrophic to a DD.

 

Unlimited torps should be balanced with slow reloads.

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