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Who Here Loves The Turret Destruction Mechanic?

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I find the ability to lose an entire turret permanently a pretty interesting gameplay mechanic. It forces players to think carefully about maintaining their course under fire, and seriously punishes captains who get their T crossed and take concentrated fire on their front and rear. And when players lose the turret, they have to think about the loss of combat capability. The sort of progressive damage system in WoWS is, I feel, better than the sort of game where your vehicle functions completely perfectly until you lose than one final hitpoint, at which point everything blows up and you lose. That sort of thing is pretty immersion breaking.

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me too

 

i think we should protest that wg is thinking about somehow fixing that problem, it will take quite a lot of thrill and immersion from the game

 

Regarding turret destruction (in particular to DD’s), devs don’t want to simply make them indestructible but prefer to find another solution to turret incapacitation. It won’t be added before 0.5.6. though.

http://thearmoredpatrol.com/2016/03/23/wows-qa-23rd-march-2016/

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Its been almost 3 years since I played tanks, but isn't their module destruction mechanic something along the lines of Destroyed-->Repaired-->Working at reduced effectiveness. If they want to change the mechanic, at most they should do something like that. If they don't do anything that's fine too. 

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I'd like for them to add some sort of indicator to let a player know if he destroyed an enemy's turrets.  While you can try to look closely to see which turret models might look broken, the information would be a significant factor in a player's next move in a fight.  Like if I know for certain that North Carolina's rear turret just got blown up while he's going the other direction from me, I can feel safe in hounding him from behind.

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I'd like for them to add some sort of indicator to let a player know if he destroyed an enemy's turrets.  While you can try to look closely to see which turret models might look broken, the information would be a significant factor in a player's next move in a fight.  Like if I know for certain that North Carolina's rear turret just got blown up while he's going the other direction from me, I can feel safe in hounding him from behind.

 

There is an indicator 

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There is an indicator 

 

It doesn't distinguish between incapacitation and outright destroyed.

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I'm prolly not the best to comment on this topic since I just recently had a game where my Ognevoi lost one of it's two turrets reducing my firepower BY HALF!!!  However with some recent posts advocating for the removal of turret destruction I can only say this: it was the first time I'd lost a turret in combat so, I do understand the outrage/frustration when it happens as I was almost useless the rest of the game because of it. BUT given my careful gameplay, it's such a rare event that I don't see removing turret destruction, even permanate  destruction, as necessary. Yes it seems very random at times but many find a way to play where it isn't occurring all the time!

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punishes captains who get their T crossed

 

Crossing the T doesn't work as a tactic in this game, you're firing at an angled ship, while you yourself are exposing your citadel, and the dispersion in the game is generally more horizontally spread than vertically, so you're going to miss more firing at that angled ship while his shells land perfectly on you.

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It doesn't distinguish between incapacitation and outright destroyed.

 

Yes it does, if the turret icon pops up as red, it's incapacitated. If grey, it's destroyed

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It really is a good mechanic.

It promotes aggressive gameplay, I mean who doesn't want to lose 1/3 of their firepower to the enemy's first salvo? Intense!

I've also got to commend those players who purposely aim for and destroy my turrets at 18km while I'm evading, very very skillful aiming! Well played.

I only wish they implemented it in WoT. It'd be pretty cool if my Waffletrager's main gun was destroyed permanently, so I have to change the way I play the game and adapt. It adds some spice!

Wargaming, I WANT MORE TURRET DESTRUCTION.

Edited by Snoozing_Mako
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Yes it does, if the turret icon pops up as red, it's incapacitated. If grey, it's destroyed

 

Interesting, I suppose I just haven't seen the gray marker yet.  I'll have to keep an eye open for that, thanks for explaining.

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me too

 

i think we should protest that wg is thinking about somehow fixing that problem, it will take quite a lot of thrill and immersion from the game

 

Regarding turret destruction (in particular to DD’s), devs don’t want to simply make them indestructible but prefer to find another solution to turret incapacitation. It won’t be added before 0.5.6. though.

http://thearmoredpatrol.com/2016/03/23/wows-qa-23rd-march-2016/

 

DDs have a little different issue than BBs and most cruisers. On a DD, an HE hit in the vicinity of a turret will destroy it, even if the hit did little or no other damage -- with other ships it generally takes a direct hit with AP to destroy a turret.

 

It's a pet peeve, but the Atlanta gets it worst of all. Any DD can pluck the turrets right off that thing, taking at least one with every volley that hits. Any ship with rapid-firing guns can disarm the Atlanta in under a minute. The RL Atlanta did lose half it's turrets before it was sunk, but all of it's turrets to be put completely out of action were hit by 8" AP rounds; there were sever hits with HE and with smaller calibre rounds to the turrets, and while there was some damage, it would have been 'disable' damage rather than 'destroy'.

 

Overall, turret destruction is a good mechanic. With most ships, it takes direct hits with 8" or bigger AP, so it's not the type of thing that happens with mindless spam-fire. DDs and a few cruisers though, will lose turrets to near misses with HE fired from smaller guns.

 

If I were gonna fix the problem, I'd just make it so HE never destroys turrets, just disables them instead. 

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It really is a good mechanic.

It promotes aggressive gameplay, I mean who doesn't want to lose 1/3 of their firepower to the enemy's first salvo? Intense!

I've also got to commend those players who purposely aim for and destroy my turrets at 18km while I'm evading, very very skillful aiming! Well played.

I only wish they implemented it in WoT. It'd be pretty cool if my Waffletrager's main gun was destroyed permanently, so I have to change the way I play the game and adapt. It adds some spice!

Wargaming, I WANT MORE TURRET DESTRUCTION.

 

I too sarcastically like turret destruction.

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It really is a good mechanic.

It promotes aggressive gameplay, I mean who doesn't want to lose 1/3 of their firepower to the enemy's first salvo? Intense!

I've also got to commend those players who purposely aim for and destroy my turrets at 18km while I'm evading, very very skillful aiming! Well played.

I only wish they implemented it in WoT. It'd be pretty cool if my Waffletrager's main gun was destroyed permanently, so I have to change the way I play the game and adapt. It adds some spice!

Wargaming, I WANT MORE TURRET DESTRUCTION.

 

I find the mechanic very useful when I'm duelling USN/VMF DDs at close range. Shooting off their turrets gives me a solid chance to outplay them.

 

The mechanic could probably use some tweaking, i.e. you must be within a certain range to destroy turrets, rather than incap.

 

I also feel that the turret destruction mechanic could provide for an interesting T5 captain skill to replace last chance (reload time reduction at low HP).

 

Instead of the reload time buff no one ever uses, replace it with a skill that prevents your turrets from being destroyed. If your turret takes a hit that would have destroyed it, the turret is put into extended repair that's 5x the length of normal repair. Using a damage control reduces the time down to the normal repair, or, if the repair has already ticked down to lower than the normal time, it finishes immediately.

 

That skill change would provide more viable options for T5 skills than as currently exists. The 'destroyed' turret still has the same effect for any individual duel, but the skill allows for the module damage of that individual duel to not be permanent.

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Its been almost 3 years since I played tanks, but isn't their module destruction mechanic something along the lines of Destroyed-->Repaired-->Working at reduced effectiveness. If they want to change the mechanic, at most they should do something like that. If they don't do anything that's fine too.

 

I was thinking something like this.

 

Losing all of your turrets is frustrating, but it does make for some interesting, if not hilarious, moments where you decide whether to ram the enemy or go babysit the cap with your secondaries...

 

 

Making the guns recover themselves, but work at noticeably reduced effectiveness, however, might be a better idea.

 

 

Off-topic, I have similar feelings about aircraft carriers who run out of planes. Let them keep launching, but squad size is reduced and rearm time doubled (as spare planes are pulled from storage and readied.) Being made useless and helpless because you ran out of turrets and planes isn't a great idea for game design...

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Turret destruction is like a subtler version of detonation. :D

 

Sure you could actually aiming for turrets in DD v DD close quarter combat, and it's a valid tactics. But with longer range and better protection of CA and BB, it's just too random.

 

Off-topic, I have similar feelings about aircraft carriers who run out of planes. Let them keep launching, but squad size is reduced and rearm time doubled (as spare planes are pulled from storage and readied.) Being made useless and helpless because you ran out of turrets and planes isn't a great idea for game design...

 

I still waiting for squadron size assignment or merging. There's no point of having 3 squadron of TB with 1 plane each, even less with DB.

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I love doing it to other people, and it makes me outright livid when it happens to me. Double standard eh? :P

But I do like it, as much as I hate it, it shows that there is some thought going into how ships actually fought.

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Yes it does, if the turret icon pops up as red, it's incapacitated. If grey, it's destroyed

 

one thing it doesn't do, is tell other ships what got knocked out.

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one thing it doesn't do, is tell other ships what got knocked out.

 

It does. At least for the ship who knock it out.

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It does. At least for the ship who knock it out.

 

yeah, that's what I mean.

 

When you focus fire something, and you knock out the rudder, no one else has any way of knowing, unless you tell them.

Engine knockouts are somewhat easy to tell, since the smoke stacks will be spewing embers, but can be a bit hard to tell if the ship is on fire in multiple spots.

Turret/Torp mount knockouts aren't the easiest to tell, unless you're up close.

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Yes I to love it when 2 of my 3 funds get knocked out on my cruisers. /sarcasm. I'd like it a whole lot more if the repair consumable could fix broken turrets. Obviously if they get destroyed they shouldnt auto repair but you should still be able to repair them using repair party. It should just make it like they were knocked out and being auto repairing.

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I love having all my guns on my Cleveland or Ognevoi being permanently destroyed! It gives me the opportunity to sail around while in a more relaxed manner where I can thoroughly take in the breathtaking vistas! Turning World of Warships into World of Sailing is so exciting! There is nothing more intimidating than sailing past an enemy ship and doing nothing but giving him a hard glaring stare and then sailing on past as he fires yet another salvo of HE at me with impunity! I get goose bumps just thinking about that exciting and very deep gameplay! Riveting I say! Riveting!

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I like the mechanic, but I think it could do with some improvement. The gap between "turret destroyed" and "turret incapacitated" is simply too broad, particularly given that ships have a fairly short recharge on countering the latter. I'd say that we should have an intermediate step where the turret is incapacitated but cannot be repaired by repair party. And for that matter, we should have more types of critical damage in general. AA and secondaries should take temporary incapacitation(I don't think they do ATM), it should be possible to take incapacitation or even destruction of fire control positions leading to reduced range or loss of secondary/AA effectiveness, there should be some sort of critical representing deaths of the ship's senior officers(probably something related to consumables).

 

In general, a ship near-death should have reduced effectiveness in some manner. It shouldn't be crippling unless the player has been particularly unfortunate, but having limitations crop up as you take damage helps reward partial damage as well as kills more and reduces the commonality of a ship being able to still be very powerful even though it's mostly dead.

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