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Paladinum

[Random Rant] Gun range

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The game is full of long-ranged kiters, DDs have to do everything that has tactical meanings, and WG just don't care about it. Why are BBs and spammers allowed to have range at all? Just to stay farther away from the action?

 

ONE

Some ships in the game MUST NOT be allowed to have the option of GFCS Mod 2.

This includes: almost all, if not all DDs, many BBs with gun range more than 24 km (either before or after the upgrade), some cruisers.

Especially these ships: Musashi/Yamato (already has 26+ km), Conqueror 419, Republique, Harugumo, Henri IV, Moskva, Worcester, Colbert, Smollength.

 

TWO

Spotter Planes CANNOT be a consumables for a number of ships.

Especially BBs with 24+ km stock gun range.

 

More people pick Reload mod anyway, but people should not have those choices to begin with. I have to quote Mr. Goldblum here... Replace "scientists" with "people" in general.

jeff goldblum.gif

 

I haven't even touched on accuracy at long to max range yet. That's a whole difference issue, but tied to this issue regardless.

Edited by Paladinum
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This OP is just full 100% Idiotic and Harshing the Game,

 

TL,DR; it's a game, not a realistic simulator you [Redacted, Data Expunged]

 

If you want realism sake, just go play Silent Hunter, or any of the Ship simulator like Steal Ocean

Edited by BIGCOREMKP0I
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[LYNMF]
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if dont have more range how to snipe from the back and keep ship shiny..think about it!!!

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Yes I know BBs had massive range irl and all that, but imo gameplay wise BBs as a "tank" class should not have so much range. I mean, what other game or Moba gives its tank class the longest range in the game?

It makes 0 sense from a gameplay design standpoint. It just means your tanks will start sniping instead of, you know, actually tanking damage.

 

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I say let them keep the range, but exponentially worsen dispersion beyond 2/3rds max range to 200%

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I really do not think the module matters that significant for DD & BB on said list ... The logic behind the suggestion also do not hold up ... Its just wishing for others not having the mean so to benefit a certain play style namely a style that place oneself way out way back so to snipe and farm with relative immunity. Its by such upgrade that the game made it so that players cannot just sit and farm and that is in itself a good measure though it do contribute to ever increased ranging between the two side and I see whats needed is instead this upgrade should apply to both guns and torps

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It's a two (maybe even three) edged sword.

The longer the range, the easier it is to WASD escape the incoming shells..and a mod place get used up that could be better utilized.

I have no probs with peeps handicapping their own ships.

 

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If people choose to shoot at those ranges then good luck to them.   Anti summed it up by saying they handicap themselves by not getting into the optimum range to shoot.  

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Me: *writes this thread*

Also me: *put GFCS 2 on GK, Hiddenburger and Salem Witch* 

:Smile_facepalm:

Why do I do this to myself?

Edited by Paladinum
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33 minutes ago, Paladinum said:

Me: *writes this thread*

Also me: *put GFCS 2 on GK, Hiddenburger and Salem Witch* 

:Smile_facepalm:

Why do I do this to myself?

 

xhss9.jpg

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43 minutes ago, RalphTheTheatreCat said:

 

xhss9.jpg

Will replace them with Reload mod when I have the credit (not Salem tho) :Smile_hiding:

Edited by Paladinum

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I do agree dispersion should be tweaked to reflect ranging inaccuracy but that should apply to all guns all ships

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11 hours ago, dejiko_nyo said:

I say let them keep the range, but exponentially worsen dispersion beyond 2/3rds max range to 200%

Yes that's how dispersion should be. I remembered the last time Paladinum wrote the exact same suggestion as yours. But then, he over complicating it by removing this and that. 

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As someone whom literally takes IFA as the first skill on most ships, I have no problem against these Hitman's wannabes. However I do agree there must be a more serious drawback for the sniping playstyle.

WG did a nice job on the Russian BBs which reward the players nicely if they are willing to tank while at the same time they punish the snipers that play in a selfish manner.

2 hours ago, Paladinum said:

Will replace them with Reload mod when I have the credit (not Salem tho) :Smile_hiding:

Salem is actually better with the Reload Mod though. SHS-spamming every 4.8 sec can shred almost all cruisers instantly (Stalingrad will suffer broken guns a lot).

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[PATEN]
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Why not gun mod range on Yamato 

Kappa

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1 hour ago, mr_glitchy_R said:

Yes that's how dispersion should be. I remembered the last time Paladinum wrote the exact same suggestion as yours. But then, he over complicating it by removing this and that. 

It's complicated because it SHOULD, if not MUST, be.

Edited by Paladinum

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Realistic/non-realistic simulation this game is (take whatever you pick), but battleships are horribly balanced in the gameublo.

If it were an RPG, a battleship would be the equivalent of a Fighter+Mage hybrid - Able to spam fireballs safely from a distance, and when you close on him, you realise he is wearing plate armour while still spamming fireballs at you and you realise his healthpool is more than that of a regular fighter.

If it were TF, it would be a Sniper with the constitution of a Heavy.

Can you see the problem?

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12 minutes ago, dejiko_nyo said:

Can you see the problem?

CVs IRL: "What problem?"

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3 hours ago, Paladinum said:

It's complicated because it SHOULD, if not MUST, be.

Why so?

 

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6 minutes ago, mr_glitchy_R said:

Why so?

Ships in this game are of different types, and of different designs. 

For example: cruisers should get more clemency from the accuracy penalty at range because they already have short range. BBs like GK and Bourgogne already have very short main gun range, so then shouldn't be subjected to the same penalty ships like Conqueror, Republique or (especially) Yamato/Musashi. They will be penalized, but not as harsh.

Edited by Paladinum
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55 minutes ago, Paladinum said:

Ships in this game are of different types, and of different designs. 

For example: cruisers should get more clemency from the accuracy penalty at range because they already have short range. BBs like GK and Bourgogne already have very short main gun range, so then shouldn't be subjected to the same penalty ships like Conqueror, Republique or (especially) Yamato/Musashi. They will be penalized, but not as harsh.

But not all cruisers have a long range guns. A penalty will be given to a ship that firing their guns that exceeds 20km regardless of class. A cruiser dealing with a bad accuracy shouldn't be a big problem because they can still spamming HE at BBs while wiggling until it dies.Just look at Atlanta tho. But yes BBs that has a bad dispersion shouldn't receive too much penalty.

I think that removing spotter planes or GFCS mod 2 from every BBs is a bad idea. If you really insisted to do that, at least don't remove it. But limit its use.

For spotter plane, limit its ability to only detect ships from behind an island or predict a ship that hides inside a smoke screen. Because that's the primary function of this consumable. Hence the name 'spotter'.

For GFCS mod 2, limit its ability depends on the ships main advantages. For example Conqueror will receive a fire chance nerf when mounting this upgrade. Or accuracy nerf for Yamato.

Also, who TF would mount a range mod in the first place? Even if so they do, shells won't hit the target accurately.

Edited by mr_glitchy_R
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2 hours ago, mr_glitchy_R said:

I think that removing spotter planes or GFCS mod 2 from every BBs is a bad idea.

No, just remove from any BB that has more than 22km stock gun range, or any BB with more than 24 km range after mounting the upgrade.

 

2 hours ago, mr_glitchy_R said:

For spotter plane, limit its ability to only detect ships from behind an island or predict a ship that hides inside a smoke screen. Because that's the primary function of this consumable. Hence the name 'spotter'.

I have never understand why Spotter should increase gun range to begin with. Why is that even a thing? For me, I would change Spotter to a more reliable source of vision - spot torpedoes and ships as good as ships, not aircrafts, for example.

 

Anyway, I think I have mentioned how unfair it is for T9/10 ships being the most powerful ships in the game, even with stock stats (or all B modules for tech tree T9), to gain more power with Upgrades in Slot 6.

Upgrade in Slot 6 should be nerfed by add in drawbacks, and currently, GFCS Mod 2 has no drawback, unlike Torp Mod 3 or Main Battery Mod 3.
Mounting GFCS Mod 2 should increase reload time by about 15%.
The drawback on Main Battery Mod 3 is completely meaningless if you just kite away. It should also have another drawback like worsening accuracy.
Torp Mod 3 should also reduce torpedo tube traverse speed slightly.
AA Gun Mod 2 and Secondary Mod 2 are fine as they are, as CVs are few and far between and barely anyone would use a secondary build nowadays.

 

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For every KM of gun range there should be an increase in dispersion. Depending on the ship and shell it should be adjusted accordingly. Or reduce map size. This camping needs to be addressed.

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15 hours ago, mr_glitchy_R said:

For spotter plane, limit its ability to only detect ships from behind an island or predict a ship that hides inside a smoke screen. Because that's the primary function of this consumable. Hence the name 'spotter'.

I would also add; make spotter plane capable of spotting torps like it used to do. Especially since there are more stealthy torps now than there were back then. Fighters may or may not have the same capability again.

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Why all the rage about long range shooting? That's the easiest to dodge if you're paying attention, or you can use the captain skill to help you dodge more effectively. Either way shooting at long range should already be unrewarding.

I rarely use the range increase mods/upgrades, because they rarely are useful. So yeah take em away if you want.

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