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Ranork

Add some more Historical anomolies

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[HMASW]
Beta Tester
50 posts
6,287 battles

Dear WG Dev's.

To add some more realistic and historical accuracy to the game have you considered the following?

 

1. A minimum arming distance for all torpedoes,

2. Not all torpedoes ran or exploded, these were commonly known as DUDs how about putting in a random chance that torpedoes hitting but don't explode, or some of them their batteries (salt water activated) would not start up and torpedo would not run?

 

You could then introduce a Commanders skill to overcome this or at least lower the percentage.

You have RNG in shells so why not torpedoes?

 

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Beta Tester
2,083 posts
5,169 battles

Dear WG Dev's.

To add some more realistic and historical accuracy to the game have you considered the following?

 

1. A minimum arming distance for all torpedoes. (including air drop torpedoes)

2. Not all torpedoes ran or exploded, these were commonly known as DUDs how about putting in a random chance that torpedoes hitting but don't explode, or some of them their batteries (salt water activated) would not start up and torpedo would not run?

 

You could then introduce a Commanders skill to overcome this or at least lower the percentage.

You have RNG in shells so why not torpedoes?

 

 

1. there's already an existing  arming distance for all torpedo.

2. no, we dont want more RNG. torpedo hardly hit their targets anyway. with 4-10% compare to guns 30+% hit rates. they also take lots of times to reload unlike guns. we don't wanted unreliable torpedoes.

Edited by yansuki

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Moderator
4,163 posts
1,874 battles

1. This already exists, and is actually pretty accurate, distance wise, 

 

2. Terrible, terrible idea for gameplay balance. Shell RNG is entirely in the dispersion, and even so, average accuracy is already around 20-30% (which is many, many times higher than real-world accuracy). Torpedo accuracy in game, however, is absolutely horrendous (10% torpedo hitrate is already considered insanely good, in-game). Adding RNG to whether or not torpedoes would fail to explode would push torpedo effectiveness even lower than it already is. 

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Member
205 posts
11,846 battles

Torpedoes hardly hit now you want them to have a chance to do nothing at all ? Awesome.

 

As if detonation is not "historical accurate" enough. What's next ?

A chance to have your engine not working at the start of the game or at the middle of the battle for no reason ?

A chance to have your torpedo/magazine exploded on your ship just because ? (A crew inside a ship do something wrong)

A chance to have your ship not respond to your command because Conning tower got hit ?

 

While we're on this subject. Can we have stealthy type 93 torpedoes back for historical accuracy's sake ?:popcorn:

Edited by MikuChrome

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Member
1,859 posts
5,797 battles

unless you are planning on ranting here saying 'why all my 15 torpedoes failed to arm' every single day, the second idea will not work. This is a game not a simulator.

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Member
1,859 posts
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Torpedoes hardly hit now you want them to have a chance to do nothing at all ? Awesome.

 

As if detonation is not "historical accurate" enough. What's next ?

A chance to have your engine not working at the start of the game or at the middle of the battle for no reason ?

A chance to have your torpedo/magazine exploded on your ship just because ? (A crew inside a ship do something wrong)

A chance to have your ship not respond to your command because Conning tower got hit ?

 

While we're on this subject. Can we have stealthy type 93 torpedoes back for historical accuracy's sake ?:popcorn:

 

Radar guided shells too please, constantly active radar for USN ships and super OP .50 cal that can even work against ships

 

oh yeah also add T XI bomber that can drop a nuke

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Super Tester
1,459 posts
6,906 battles

1. Torpedoes have a minimum arming distance

For ship launched torpedoes, they don't arm until 1 second of travel. 

For air dropped torpedoes, they don't arm until 5 seconds of travel.

 

2. Yeah how about we implement dud rounds for Battleships as well. Maybe engine troubles also. 

 

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[TDA]
Alpha Tester
1,706 posts
7,273 battles

How about this-

 

Return to port to find that your wife has left you for a foreign serviceman?

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Super Tester
2,725 posts

Dear WG Dev's.

To add some more realistic and historical accuracy to the game have you considered the following?

 

1. A minimum arming distance for all torpedoes,

2. Not all torpedoes ran or exploded, these were commonly known as DUDs how about putting in a random chance that torpedoes hitting but don't explode, or some of them their batteries (salt water activated) would not start up and torpedo would not run?

 

You could then introduce a Commanders skill to overcome this or at least lower the percentage.

You have RNG in shells so why not torpedoes?

 

 

1. Sir, did you really play your torpedo-armed ships (e.g. destroyers, and some cruisers)? The answer is yes, torpedoes do have arming distance.

2. No, denied. My friend told me the German G7 torpedo & US Navy's Mark 14 torpedo had records of premature detonation & misfire, and I agree it happened. But given the simplified/arcade-based gameplay environment, your suggestion does not suit to the game at all.

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Member
181 posts
7,631 battles

1. Torpedoes have a minimum arming distance

For ship launched torpedoes, they don't arm until 1 second of travel. 

For air dropped torpedoes, they don't arm until 5 seconds of travel.

 

2. Yeah how about we implement dud rounds for Battleships as well. Maybe engine troubles also. 

Can we get an ability to incapacitate consumables? So for example, some unlucky DDs won't be able to escape right away with their smoke :trollface:

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