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kentwong4a28

Ships need a new health system to solve the problem of HE spam

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392 battles

Currently, when a external module is destroyed, the ship loses health. This mechanics allow HE shells to inflect a ridiculous amount of damage to large ships like battleships and high tier cruisers.They can be destroyed by just knocking out the external modules with HE shells ,as they have many external modules like AAs, even the HE shells do not cause any damage to the structure of the ship and do not set the ship on fire at all. The solution to this is to introduce a new health bar system to all ships.

 

All ships will have two health bars which is the health of the ship(HS) and the combine health of all the ship external modules(HEM) like main batteries, AA guns, torpedo tubes. When HS decrease to zero, the ship will be destroyed. However, the ship will not be destroyed even when HEM decreases to zero, but the ship will lose all combat capability.

 

When a HE shell hit a ship, the system will calculate the damamge the shell inflects to the structure of the ship and the external modules, and also the chance of setting the ship on fire. Damage done to the ship structure and external modules will decrease HS and HEM respectively.If the amount of explosive in the HE shell is too few to inflect any damage to the structure of the ship, the HS will not be reduced, but the HEM can be reduced. Reducuction done to the HEM will also court as damage, so the attacking ships can get exp and credits. However, if the ship is set on fire, fire damage will reduce the HS. Right now, 6 inch guns could blast a well armored heavy cruiser and heavily armored battleship to death with their HE shells which is not making any sense at all. In my system, if only small cailber HE shells are fired, heavily armored ship like battleships will be destroyed by fire most of the time which make a lot more sense.

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Update:I misunderstood the game mechanics so my idea just don't work. However, I want to point out that, when a Cleveland or

St louis cruisers are better battleships killers than another battleships, there is something wrong. Many players state that a battleship will always lose to a cruiser of the same tier in a gunnery duel, unless the battleship scores citadel hits in every salvo it fires,which is very hard to be done if the cruiser staying at long range and dodging the battleship's shells with their manoeuvrability.

 

 

Edited by kentwong4a28

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Senior Moderator
4,798 posts
1,924 battles

meh what for?

 

No combat capability in an arcade game that lasts 20 minutes max, with no recovery mechanisms = dead to all practical purposes.

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meh what for?

 

No combat capability in an arcade game that lasts 20 minutes max, with no recovery mechanisms = dead to all practical purposes.

 

No combat capability = all weapons are destroyed which rarely happened in the game.I just want HE shells to be effictive but not too effective.

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Super Tester
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No combat capability = all weapons are destroyed which rarely happened in the game.I just want HE shells to be effictive but not too effective.

 

If they rarely happen, then is there really any point to having that other HP bar?

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Senior Moderator
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No combat capability = all weapons are destroyed which rarely happened in the game.I just want HE shells to be effictive but not too effective.

 

but to what effect in game?

your system will only provide an XP/Credits pinata for the enemy once they figure out a target has no ability to return fire.

If there was a salvage/recovery mechanism in game then it would have some value to disable a ship completely so you can grab it after the battle, but without that in a kill or capture scenario I can see no point to it.

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Alpha Tester
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but to what effect in game?

your system will only provide an XP/Credits pinata for the enemy once they figure out a target has no ability to return fire.

 

 Push alt... the health bars are no secret... he would be quickly discovered by all... lol, that ship would be easy meat.

 

 

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Beta Tester
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Currently, when a external module is destroyed, the ship loses health. This mechanics allow HE shells to inflect a ridiculous amount of damage to large ships like battleships and high tier cruisers.They can be destroyed by just knocking out the external modules with HE shells ,as they have many external modules like AAs, even the HE shells do not cause any damage to the structure of the ship and do not set the ship on fire at all. The solution to this is to introduce a new health bar system to all ships.

 

This is incorrect. External modules have their own health bar, which is independent from ship's health bar. External modules can be damaged from splash damage, but ship's hp bar can only be damaged from direct HE hit that penetrates the armor.

 

Unlike tanks, ship's armor composes of multiple parts and multiple layers, most of which are lightly armored (to save weight, and allow critical components to have more armor than the rest of the ship). HE shells in order to do damage must not strike heavily armored parts of the ship, mainly the main armor belt at middle of the ship above the waterline. Other areas outside main armor belt are highly susceptible to HE damage, because they are poorly armored and easily penetrated by HE hits.

 

Separating Ship hp and External module hp is an irrelevant action when HE damage is concerned, you misunderstood how the game mechanics works. Most parts of the ship will remain lightly armored as they were designed in real life, this is how naval architecture has been since the early day of iron clad warships, thus most of your ship will always be vulnerable to HE shell damage regardless.

 

 

As for solution to this HE spam problem: Simply lower HE damage and/or chance of fire, or reduce the damage threshold of 4 main components of the ship. WG confirmed that they will nerf vessels that rely on HE spamming, whichever approach they took at solving this problem we'll have to wait and see.

 

As for the "Damage Threshold" thing, please look here:

http://forum.worldofwarships.asia/index.php?/topic/7695-dealing-damage-in-wows/

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Member
213 posts
4,335 battles

What if...

  • HE does almost no damage to ships buoyancy as OP suggested
  • HE does much more crit damage but crit damage is less critical and there are more variations:
    • Turrets/AA/2ndaries knocked out or crippled (slower rotation, slower reload) for  varying amounts of time depending on severity of hit
    • Bridge hits temporarily knock out your:
      • Range finder (ALT doesn't work any more)
      • Optics (Can't zoom)
      • Fire control (No sights!)
    • Engine hits
      • Slower steering
      • Slower acceleration/deceleration
      • Speed loss (not just on off)
  • Fires do very little HP damage but GROW-not extinguish themselves (wait for the next bullet before going apeshXt) - as they grow they have an increasing chance of causing crit damage (as above) and increasing chance of triggering a boiler explosion (crit hit/mobility impaired), secondary/AA magazine explosion (crit hit/ more fires), main magazine explosion (mushroom cloud bye bye) i.e. the fires cause almost no damage but their secondary effects will sink your ship given time
  • To deal with this, damage control parties have no cooldown but each task takes time only one task can be done at once (perhaps more on a BB) and the player (by clicking on the relevant Icon in the UI) needs to select what the damage control party does i.e. fix  a knocked out engine (x seconds) or put out that fire before it grows too big (x seconds)
Edited by Gorbon_Rubsay

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