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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. 13. 2011 09:35

richardphat
It is possible for SN bb6 to go 37 knots with 5 binds of ammo for all turret.
All you need to do is trimming the scout, or if you want bettter, gunners with it.
As for the bb6 range,
it is currently between nebby and kaiser.

If we dont want to screw the range data. We can fix the hitbox and sprite. But I
guess, that will be too much to ask for the developpers.

Source
http://www.youtube.com/watch?v=js7Pf-Mk57Y

It is hard to use it, but the range advantage is there. If the hitbox, was slightly but
slightly fewer by 1-2 pixels, that will do the job.

  • Re : SN things to do (recap)

    04. 13. 2011 08:06

Wloczykij
@mailman
"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."

If you want to keep current range, you should set OH speed to least 37. Let's face it,
with 35 OH speed, even turning force increase will not help much to avoid enemy's salvos
due to such hitbox.

@ljsevern
"The 16" needs to be increased to 45 degrees. At the moment its literally a 3 gun L1 with
more range and less turning/speed and damage."
Don't you think that 16" guns with 45 degrees will be a real copy of Iowa and Yamato and
much more similar to them than in your opinion current version to L1?

  • Re : SN things to do (recap)

    04. 13. 2011 07:54

Elliot2lazy
Moving the Video post here MM.

Due to these videos here the 12" guns for the SN BB4 need nerfing or taken out of the game.

http://www.youtube.com/watch?v=mSVuIPhwqbw
http://www.youtube.com/watch?v=v8gxs3jdTh4&feature=mfu_in_order&list=UL

Either give it good range with bad spread on Stalingrad or bad range with good spread, not
both. Here is the spread on the 12" guns.

http://www.youtube.com/watch?v=avL-phBkMIo



  • Re : SN things to do (recap)

    04. 13. 2011 07:25

KINGS11
The bring the turning force in line you actually nerf it back to 19 ;)

It's the speed that makes the difference.

I see it on these forums all the time, how come my ship doesn't turn as well as this bb5,
purely speed as all bb5's are 19 turning force.

  • Re : SN things to do (recap)

    04. 13. 2011 07:14

Willg210
A 39 knot SY which turns like a barge. If you swap the ranges, you have to bring the
turning force in line with all the other nations. Doesn't a SY have pretty much the same
range as an H44? Its the low angles which make it seem like the H44 has more range.

I really don't think the 110 guns are that OP when to take in to account the ship. Having
played the ship for a few days, it is a fat slow and unmaneuverable. Without the 110 guns, it
will not be competitive.

With the 110 guns at the moment any competent H44 will still kick the crap out of you. The
low angle guns, superior turning force and superior speed of the H44 outweighs the extra
damage which the Sovietsky deals.

  • Re : SN things to do (recap)

    04. 13. 2011 07:04

KinLuu
39 kn SY with H44 range.

The quads range need to be nerfed. There is no other way.

Unless you really think that a 37 kn monty with H44 range is fine.

But then you would be a moron and noone would care about what you write.

  • Re : SN things to do (recap)

    04. 13. 2011 07:03

Willg210
Im not sure about swapping the ranges on the BB5. If you swap the ranges, you will be left
with either:

37 knot montana

or

39 Knot SY

Coupled with the crap turning force, and massive hitbox, it will be the worst BB5 by a
mile. I suggest buffing the trips range to the quads and leaving the quads alone.


  • Re : SN things to do (recap)

    04. 13. 2011 06:57

ljsevern
BB6:- Turning force increase (but still less than kaiser and all the others by 1 point).
Damage Increase. Reload increase. Checks done to spread.

BB5:- Swap the ranges, however, you still have the problem of the 110's outperforming
the Montana. You need to increase the reload of the 110's. Again, spread needs to be
checked so that it is "mid ranged" spread wise;

BB4:- 12" are overpowered; I fear that reducing the angle isn't going to reduce the
armour penetration; Which is the first angle that is bounced by L1?

The 16" needs to be increased to 45 degrees. At the moment its literally a 3 gun L1 with
more range and less turning/speed and damage. Not overpowered or underpowered in
gun respect, but not SN. Reload needs to be the longest of all the BB4's. Checks need to
be made spread wise so that they are worse than the Yammy/L1, but better than the
H39/Iowa.

BB3; Sprite size really needs to come into this. The IM is so so small. Turning force and
speed needs to reflect that. On top of that, the range and damage needs to be looked at
compared to ALL the BB3's. Remember, the BB3 class is horribly balanced as it is; KM
having the best spread, range and near best damage is utterly wrong, as well as their ship
traits.

Submergance; Needs to be adjusted compared to ship size/speed and other traits. None
should be more than the US values.

  • Re : SN things to do (recap)

    04. 13. 2011 06:18

mailman
I am trying to get a general idea of the direction we seem to want to be going in...

As for submergence changes, hard for me also, since I have no idea how much effect a
change will have. I think we will ahve to try some things.

MM

  • Re : SN things to do (recap)

    04. 13. 2011 05:43

KinLuu
It is hard to give you numbers to submergeance nerfs, because we do not know the
exact values that are responsible for the submergeance aka AP hull cap.

Just tell them that they should use the US Navy ships as a reference.

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

That would be a nice idea.
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