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  • SN things to do (recap)

    04. 13. 2011 05:32

mailman
New thread to compile some general things from the previous one (which was cluttered a lot).

Please discuss this before we can make a proposal based on the discussion results here.

I gathered the ideas here in short (personal opinion included):

Starting with the BB stuff:

All
Submergence adjustment: please discuss a possible percentage/value I can give to the devs

BB3

IM especially needing a submergence nerf (maybe more than others ?)
Durability maybe an option also (22400 -> 20000 for instance ?)

BB4

12" this seems overpowered. With current damage and spread, range is to long. Could be
adjusted to 43 angle, that reduces the range slightly. Changes to shells will mess up
other ships.

BB5
Swap ranges of the 100 and 110 guns ? That way the extra damage for the 110's can be
accepted ?

BB6

Turning force increase.
Range is currently supposed to be in between nebby and kaiser. Will be very hard or even
impossible to really tweak it in the millimeter categore of changes. Hope we can stay away
from that.

P.S. IM, KS and Stalingrad (with 12") share shells. This will make it difficult to
adjust anything on them. If we agree that all ships will work with a damage nerf on those
shells we can do it, otherwise we will need to stay away from the shells as much as we can)

  Index

  • Re : SN things to do (recap)

    04. 14. 2011 16:33

clemo85
The range is the KEY to being able to push, he who has the range has the greater pushing
ability. Hence why even though their damage is poor, KM can push all day long.

Hell, even an SY can push a Monty or Alsace.

And as I have said several times (and has been mentioned by angus) the SN has and is more
defence orientated (say about a 70:30 ratio) than the other nations (which are closer to a
50:50 ratio or 60:40 offensive ratio); in otherwords SN is a pefect HA defending nation.
So why change it to a more offensive nation? Wouldn't that take away from their 'uniqueness'?

:EDIT;

Your also judging the SN capability by GB, play it in HA and/or fleet battles and built up
your evidence as to why it should not be nerfed and should be buffed or left alone.

  • Re : SN things to do (recap)

    04. 14. 2011 16:26

Terriles
nebby has more range than amagi and 40 degree with also h4x hangtime? o.0

  • Re : SN things to do (recap)

    04. 14. 2011 16:18

clemo85
There are several ships that can push other ships back, like L2s can push SYs and Montys
while H44s can push L2s.

Give me an explanation as to why a nebby can push an Amagi easily.

  • Re : SN things to do (recap)

    04. 14. 2011 16:02

Willg210
We aren't talking about rushing, we are talking about pushing. A Nebby can push an Amagi
pretty easily.

But you can play an Amagi offensively, it has the highest turning force of any BB6, this
allows you to sling pretty far. SN ships do not have this option.

  • Re : SN things to do (recap)

    04. 14. 2011 15:45

clemo85
*Its the L2s 40 degree guns which make it very hard for a SY to push it (yes those other
factors contribute, but its not the main one).*

Ok, lets reverse the roles slightly and jump up a tier.

I've had several games where I have been sailing in my Amagi and end up against a 40knt
nebby or 40knt QV. Their tactic? Rush.. My tacitc? Drop the angle by 5 degrees and BANG..
40-60k damage and a BB6 running with its tail between its legs.

Now the Amagi may only have a slower speed by 1knt, but the Amagi's speed did not affect
the fact that the enemy BB6 with a lower angle gun had to run after my salvo. The Amagi is
more of a defensive based BB and as far as I can tell that is the main reason people do
not like it, because people cannot go on the offensive as much as people like to with it.

SN is similar in that its BB characteristics lean/push them towards a defensive BB nation.
So I ask again, why push for it to be offensive instead? Because your gamestyle is not
defensive in nature?

  • Re : SN things to do (recap)

    04. 14. 2011 15:44

ljsevern
Lets have a patch to switch the ranges, see how it turns out; We can obviously switch
engines ingame to adjust ship speed without doing any patch changes; however we can't do
turning with engine changes ingame.

  • Re : SN things to do (recap)

    04. 14. 2011 15:40

flamingpanda
Please don't balance it for GB. That's retarded.

Balance it for fleet leagues, and HA settings if possible.

  • Re : SN things to do (recap)

    04. 14. 2011 15:37

richardphat
My question is how are we going to balance it in GB.
If we, now, got to focus and balance it in GB, we got to completely re-do the whole
NF balancing.
Because you know, there are stuff which is completely overpowered, especially
certain ship and other underpowered.


Yet, tons of unrelated to BB class happens in GB. SS,CV, stack AA team blinding you.

We can`t ignore them if we were to balance ships according to shared xp room.

But then the idea, why are we willing to balancing completely different class ship?


Then, we could save ourselves from hardtime, if we were to focus only in a same
class ship, which result as balancing in BB room.





@
Also, L2 suffer from displacement with 3 guns with high lvl crews.

  • Re : SN things to do (recap)

    04. 14. 2011 15:36

Willg210
Its the L2s 40 degree guns which make it very hard for a SY to push it (yes those other
factors contribute, but its not the main one).

And why would u slow ur L2 down to 37 intentionally?

  • Re : SN things to do (recap)

    04. 14. 2011 15:28

flamingpanda
A ship that can defend well has it's own value as well.
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