MATOmalchance Posted December 11, 2023 Share Posted December 11, 2023 (edited) I think the most important thing prevent Randoms from being more "close range" is just the number of players on the map. You just have to look at other gamemodes with less players, they get more brawly because players have more angle options. And of course there's the CV and Sub issue, but I don't think I have to explain why they are overall bad for the game anyway. About HE spam, i never had any real issues with it (and i play mainly BB), and the ones that complain about it are usually overextending or in bad positions... i don't think it's an issue at all. Edited December 11, 2023 by MATOmalchance 1 Link to comment Share on other sites More sharing options...
Spent_AlimonyOnKitakami Posted December 11, 2023 Share Posted December 11, 2023 Asia has seen this coming far earlier than other server It simply because pushing successfully and rotating occupy the endgame in terms of movement skills that relate to game progression As stated previously it is much easier to be static and prekite. You are like a whale filtering plankton, the food comes to you, you reap the damage with advantageous damage trades. Winning the game is not your problem and you only make game winning plays when they fall into your lap or you've already absically won. It is easy and this is going to be become the new average platform of skill as players generally get slowly and slowly better. It is a passive meta because now a substantial portion of the playerbase take the easy way out and basically became what was considered the average Asia player from 2019. Why would you not do it, you can flex the big damage number and get a WR over 50% solely because you never put yourself in a damage trade that doesnt favour you, even if you lose a flank Pushing has always been hard even if inting is seen as noob behaviour, and far less player is capable of consciously executing a timed push or rotation that have far more impact on the game compared to just sitting angled on a flank and clicking LMB in a Moskva When everyone is sitting around expecting food to come into their mouths you will naturally get complaints of a passive meta, because it is two sides waiting for the other to walk at them 3 Link to comment Share on other sites More sharing options...
Project45_Opytny Posted December 11, 2023 Share Posted December 11, 2023 7 hours ago, YouSatInGum said: That said, one potential remedy is to give a much upgraded IFHE skill that gives an even larger fire chance penalty. Something like +50% pen for -75% fire chance would probably work. Flat out irrelevant for non-brawler battleships, especially British ones that has contributed much of the problem. 1 Link to comment Share on other sites More sharing options...
Aragathor Posted December 11, 2023 Share Posted December 11, 2023 (edited) Playing around with IFHE, making it worse, will just nerf the already pitiful light cruisers. The issue with HE is that it does too many things consistently. It does direct damage that cannot be bounced or angled against. The only thing you can do, is to shatter it with armor. Then, HE also sets fires, which is the main source of DoT in the game. In addition, HE also permanently removes AA and secondary armament, making it the best choice to neuter AA/secondary focused ships. HE can also take out torpedo tubes, steering, and many of DD modules. There is no real drawback when it comes to HE. Save the lack of alpha strike capability against broadsides (which is only valid against cruisers and some BBs with bad citadels). To really make HE perform adequately and in a balanced way, the base damage should be reduced, so it's subpar compared to AP. Also the permanent module destruction should go away. Then IFHE can be removed and base HE pen improved on light cruisers. Players would have a choice, solid damage from AP against broadside ships, reduced damage but with DoT when using HE. Edited December 11, 2023 by Aragathor 3 Link to comment Share on other sites More sharing options...
Unlooky Posted December 12, 2023 Author Share Posted December 12, 2023 21 hours ago, Aragathor said: Players would have a choice, solid damage from AP against broadside ships, reduced damage but with DoT when using HE. You know what you're describing is how HE works? Also the only modules typically destroyed be HE are medium AA guns and torpedo tubes. Link to comment Share on other sites More sharing options...
Aragathor Posted December 12, 2023 Share Posted December 12, 2023 (edited) 1 hour ago, Unlooky said: You know what you're describing is how HE works? Also the only modules typically destroyed be HE are medium AA guns and torpedo tubes. If HE worked like that we wouldn't be having this discussion, but it doesn't. Especially not with your empty claim that it affects "typically medium AA and torps". Edited December 12, 2023 by Aragathor Link to comment Share on other sites More sharing options...
Unlooky Posted December 13, 2023 Author Share Posted December 13, 2023 15 hours ago, Aragathor said: If HE worked like that we wouldn't be having this discussion, but it doesn't. Especially not with your empty claim that it affects "typically medium AA and torps". Part of the discussion was if HE was even an issue to begin with. You'll find that a number of users don't have an issue with it to begin with. HE has significantly reduced alpha compared to AP. If you only shoot HE with any caliber larger than 6", you are playing your ship incorrectly. Link to comment Share on other sites More sharing options...
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