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FallenZulu

Regarding the Ramming mechanic

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Beta Testers, In AlfaTesters
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So is anyone is satisfied with the ramming mechanic currently present in the game? Because the more I look at it, the more it bugs me. One match I had, had one almost full Iowa backing up from a nearly dead Iowa going full speed. the two ships touched each other from the front and both explode in glorious fashion. There are other instances of such situations that caught my attention. No I am not saying if you have a ship going full speed, and decided to ram another ship it will not cause great amount of damage(depending on the size, mass, and location of the impact).

 

To me at least, the ramming mechanic needs to be re-looked at just like the border riding mechanic of the past. It just does not make sense seeing ships who barely touch each other explode and fall into pieces as if their magazines just been hit. Note, I do not know how much the Hotel Yankee flag impacts the damage you take from ramming, though I am assuming they help you survive due to 20% reduction to damage taken. 

 

All of this is just my Humble opinion though. I understand the difficulty of programming such a effective system and all of it could just be a place holder until WG has time to work on it, or it may very well be fine and I may be complaining about nothing.

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I think it's perfectly fine. If someone gets rammed, it's their fault for letting them get that close.

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Beta Testers, In AlfaTesters
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Not  quite liking it either but I did get a Die Hard achievement in my Kiev ( before the HP nerf ) when an almost dead ( ~25+% health ) DD tried to ram me and did at an angle . He died I had a hundred+ HP left and hit repair right away as the ram caused flooding and survived .

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The way it currently works is that you deal your max HP amount to the enemy and vise versa. I think it's fine.

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The way it currently works is that you deal your max HP amount to the enemy and vise versa. I think it's fine.

 

That's what it is? I thought it was based on the speed of the two ships. For example, two ships ramming at full speed would do more damage than two ramming while steaming to a halt.
Edited by Nuk_

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No, it actually kinda sucks.  It doesn't take into account point of impact, strength at the impact point, or speed of impact.  It's a placeholder that hasn't been changed.

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It's fine. This is not a sim game and if it was the only ship you would ever get near enough to even identify the flag without binocs would be one in port

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No, it actually kinda sucks.  It doesn't take into account point of impact, strength at the impact point, or speed of impact.  It's a placeholder that hasn't been changed.

 

Speed is taken into account. But it's only noticeable if the relative speed is very low.

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That's what it is? I thought it was based on the speed of the two ships. For example, two ships ramming at full speed would do more damage than two ramming while steaming to a halt.

 

I don't think so. You instantly exchange damage based on the max number of hit points you have. That's why if you cruise along in a BB and side swipe an enemy DD you lose a large chunk of your health.

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I don't think so. You instantly exchange damage based on the max number of hit points you have. That's why if you cruise along in a BB and side swipe an enemy DD you lose a large chunk of your health.

 

Hmm, because I once rammed a Minekaze that had run aground in my Murmansk and only lost 6000 HP (we were both full health)

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The ramming system is really getting to me now.  Relative speed is a bust, it simply does not matter how fast you are going, how you hit, where you hit, what you hit, or what you hit with.  It seems to be (max hp)-(max hp) inflicted to both ships.  Which makes it the most simplistic and asinine collision system across all the WG properties.  Yeah, when two ships are both going down anyway ram each other, its rewarding for both players, they each get one last kill on the way out.  But when a ship has been completely schooled, is <1% of its normal health, and can tap another ship for its entire HP pool in damage, no matter how slight the contact?  That's giving a free ride to a player that hasn't earned the kill and punishing the one who has a high school understanding of physics or better.  If you look at it as a weapon in it own right, a single use (in most circumstances) free kill weapon?  I can't think of a single game out there that wouldn't either ban its use or find some way to nerf it out of existence.

 

And while yes, WoWS is farmed out to a different programming team, the IP (and code) as I understand it, is still held by WG, which means there shouldn't be any issue looking at the WoT or WoWP collision system and figuring out a hack to bring it into WoWS.  When a <300hp cleveland can sink any other cruiser, simply because its close, by turning the rudder the bring the stern of the cleveland into the side that cruiser, there is something wrong.  It ruins the feel of the game, the ships that the modelers and designers have obviously worked so hard to make feel like steel dreadnaughts, suddenly turn to papier-mâché just because what it ran into isn't a shell or an island.  And if you want to argue carelessness, you should be in favor of "running aground" being an (near) instant death as well.  Same logic, you weren't paying attention to where you were going.

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As a seafaring officer, I find a lot of mechanics bug me. But the top has to be ramming. It seems almost random to me sometimes. The bow of ships are so well reinforced, but if you ram the side of another ship you take so much damaged, it is bizarre. A slow ram, which you could reverse out of is a lot less dangerous then a fast ram.

 

Ramming in Warships should be a lot different to WoT. You are on and in water at the same time, everything responds differently.

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