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RenamedUser_1014101724

Fires

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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)

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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Historical reference: The Battle off Samar.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. 

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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.

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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 :izmena: 

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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...

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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.

 

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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. 

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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.

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Beta Testers
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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. 

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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?

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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.

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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.

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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?

 

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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

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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. 

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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.

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