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Slower torpedo reload times. Would you take it? For what?

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For the record I'm just being facetious - I think things are fine right now. I would not be surprised if this was an unpopular opinion among DD players but I am of the persuasion that reload time for torpedoes is too short. 

 

In the Shimakaze for example, the OCD is bothering me as I find it hard to believe that it would really only take 2 minutes to place 5 oxygen propelled warheads that weighed 2.7 tonnes. It a 20 minute game, I find it difficult to understand how I would be able to launch anywhere between 40 to 120 torpedoes for a total of between 108 to 324 tonnes. The whole ship weighed around 3,300 tonnes on a full load so being able to carry 10% of your whole displacement as torpedoes doesn't sound like it makes sense. Sure let's pretend that there are magical invisible support ships resupplying everyone with the consideration that these are simulations that are compressing hours or even days worth of action into 20 minute battles and 1600 km2 of map.

 

I'm kind of also getting annoyed with these torpedo walls... and I'm an IJN DD main. They're pretty useless the way most players stack them - from the angles they get launched from most of the time they're just a minor distraction.

 

It's unlikely anything would be done about this because that's what works for the game. Area denial means torpedoes need to be detected at some point early enough to take a ship off course and for balance reasons, DDs need to reload faster... but...

 

Hypothetically, say you were going to take a torpedo reload nerf. What would you take for it?

  • Shimakaze, I could stand to make reload times take 3 minutes for longer reach on the main battery and higher efficiency on AA.
  • Kagero, I would take the 3 minutes for higher efficiency AA and a higher rate of fire on the main battery.
  • Fubuki, I would take 2 minute reloads for Type 93 torpedoes and an AA nerf.

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  • Shimakaze, I could stand to make reload times take 3 minutes for longer reach on the main battery and higher efficiency on AA.
  • Kagero, I would take the 3 minutes for higher efficiency AA and a higher rate of fire on the main battery.
  • Fubuki, I would take 2 minute reloads for Type 93 torpedoes and an AA nerf.

 

With the exception of the fubuki they already feel like they take 3 minutes.

AA on a DD does nothing really. Maybe the gearing and khabo have actual ability that is measurable.

All three of these could stand a gun buff as it is never mind in trade.

 

Benson thru Gearing already have kagero like torps in terms of spread, slower speed mind you but guns that are a whopping 300% faster.

 

Nothing for nothing but the biggest issue with DDs in game is the volume of the class which need a hard cap of 4 per side. T10 torps need a rethink period as does all of T10 really.

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You answer your own question.  If realism was applied, it would take far longer than 20 minutes to reload even a couple of the torpedoes you describe.  In fact, if the devs didn't apply a bit of 'license' to the game, it would be boring as hell.  If you want realism, you'll have to go find a simulator somewhere.

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In the Shimakaze for example, the OCD is bothering me as I find it hard to believe that it would really only take 2 minutes to place 5 oxygen propelled warheads that weighed 2.7 tonnes. It a 20 minute game, I find it difficult to understand how I would be able to launch anywhere between 40 to 120 torpedoes for a total of between 108 to 324 tonnes. The whole ship weighed around 3,300 tonnes on a full load so being able to carry 10% of your whole displacement as torpedoes doesn't sound like it makes sense.

 

You're gonna have to control your OCD then, as none of this makes sense. Most ships simply couldn't reload torpedoes at all, and engagements could last for hours. Look up the Battle of the Komandorski Islands; from radar contact to disengagement was about 5 hours. Obviously WG wouldn't make battles that long, so trying to fit 'realistic' loading times into a patently unrealistic scenario causes nothing but headaches.

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Torpedoes are already easy to not get hit by. Note I didn't say 'easy to dodge', as when you try to dodge torpedoes you've spotted, you're already too late.

 

With torpedoes already so easy to not get hit by, killing the ROF by a lot would kill destroyers.

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I think it would be an interesting trial to nerf reload times (4 minutes to reload but you start the game with tubes already loaded) but balanced by decrease detection.

Less 'spam' torp walls but they are far harder to dodge.

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I'd take longer reload times IF the torp speeds were increased to somewhere around 200 knots .... maybe.

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IRL,  Torps were scary even with low reload because they could cripple/kill with one hit, and DDs were hard to hit.  Most ships weren't that maneuverable or took action that quick.  

Historically,  most ship were taken out of action with 1 torp hit, but I don't know if that would make a good arcade game.  

 

 

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I think it would be an interesting trial to nerf reload times (4 minutes to reload but you start the game with tubes already loaded) but balanced by decrease detection.

Less 'spam' torp walls but they are far harder to dodge.

 

let me laugh so basically you shoot torp only 4 times in a game, yeah right. DD already has less dmg per game then BB. People need to learn to anticipate torps and all the tools are there to make it possible. 

 

Learn to Play

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You're gonna have to control your OCD then, as none of this makes sense. Most ships simply couldn't reload torpedoes at all, and engagements could last for hours. Look up the Battle of the Komandorski Islands; from radar contact to disengagement was about 5 hours. Obviously WG wouldn't make battles that long, so trying to fit 'realistic' loading times into a patently unrealistic scenario causes nothing but headaches.

 

I'm gonna plus one this because you cut out the rest of the paragraph to make it look like you thought of something I didn't already consider. This is just hypothetical. The game balance is hanging on a thread as it is.

 

... but it would be nice to think of a scenario where quality of launches was more important that quantity.

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let me laugh so basically you shoot torp only 4 times in a game, yeah right. DD already has less dmg per game then BB. People need to learn to anticipate torps and all the tools are there to make it possible. 

 

Learn to Play

 

Just to be clear I was thinking about high tiers - I play DDs normally, so I am not motivated by nerfing them just trying a different balance.

 

Less damage? - No not necessarily - if you could guarantee 25+% hit rate (4 reloads) in a shima that's at least 15 hits in a match.

 

Easily enough to do mid 100k damage, and also removing the need to send a spread of 15 torps at a single target.

 

 

 

 

 

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I think it would be an interesting trial to nerf reload times (4 minutes to reload but you start the game with tubes already loaded) but balanced by decrease detection.

Less 'spam' torp walls but they are far harder to dodge.

 

This will work because it makes torpedows more skille-based; many will love that, but the bad players who can't use WASD will hate it so much and they flood the forums with nerf torps topics..

 

Thing is, the guns have to be really improved (best is probably gun range. the other parameters are probably fine) because nerfing the torp reload will just make the class boring, especially after the radar so even playing for the cap is not always the option anymore.

 

WG already said they will rework the high tier IJN DDs to be have more aggressive playstyle. It sounds good, but I'm afraid of the way it will be implemented.

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They should rework other classes to get some aggression into their game long before they should be concerned with Destroyers not being aggressive enough. Destroyers are the closest thing to aggressive play this game has.

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