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EnclaveZ182

Fire chance feels like 50%

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Am I the only one who feels like the fire chance is every other shot? I can land 92 hits with 2 fires yet I get set on fire every other salvo.

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Feels like the chance to burn massively increased in 4.1.

 

This is how it's felt since closed beta. They keep saying they will make some adjustments but I haven't seen it. Then again with this game being so RNG heavy some people may not have a fire issue while others feel like our ships are made of gas soaked wood painted in oil.

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I'm ALWAYS set fire by the first shell that hits me, Every game, Every round... Yet I can shoot 221 hits in a Cleveland and set maybe 5 fires. So I don't get it.... lol

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I'm ALWAYS set fire by the first shell that hits me, Every game, Every round... Yet I can shoot 221 hits in a Cleveland and set maybe 5 fires. So I don't get it.... lol

 

RNGesus

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Tonight a Mogami set four fires on my New Orleans in three volleys. Anecdotal, but I do think the fire chance with HE is a bit ridiculous.

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Tonight a Mogami set four fires on my New Orleans in three volleys. Anecdotal, but I do think the fire chance with HE is a bit ridiculous.

 

Fire chance should be dependent on calibur and number of guns. Things like Cleveland and St Louis with their really high ROF and # of guns makes things crappy. Sometimes I can't set any fires, there were a few times I set a lot. I honestly think the whole crit rate in this game is a little too high compared to WoT. Also when your repair takes 90 seconds to cool down that doesn't help

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They supposedly even nerfed the chance of fire but yea, it does feel like it increased....

 

hah.

 

 

 

*Shrug* We've done all we can.

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If a zao lands a full volley on you he has a better than 70% chance of getting at least one fire lol.

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maybe it feels that way because there are more CAs and less CVs, due to the carrier problem.

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Am I the only one who feels like the fire chance is every other shot? I can land 92 hits with 2 fires yet I get set on fire every other salvo.

 

Feels like the chance to burn massively increased in 4.1.

 

I'm ALWAYS set fire by the first shell that hits me, Every game, Every round... Yet I can shoot 221 hits in a Cleveland and set maybe 5 fires. So I don't get it.... lol

 

Y'all are like a case-study in Confirmation Bias. :facepalm:
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I don't feel like it's been nerfed at all. Salvo coming in and 1 shell lands... never fails that a fire is lit. Come on man!!!

 

Cruisers pack enough punch with their rof as it is withot setting fires every other salvo. Driving BB's all the time it DOES get very frustrating.

 

I feel like my BB's have 3 fires raging at all times some games, and these are heavily armored ships designed to NOT catch on fire. On a CV i can understand it, but not on a BB.

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It depends on tier some.

 

Base chance to start a fire is mostly based on caliber of the shell, but that interacts with a ships flammability stat that reduces it by a certain percent. High tier ships reduce it by like 50%, but what that means is that ships that are likly to meet the larger caliber HE and are themselves kind of lower tier will probably get set on fire a lot more frequently.

 

As far as at high tiers vs other high tiers. Sometimes i set all sorts of fires on people, other times i spam them constantly and they never catch. Just seems random.

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I'm with you guys on this. The first volley I get hit with ALWAYS starts a fire. A Cleveland can shoot at me and miss with 11 shells but the 12th one starts a fire every time. I'm running Captains skill, and one or both modules to reduce fire, and a flag and am still burning constantly.

 

One consideration though is that teams rarely help you focus a threat. If players would learn to prioritize instead of just shooting at the enemy BBs. I'm much more worried about DD/CL/CA than BB when I'm in my BB.

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I'm with you guys on this. The first volley I get hit with ALWAYS starts a fire. A Cleveland can shoot at me and miss with 11 shells but the 12th one starts a fire every time. I'm running Captains skill, and one or both modules to reduce fire, and a flag and am still burning constantly.

 

One consideration though is that teams rarely help you focus a threat. If players would learn to prioritize instead of just shooting at the enemy BBs. I'm much more worried about DD/CL/CA than BB when I'm in my BB.

It's situational.  Usually of the 4 classes when I'm in a BB cruisers have the least effect on how I play.  Against battleships I have to be super careful about angling my broadsides or else I'll eat a salvo and take huge damage, DDs I have to watch for at all times on my minimap so that I can pre-empt any potential torpedo salvos, carrier born aircraft are pretty self explanatory.  But cruisers? I almost never worry about my angle unless I'm juking shots and am 1v1 , and they have a high enough spotting distance where I don't usually worry about torpedo ambushes.  Yeah they have consistent damage and fire can be anmoying, but you have lots of tools to cope with it.  Large reserves of hp, a long duration damage control team(16 seconds of no chance for fires) , obviously your  repair team which restores a rather generous amount of hp if you use it right.  One fire I'm ok with letting burn for the most part, since I can repair 90% of it back later. 2 fires is situational, 3 fires or flooding is an immediate repair, but following those rules of thumb really makes fires handleable.  Sure every now and then I get set on fire x4 in two separate salvos but those are extremely rare.

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At the end of the last Beta weekend event, the game was damn-near perfect.  The only change they needed to make was make Crusiers a bit less squishy.  Fires were much less prevalent.

 

Then they had to go and [edited]it up like we have now.

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I had an Idea about fires, and the Repair function. Its stil a bit fuzzy and needs some refining, but..

 

Remove the Damage control party Ability.

 

Fires are at least 50% less destructive, and much less frequent, BUT:

 

Without the ability for fires to be instantly stopped fires will burn for a set length of time dealing out  X - X damage over time.  This will make it so that fires even though weaker, will still do considerable decent damage to the ship.   At the same time, fires can ONLY do so much damage to the specific areas and once that area has been saturated by fire, the HP vs Fire pool is used up forcing the player to focus on other rounds, or other areas of the ship. Currently fires aree absolutely out of control. we are lit on fire way to much and as soon as you put them out. 1-3 more are instantly burning again and there is nothing you can do about it.

 

Without the ability to instantly heal damaged parts, the player is required to work with a crippled ship for X amount of time  .    Engine knocked out..  you have to move at 1/4 speed for X amount of time..   Rudder out?  you are stuck until the crew fixes it.. reduce speed to stop yourself from going ballistic.  Gun out? crew needs time to fix it.

 

All can be reduced by altering the captain tree by removing stupid skils and replacing with better repair focused skills.  

Edited by Shadowrigger1

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I had an Idea about fires, and the Repair function. Its stil a bit fuzzy and needs some refining, but..

 

Remove the Damage control party Ability.

 

Fires are at least 50% less destructive, and much less frequent, BUT:

 

Without the ability for fires to be instantly stopped fires will burn for a set length of time dealing out  X - X damage over time.  This will make it so that fires even though weaker, will still do considerable damage to the ship.   at the same time, fires can ONLY do so much damage to the specific areas and once that area has been saturated by fire, the HP vs Fire pool is used up forcing the player to focus on other rounds, or other areas of the ship. Currently fires aree absolutely out of control. we are lit on fire way to much and as soon as you put them out. 1-3 more are instantly burning again and there is nothing you can do about it.

 

Without the ability to instantly heal damaged parts, the player is required to work with a crippled ship for X amount of time  .    Engine knocked out..  you have to move at 1/4 speed for X amount of time..   Rudder out?  you are stuck until the crew fixes it.. reduce speed to stop yourself from going ballistic.  Gun out? crew needs time to fix it.

 

All can be reduced by altering the captain tree by removing stupid skils and replacing with better repair focused skills.  

 

No - fires shouldn't be dealing considerable amounts of damage to any ship.

 

 

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No - fires shouldn't be dealing considerable amounts of damage to any ship.

 

 

 

You obviously didn't quite get what I was saying.       Considerable amounts of damage is what I am against.. its a Steel ship..  ships can burn for hours and hours  as long as they don't get into the fuel or ammo/powder stores.

I will strike Considerable, and change it to a decent amount of damage, but not to exceed a set number of HP to an area where all the consumable fuels are gone.

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For most of the world perception is reality, if it feels overdone it usually is. The point I keep making concerning fire proliferation since v 3.1 in closed beta is this: where were all the complaints about fire before CB 3.1? Well, they were non-existent. Anyone who played 3.0 would recall fire worked and FELT just fine in play, not some overwhelming plot-stealer that it has become since 3.1 hit the server.

 

Fire should be a minor player in the greater scheme of things in WoWS and it is not. But, what do I know, eh? :sceptic:

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Tier 5 Omaha can fire a 7-8 gun(depends on the hull) broadside.

 

Each of those guns has a 12% chance of starting a fire.

Edited by supershutze

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Tier 5 Omaha can fire a 7-8 gun(depends on the hull) broadside.

 

Each of those guns has a 12% chance of starting a fire.

 

Base chance, thats then multiplied by an invisible multiplier based on ship tier and maybe class?

 

All i know is a t10 battleship has a 0.5 multiplier, and lesser ships are more.

 

Its important for people to consider though, their actual fire chance is probably somewhere between 75% and 50% as much as what is listed in their gun stats on any given ship.

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You obviously didn't quite get what I was saying.       Considerable amounts of damage is what I am against.. its a Steel ship..  ships can burn for hours and hours  as long as they don't get into the fuel or ammo/powder stores.

I will strike Considerable, and change it to a decent amount of damage, but not to exceed a set number of HP to an area where all the consumable fuels are gone.

 

Ships don't work very well if all the internal systems are fried, and ships are full of flammable things like paint, oil, plastic and rubber, electronics, insulation, etc...

Hitpoint just reflect the combat effectiveness of the ship. A ship that has has it's internal systems burnt out is combat ineffective.

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