6 RenamedUser_1014101724 Beta Testers 52 posts 11,221 battles Report post #1 Posted September 2, 2015 am i the only one who thinks its unfair how many fires a cleave and atlanta and other fast firing cruisers can cause? i think the fires or repair unit need to be adjusted. im not saying fires need to be removed, just need to be fixed cus atm i think fires are quite annoying especially in games with cleaves and atlantas (incoming flak from cleave and Atlanta and other auto-loading ship players) Share this post Link to post Share on other sites
99 ntp_ntp Beta Testers 798 posts 1,139 battles Report post #2 Posted September 2, 2015 *yawn* Share this post Link to post Share on other sites
2 lCoolRunningsl Members 54 posts 6,418 battles Report post #3 Posted September 2, 2015 lol no no the best part about HE is when they hit your hull and then your superstructure goes up like a Christmas tree Share this post Link to post Share on other sites
90 DV_Potatobaiter Members 276 posts 907 battles Report post #4 Posted September 2, 2015 Your poll neglects the most logical choice which would make fire sizes and damages dependent on size of the round. 3 Share this post Link to post Share on other sites
65 TheLucinator ∞ Alpha Tester 214 posts 10,434 battles Report post #5 Posted October 3, 2015 ya they really need to change how fire works in game Share this post Link to post Share on other sites
2,933 [ARR0W] Pugilistic Members 6,312 posts 33,474 battles Report post #6 Posted October 4, 2015 Make the fire size and/or length and/or duration proportionate to the caliber of artillery, but dont heavily nerf it out of hand. Fire is the only weapon some ships have until they can get inside their very short torpedo range. Historical reference: The Battle off Samar. I'm saying this even though I have an Atlanta. 1 Share this post Link to post Share on other sites
49 [_CIA_] DannyS76 Members 371 posts 5,428 battles Report post #7 Posted October 5, 2015 Why nerf it? If you're the one on fire you hate it. If you are the one who caused the fire you love it. Fire occurs on ships in battles, or did then, and they are not...repeat, are not, easily put out. Share this post Link to post Share on other sites
11 [MUOE] locked_and_firing Members 60 posts 1,218 battles Report post #8 Posted October 7, 2015 If anything, as crazy as it may sound, i think the dam. dealt by fires is not enough. The repair on the receiving side is to slow and for the sending side is way to fast. Just leave it alone, you nerf it the crybabies will complain you buff it crybabies complain...... just leave it alone. They did that in WOT, and pissed off everyone; listen to the majority and ignore the cry babies Share this post Link to post Share on other sites
25 NolaMike Members 211 posts 11,803 battles Report post #9 Posted October 10, 2015 Yeah, it is great having your medium cruiser repeatedly fired by a Nicholas Share this post Link to post Share on other sites
36 [MOOK] SKOKAUCKAS Members 101 posts 10,815 battles Report post #10 Posted October 18, 2015 Fires aboard ship sucks! But it's naval combat...it happens...get used to it. Perhaps they could adjust it a bit but they have bigger issues right now they are hammering out... Share this post Link to post Share on other sites
2,298 [A-D-F] alexf24 Members 7,879 posts 44,073 battles Report post #11 Posted October 18, 2015 Spend credits (22,500 to be exact) on faster repair ability, and train your Captain to combat fires more effectively. When an Atlanta or a Cleveland put you on fire, wreck them with AP. They are easy kills for a BB. If you are alone and with low health, then yes, it is a problem. BBs should not be alone. They should always have some escort within 10 km, but sadly many cruiser players do not yet understand team play. Share this post Link to post Share on other sites
11 philspamoni Members 35 posts 986 battles Report post #12 Posted October 22, 2015 Spend credits (22,500 to be exact) on faster repair ability, and train your Captain to combat fires more effectively. When an Atlanta or a Cleveland put you on fire, wreck them with AP. They are easy kills for a BB. If you are alone and with low health, then yes, it is a problem. BBs should not be alone. They should always have some escort within 10 km, but sadly many cruiser players do not yet understand team play. regardless of what you do, you cant stop the insane ROF of some cruisers from setting ur ship on fire. and when a tier 6/7/8 us or russian dd invisa fires at my nagato (with all its anti fire options) can take 40% of my health with fires alone, without me even being able to see him, you tend to think fire is op. especially when you have absolutely no ability to counter that dd. its outright unfair. Share this post Link to post Share on other sites
4 UnSuccessFulNOOB Members 53 posts 978 battles Report post #13 Posted October 22, 2015 I think fire chances could use a bit of toning down... the cleaveland has a 11% chance of catching you on fire per volley... ive had several instances where my BB was caught on fire 3 times, repaired, caught on fire 3 times again by a single cleveland... unfortunately i was getting overpens and just unlucky with a lot of shots landing all around them... it happens Super Intendent is the best way to counter fires imo. Share this post Link to post Share on other sites
66 Crustay Beta Testers 391 posts 7,006 battles Report post #14 Posted October 27, 2015 I think, just cut down the duration of the fire. And give fire a max damage and once it hits that max damage, that area is burnt out. 1 Share this post Link to post Share on other sites
66 Crustay Beta Testers 391 posts 7,006 battles Report post #15 Posted October 27, 2015 Your poll neglects the most logical choice which would make fire sizes and damages dependent on size of the round. really off topic. But DV, are you in charge of the DV Facebook page? Share this post Link to post Share on other sites
1 gsg9_vladimir Members 14 posts 618 battles Report post #16 Posted October 29, 2015 I haven't had too many issues with fires so far. It is a bit of a bummer when you just put out a fire and 2 more start and you can't do anything about it for a min or so. If anything I would support some tweaking, like some have said basing it off caliber that hit may work. but at the same time a fire on a ship is still a fire on a ship, its a bad situation regardless of the caliber that hits you. Or lets say you get hit, go up in flames, use repair to put out the fire, then a 2nd fire starts. Might be cool if the fire does less damage while your repair is on cooldown b/c essentially you currently have a crew on deck putting out the first fire, whos to say that crew couldn't help control the 2nd fire but not actually put it out. and I don't mean like 50% reduction in damage, maybe like 5-10% reduction. Then again this is probably overcomplicating a simple game mechanic, maybe it should just be left alone like others have said. Share this post Link to post Share on other sites
0 hunterkirk Members 2 posts 3,149 battles Report post #17 Posted January 13, 2016 My issue with fire is it like a leg sweep in a fighting game. There is no reason for a CR not to use HE as everything goes up in flames no matter how much you try to protect from it. There is NO REASON for them to use AP against armored foes like BB's. The funny thing is Armor Piercing is made exactly for that purpose but fire makes it useless. So it is leg sweep leg sweep leg sweep... win. Share this post Link to post Share on other sites
0 hunterkirk Members 2 posts 3,149 battles Report post #18 Posted January 13, 2016 Your poll neglects the most logical choice which would make fire sizes and damages dependent on size of the round. I would personally like to see people encourage to switch to AP to attack armored foes. I feel the very fact that the ship is armored should provide more protection against fire. After all if the majority of the surfaces are metal how likely is it to spread like it does no a largely wooden deck? Also why have AP rounds if they are meaningless? Share this post Link to post Share on other sites
2 TheBostonMassacre Members 7 posts 2,378 battles Report post #19 Posted January 14, 2016 Fires for some ships is the only way to do damage..... If you nerf fire damage you are essentially taking away one of the main ways people do combat in WOW.... What are the Atlanta's gonna do? Start firing AP? No no no!! If I saw that I would be really upset with the game.. If they wanted to fire AP shells they would buy an atago instead.. And the developers of this game have already figured out who has a better fire chance.. ie. A DD has 5% while a cl has a 11%.... These have already been figured out.. Don't change it or else some ships will become left behind unless you buff HE shell damage which brings up a whole new arguement Share this post Link to post Share on other sites
729 X15 Alpha Tester 2,162 posts 6,770 battles Report post #20 Posted January 14, 2016 If you want to change fire, I personally think fires should be a smidge harder to start and perhaps deal less DPM but also have chances to spread and deal module damage. It irks me that fires and flooding function almost exactly the same: chance of on impact with DPM hard countered by repair once every 81s or so. If you want to change repair, I'd say have it always active but cause it to be damaged by fire, this way, that one lucky spark from the first hit by the Cleveland won't have you asking yourself why you play the game. but on the other side, if you can maintain a fire, it could quickly exhaust the enemies repair ability and cause them to suffer at the hands of you and your allies. For now I'm running a 15% fire chance cleve because, A: 300 fires is just annoying, and, B: its bloody effective. In terms of prevention (especially against Clevelands) stay at range and wiggle more, every shot I don't land is a 100% chance of that shot not setting you on fire. Share this post Link to post Share on other sites
24 Marttt1nek Members 267 posts Report post #21 Posted January 26, 2016 Fires are good as it is, I say buff them even. We need more counters to bbs as now they simply rule the seas. Share this post Link to post Share on other sites
1,815 [-KIA-] ValkyrWarframe Members 5,245 posts 16,581 battles Report post #22 Posted January 27, 2016 Battleships should have a very low fire coefficient so it is hard to set them on fire. Stupid Clevelands burning me down before I can even fire my guns 5 times. Share this post Link to post Share on other sites
2 [HMSCA] BUDO_o Beta Testers 33 posts 1,432 battles Report post #23 Posted February 3, 2016 Fires are fine. Share this post Link to post Share on other sites