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Flavio1997

Actuation time for consumables

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[JR-IT]
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Guys i have to admit that i have enough of all those radars in dds and especially all those AA monsters that right now there are in the game. Especially i have enough to see 40% wr player in a cruiser, that i engage when they are already engaged with 3 of my allies, so they have something "more important to look at", have an "i win button" that throws off all my tb/db drops because those consumables activate immediately at the press of a button. So my idea, in order of importance where i would put this change: for def aa, radar and hydro would be to put an actuation time (delay) between when you press the button and when the consumable becomes active ( i think about an 8-10 sec delay)  so that:

1) if a cruiser is sleeping, is engaged with something else, i can nuke him ( it's focus fire, so teamplay and the game should reward and promote that). The same works for a bb escorted by a cruiser

2) if a dd sees an american cruiser ( which concealment is on par with his radar range), it can have enough time to at least start the turn the get the crap out of there/get in cover

3) if you fire torps, the enemy hasn't got an "i can see everything" button ( or also when fighting the germans dds, that goes into the cap, pop hydro and smoke and you haven't go time to react.

 

Of course to counterbalance that i would reduce the cooldown of the consumable so that the downtime remains the same

what are your thought?

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[POI--]
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No. Regardless of what WR that cruiser has, if you fly into defAA, expect planes to die. It's the exact thing defAA is supposed to accomplish. Making it hard to kill the ship that has defAA. What's the point in having defAA if it has some silly delay making it potentially useless if someone drops you before it even kicks in? If there are combinations like Belfast or Cleveland with detection range just a bit over radar range or Atlanta, with AA range past air detection, such is a feature and should be addressed for these ships specifically, not damn everyone to have crappy consumables that need a setup timing before being actually useful.

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[RAGE]
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So you're basically asking to be able to flat out nuke cruisers before they can protect themselves?

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[JR-IT]
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1 hour ago, Streef_ said:

So you're basically asking to be able to flat out nuke cruisers before they can protect themselves?

nope, because you see the planes 8 kms away, and you know if they are coming for you, so you activate the a consumable (you can bait it even now)

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[YARRR]
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Honestly I wouldn't mind seeing a 1,5 second delay to punish cruisers that pop DFAA instantly harder.

8-10 seconds tho? Hell no.

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5 hours ago, El2aZeR said:

Honestly I wouldn't mind seeing a 1,5 second delay to punish cruisers that pop DFAA instantly harder.

8-10 seconds tho? Hell no.

In a sense, low and mid-tier players already suffer such punishment by mismanaging their floatplane fighters: some put it in the air at the very start, thus having it on cooldown by the time the strike comes, while others wait until the last moment. And floatplanes do have a delay in their proper activation: they spend a few seconds taking off. But I agree: instant activation is a bit over the top, yet by setting the consumable warm-up too long players, particularily non-CV ones, will discard it, doubting its usefulness.

 

Apart from that, it'll become a slippery slope if consumables begin to receive such treat. What if the same was applied to radar, hydro, smoke...? People are unable to think about timing and management in the current form for the most part, so adding (too many) activation delays will make them even more frustrated. The interface, at least for the usual classes, is now a bit more responsive, but I still remember when you had to wait an extra couple of seconds or so before hitting damage control or repair after they went off cooldown, because either the client or the server simply couldn't accept a new request for them that soon.

 

Salute.

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[EST]
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8 hours ago, Flavio1997 said:

nope, because you see the planes 8 kms away, and you know if they are coming for you, so you activate the a consumable (you can bait it even now)

So right now i have to let you fly into half of my AA range for not to be baited for 0 plane kill defAA time, and you want it to be useless with that activation time? Or should i panic every time i see planes coming towards me so u can come back some time later bc u assume i used it or you will notice it at max AA range?

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[JRM]
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Sorry m8 but no, i am sort of cruiser main-ish and cruiser is supposed to be hard counter to cv strikes, so no... DFAA should stay at instantaneous activation however damage bonus of it should be reduced and aa range in general should also be reduced, maybee even limit dfaa to mid range/short range auras and cap their radius to 3.5km (or so) max and give long range guns only MCFAA bonus bit that is an entierly different discussion

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[NWP]
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Well, for this 40% WR player hope isn't lost yet:

- whilst playing a cruiser and being engaged by others he had enough situational awareness to spot your planes;

- he then also remembered that he had DefAA equipped and used it.

 

Doesn't sound like most 40% WR players I encounter...

 

On your proposal: nope, just bait DefAA and give it another go. The delay your propose is gonna make it way to hard to properly manage DefAA.

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[RAGE]
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10 hours ago, Flavio1997 said:

nope, because you see the planes 8 kms away, and you know if they are coming for you, so you activate the a consumable (you can bait it even now)

Ok so if you can just bait the consumable now, why do you need the delay.

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[SCRUB]
[SCRUB]
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2 hours ago, Estaca_de_Bares said:

Apart from that, it'll become a slippery slope if consumables begin to receive such treat. What if the same was applied to radar, hydro, smoke...? People are unable to think about timing and management in the current form for the most part, so adding (too many) activation delays will make them even more frustrated.

Actualy smoke has such a delay too.

As a DD main I can still renember the old time when you could press T even when going full speed and vanish instantly. Then get spotted again because of going too fast and then vanish again as you managed to slow down enough. Those "blinking" DDs where a thing of major annoyance to some back in the day so they introduced such a delay by the time they introduced the RN CLs.

 

Delay on Deff AA should never be 2 secounds or more though. Hightier planes are just too fast.

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7 hours ago, Miessa3 said:

Actualy smoke has such a delay too.

As a DD main I can still renember the old time when you could press T even when going full speed and vanish instantly. Then get spotted again because of going too fast and then vanish again as you managed to slow down enough. Those "blinking" DDs where a thing of major annoyance to some back in the day so they introduced such a delay by the time they introduced the RN CLs.

True, there's a delay of a second before the first puff appears. As for speed and staying in smoke regarding RN CLs, I found out that you had to be at 22 knots and slowing down in order to remain inside of the last smoke circle when the line was introduced. WG changed that later, though (slight time increase in smoking up IIRC, so you don't run out of it). DD smoke blinking still happens at a certain speed threshold or while turning away at full speed, although less noticeable due to the rendering.

 

Salute.

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