Do you guys think the HE fire chance needs a nerf? Playing battleships is so frustrating at times since your armor is completely irrelevant against fires. You can counter 1 fire with a repair party, 2 or more simultaneous fires and you'll be taking damage equal to eating a AP salvo unless you use a repair party...only to be burned again when all of your consumables are on cooldown.
I think the main thing that's needed to nerf is the fire chance percentage, because once you translate that to the amount of fires you can start per broadside salvo, it's quite scary:
Tier 5 Cruisers (since this is the highest Tier I've reached so far)
Kotovsky: 8% fire chance, 8 shots per salvo = 12.5 salvo for 100 shots = 0.64 fire per salvo
Krasny Krym: 8% fire chance, 8 shots per salvo = 12.5 salvo for 100 shots = 0.64 fire per salvo
Mikoyan: 11% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.65 fire per salvo
Konigsberg: 8% fire chance, 9 shots per salvo = ~11 salvo for 100 shots = 0.72 fire per salvo
Yahagi: 13% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.76 fire per salvo
Murmansk: 12% fire chance, 7 shots per salvo = ~14 salvo for 100 shots = 0.86 fire per salvo
Hawkings: 15% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.88 fire per salvo
Exeter: 15% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 0.88 fire per salvo
Furutaka: 17% fire chance, 6 shots per salvo = ~17 salvo for 100 shots = 1 fire per salvo
Omaha/Marblehead: 12% fire chance, 8 shots per salvo = 12.5 salvo for 100 shots = ~1 fire per salvo
Emile Bertin: 12% fire chance, 9 shots per salvo = ~11 salvo for 100 shots = ~1 fire per salvo
Kirov: 13% fire chance, 9 shots per salvo = ~11 salvo for 100 shots = ~1.2 fire per salvo
Essentially, most cruisers at T5, on average, guarantees a fire per 2 salvos, with some with having a good chance of fire for every salvo. With Demolition Expert it might as well be a fire per salvo for most if not all the T5 cruisers. Combined with how quick cruisers reload, burn damage is arguably the most consistent large damage source for cruisers, except for the Germans and Emerald as they mainly rely on AP.
Of course, I know that RNG doesn't work that way. You could have fired 20 salvos with zero fires ignited, you could fire a salvo that ignited 2 or even 3 fires, you could/ the dispersion caused you to miss shots that could have caused fires, some of your shots shattered etc. But on average, a fire per broadside salvo from rapid-firing cruisers just makes armor and angling somewhat irrelevant, since it's guarantee damage unless countered by consumables. This made battleships especially vulnerable against them since they have a long burn time and a long consumable reload time.
I would prefer all the HE shells to work like the German HE: low damage, decent pen to ensure consistency, with the occasional chance to lit fires. Fires should still be kept of course since small caliber guns (cruisers, DDs, secondaries) still need a way to do damage to heavily armored targets, but I think the fire chance should be drastically lowered. Or the burn time/damage could be dramatically reduced, similar to how long floods last/damage done by floods.
What do you think?