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Jakajan

Quick torpedo reload consumeable changes idea.

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As it is presently implemented in Japanese DD, only the Hatsuharu and Kagero have access to the quick reload consumable. Also this consumable uses a smoke consumeable slot to use, so very few captains do use it. I am sure there are some that do, and if there are I would like to hear your opinions on it.

 

I was thinking that it would be really cool if Japanese DD could have a weaker torpedo reload consumeable, one that only reloads 1 bank of torpedoes, and maybe takes 15-20 seconds to load the torps, however it only uses a speed boost slot. This opens a lot of tactical opportunities, like a enemy dd would not know for sure if an IJN had used all their torps, or perhaps though IJN DD's are slower than their counterparts, it might make one slower to be hell bent on chasing a IJN DD. Sure carriers would still be their doom, as would American DD under 6km but that is business as normal.

 

It would make a lot of sense on T10 and T9 IJN DD's as they are presently under performing, It might be too strong on T8 Fubuki and T7 Hatsuharu, but still it would be an interesting gameplay option. Also the number of charges could be limited to 1 on destroyers that it might be too powerful on, or 2 on destroyers that need a buff more. I kind of like how it scales. I would do something like this.

 

Hatsuharu 1 charge

Fubuki 1 charge

Kagero 2 charges

Shimakaze 1 charge

 

Do you all think this is a cool ability, or is it too strong? Yes, average damage would go up, but no engine boost would reduce caps and escapes considerably.

 

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More charges, maybe. And the time could be reduced percentage-wise...

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More charges, maybe. And the time could be reduced percentage-wise...

 

True, well, it is tricky because people can and will use premium to boost up one higher. Shimakaze with 3 charges could get 15 extra torpedoes out per game. I guess they would have to pay for those with credits, but that is a big bump.

 

Also, Fubuki and Hatsuharu according to the last two weeks are very strong performers, a little bump is nice, but if they gained more than 3 or 4k damage average per match from it, it might be too much. I thought about Mutsuki receiving it but I think it should be reserved for the Tokugata class and on.

Edited by Jakajan

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I think they chose the ships that actually had this quick reloading capability. You can see the quick reloader behind the tubes on the Hatsu and the Kagero (first tube on Kagero has it in front). Also it helps those two to overcome their weakness as they only have two tubes.

 

Edit: I am right now trying to figure out whether or not to use that skill. In my last three games in the Hatsu I was not using smoke and it seemed to work.

Edited by SireneRacker

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I use it on my Kagero and find it very useful.  There is a big downside to using it with the loss of smoke though so you have to play conservatively and always plan an 'out' from any situation as you can't run.

 

I have a specific set up to get the most out of it:

  • Concealment Expert captain (a must - you can't run and you can't hide - Stealth window is enough to avoid a lot of bad situations)
  • Torp Acceleration Captain skill with Type 93 torps  (16km range @ 67 knots - Have used the other torps and the shorter ranges are just a little too risky)

 

As for your suggestion of only one torp bank reload I find most of my torp hits rely on anticipating enemy reactions to the first set of torps with the second set of torps. Most ships are pretty good at dodging at t9-10 level. Just a straight swap to using the speed boost slot instead of the smoke slot would be nice. 

 

As for Fubuki it is performing pretty well without the reload consumable, it would be very interesting to see how it plays with it.

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Only up to the Mutsuki so I can't give my thoughts on this :(

 umadbro.gif~c200

 

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Fubuki supposedly carried reloads, but was definitely built before the advent of quick loaders.

Shimakaze did not carry any torpedo reloads at all.

 

Hatsuharu and Kagero featured the quick loaders.

 

If the consumable was to be actually useful, then it should take up a 3rd slot, so that smoke, engine boost and quick reload could all be used together.

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Buff (however slight or even just perceived) to IJN DD? Dream on. WG will only do it when they also increase the detection distance to 1.1x of the torp range. Yes, target will see the torps and the big red inverted triangles before it's launched. :)

 

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Despite the quick reloads, there were reports of Japanese training to reload all torpedoes on all their tokugata class destroyers in 3 minutes, hence it being fast.

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Question: With Destroyers, having unlimited reloads, time permitting. Is this fair?

Question:  How many total torpedoes were carried by Each counties Destroyers?

                  Should there be a limit to the amount of torpedoes carried?

 

 

 

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I do alright with fubuki at the moment.  it reloads fast enough so that this isn't needed.  only thing it could possibly use is slightly higher rof on the gun.

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Question: With Destroyers, having unlimited reloads, time permitting. Is this fair?

Question:  How many total torpedoes were carried by Each counties Destroyers?

                  Should there be a limit to the amount of torpedoes carried?

 

 

 

 

Answer: Real battle repairs were not really possible for battleships and cruisers at the rate they are given in game, they are not realistic, the game is an arcade game, not a simulator, the best possible option is whatever gives the most interesting gameplay, imposing limits on torpedoes is not interesting unless the torpedoes themselves are much more effective than currently.

 

 Quick reload would allow a Shimakaze to output 10 to 15 extra torpedoes during a 20 minute match, with nearly a 3 minute reload Shima can theoretically put about 135 torpedoes into the water during that time, with 10 to 15 extra torpedoes that bumps it to 145 to 150, it is a buff but it adds a tool to reduce downtime and help to engage players more, when their primary weapon is considered to be torpedoes, that and Gearing has better torpedoes than Shimakaze right now, the goal is to shift that perception.

 

I honestly do not have the right numbers to go into all the math, but it is easy to see that Shima, if she continues to have a 5% hit rate with her torpedoes, with 10 extra torpedoes per game will gain an average of one half a torpedo hit per game, which after damage reduction is about 8k damage or so per game.

 

Might be strong, but I think the gameplay feature would be worth it.

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Question: With Destroyers, having unlimited reloads, time permitting. Is this fair?

Question:  How many total torpedoes were carried by Each counties Destroyers?

                  Should there be a limit to the amount of torpedoes carried?

 

 

 

 

Question: How long did it take for the torps to hit you? Is it right to sail in a straight line during that period of time in combat?

Question: Which country had torps that come with a big red triangle over it above water and can be spotted miles away? Should there be a reduction of visibility of torps?

 

The real question: Where did the bad destroyer touch you?

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No one "Touched me, bad"  I like getting touched, but that's personal. 

I think that if Ships torpedoes are the primary weapon fine, leave the game alone. However if the primary is guns then unlimited reloads of torpedoes should not happen.

I was creating the idea that Torpedoes should be limit, like aircraft for the carriers.

  I would not see a problem with even three reloads on ships. With an option for more as an upgrade? As carriers are limited with their primary weapons of attack, the Planes. 

Should ships that use Torpedoes also be limited?

 

 

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No one "Touched me, bad"  I like getting touched, but that's personal. 
I think that if Ships torpedoes are the primary weapon fine, leave the game alone. However if the primary is guns then unlimited reloads of torpedoes should not happen.
I was creating the idea that Torpedoes should be limit, like aircraft for the carriers.
  I would not see a problem with even three reloads on ships. With an option for more as an upgrade? As carriers are limited with their primary weapons of attack, the Planes. 
Should ships that use Torpedoes also be limited?
 

Destroyers primaries are Torpedoes.

There you go, question solved.

There is no need for a limit.

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I use it on my Kagero and find it very useful.  There is a big downside to using it with the loss of smoke though so you have to play conservatively and always plan an 'out' from any situation as you can't run.

 

I have a specific set up to get the most out of it:

  • Concealment Expert captain (a must - you can't run and you can't hide - Stealth window is enough to avoid a lot of bad situations)
  • Torp Acceleration Captain skill with Type 93 torps  (16km range @ 67 knots - Have used the other torps and the shorter ranges are just a little too risky)

 

As for your suggestion of only one torp bank reload I find most of my torp hits rely on anticipating enemy reactions to the first set of torps with the second set of torps. Most ships are pretty good at dodging at t9-10 level. Just a straight swap to using the speed boost slot instead of the smoke slot would be nice. 

 

As for Fubuki it is performing pretty well without the reload consumable, it would be very interesting to see how it plays with it.

 

Yeah, I'm not putting it back on my Kagero until I have a 15 point captain on her again. Smoke is too valuable otherwise.

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I for one actually prefer to lose smoke rather than my speed boost.

I never need smoke if I am careful in a Japanese DD, since almost nothing spots me to begin with.

In the case something does spot me, it's probably an American DD, which can chase me into my smoke.

In that situation, I need my engine boost to pull me away from her and get out of detection range, because otherwise, our speeds are relatively the same.

Speed boost helps me get into a better spot for torping, if I see that an enemy is sailing at a good course but I just need to be a few steps ahead.

Speed boost can be used aggressively, to quickly close range if you need to point-blank torp an enemy if you find yourself in a sudden emergency.

It can also save the match when you're darting from cap to cap to prevent your team from losing from points.

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