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GOMBEE8626

ST, new mechanics and consumables

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There will be closed testing of new mechanics and consumables for the new possible game mode:

  • Fuel Smoke consumable. By injecting fuel into the smoke stack the ship is covered by the smoke screen, but for the less time than using Smoke Generator. This consumable allows the ship to move at full speed and still be in the smoke screen;
  • Smoke Shells consumable, which allows setting smoke screens at range by main caliber guns;
  • Semi-armor-piercing shells - a new type of shells, which has high damage and low armor penetration. Like armor-piercing shells, these new shells can't start the fire;
  • Near-shore concealment - ship ability, lowering her detection range near the shores. The ability is activated automatically if the ship is not moving or moves at low speed.

These are early prototypes and their names, parameters and properties may change during testing.

Please note that the information in the Development Blog is preliminary.

  • Cool 1

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2,027
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I'd like to know this new stuffs will appear for what version, 0.8.5 or 0.8.6?

Edited by MatterCore

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2,204
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I like the last one. Island huggers like me definately like the last one.
Semi-AP sounds similar to RN CA shells. Short fuse with AP damage.

IMHO, these the smoke are gimmicks for the French DD line. The question is, are these new "changes" going to deter people from sniping at range?

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sorry do not see the point here, right now the main issue with any stealth is there is no stealth courtesy of over saturated Aerial elements and Radar, and first smoke & reduced  concealment around shores cannot do anything to Radar, and 2nd the said changes do not allow ships that rely on speed and stealth to get into close range where they can effectively utilize their weapons ( aka most DD and CL ) all it does is create yet more " hide around terrain " opportunity for CA and BB and allow them to smoke up for likewsie ( smoke shells ) ; Radar should be made as it is , not able to penetrate landmass and range reduced , on the other hand Hydro should all get their range buffed 

the issue remain, game balance mean each and every ship type must be allowed their play same effectiveness, CA can do it, BB can do it, CV can do it , now CL and DD must be given that too , and tha mean they can remain stealth in their weapons effective range ( especially for mid tier where their torp range can be as low as 6KM ) and launch with enough leeway for speeding in and out .. stealth and speed, snipe and run that's how you WG spec out the DD and CL , and you had to give them that in game , this is not so now

Semi Armor Piercing shell, this is really only used in big guns in BB caliber .. could they be useful .. yes are they really needed, questionable , wha's needed is to give surface torpedo what the really had in real life historical setup, all torp equipped ships should had 3 torp setup choice , default speed, default speed, default detection range ; but on top add increased speed + reduced range + increased detection range & decreased speed + increased range + decreased detection range .. real life Torp are adjustable before launch to maximize their effectiveness just as guns had and can choose different type of shells, torp can be launched with adjusted setting ( on ships, not on aerial torp which is optimized for aerial drop )

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