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Cyrtox

Daring: Low and slow nerfs to hide a quite significant nerf

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6 hours ago, Rionnen_marksman said:

Tbh I thought almost all daring players used BFT anyway. It’s a gunboat, maximise your guns.

 

I dont. Not that its not a good skill I just value other skills more. Like superintendent for an extra heal or survivability expert for some more hp. 10% reload with 2.4 second reload will only bring it down to 2.26 so its a small difference compared to the other things. Even demo expert feels more worth it :D

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Vor 4 Stunden, Floofz sagte:

 

I dont. Not that its not a good skill I just value other skills more. Like superintendent for an extra heal or survivability expert for some more hp. 10% reload with 2.4 second reload will only bring it down to 2.26 so its a small difference compared to the other things. Even demo expert feels more worth it :D

This is exactly what I meant. 10% reload is 10% reload. IT does not matter of you have a base reload of 1 second or 30 seconds. The damage increase is the same.

You can still prefer SI of course. A lot of people do. But saying 10% is marginal because your reload is already fast is just wrong.

Btw SE should be standard on ANY DD anyways. Even pure torp boats.

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10 hours ago, Cyrtox said:

This is exactly what I meant. 10% reload is 10% reload. IT does not matter of you have a base reload of 1 second or 30 seconds. The damage increase is the same.

You can still prefer SI of course. A lot of people do. But saying 10% is marginal because your reload is already fast is just wrong.

Btw SE should be standard on ANY DD anyways. Even pure torp boats.

Well, sort of.
The thing with really fast reloading guns is that you can't always reliably make use of another 10% increase.
When you are in a knife fight you still often have to maneuver a bit and/or pay attention to your surroundings.

This can naturally cause some delay in between your shots, even if the guns are off cooldown.
Having even faster reload can push you slightly more into "tunnel vision mode" if you don't want to miss those extra shots, and that can (worst case) get you killed.

This doesn't always apply of course, but I'd still argue that it's not necessarily a straight 10% dps buff.

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57 minutes ago, Hirohito said:

This doesn't always apply of course, but I'd still argue that it's not necessarily a straight 10% dps buff.

 

Totally agree with this one. The argument becomes even more clear, when you look at it from the other side, aka compare the big guns with long reload. Ofc there BFT isnt the argument but the reload module in the last slot has the same effect. So, if I lower the reload of my BB by ~3 sec with that module, it CAN make the difference if I get a shot out before the enemy makes it behind the island or not. In such a case, those 3 sec reload might even buy you 50% more dpm, as the alternative is: dont get a shot out of that target at all. With BFT on small guns a situation like this is highly unlikely.

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[BOATY]
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On 4/26/2020 at 12:03 AM, lossi_2018 said:

How about not introducing OP stuff so we don't have nerfs?

 

Even better, how about nerfin wat needs nerfin and not wut doesn't ? :)

There is very large incentive for WG to introduce OP stuff and is a bonefide tried and tested system  - the simple mechanic is OP ships sell incredibly well due to the hype aurrounding them, good and bad. People complain when killed by one yet secretly desire to possess them for themselves. WG then slowly nerf them to bring them into balance. Rinse and repeat. They cash in on the human condition. There is more deliberate psychology in business than most people realise.

 

This isn't a silly conspiracy either, it's all very real.

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Wargaming has, of late, adopted a very simple method for determining nerfs and buffs. 

 

If Flamu reviews a German ship and likes it, it is regarded as being op and therefore nerfed.

If he reviews a Russian ship and likes it, it is regarded as being too weak and it is consequently buffed.

 

 

 

Alright, so I'm joking here. Kinda sorta...

:Smile-_tongue:

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Vor 3 Stunden, ForlornSailor sagte:

 

Totally agree with this one. The argument becomes even more clear, when you look at it from the other side, aka compare the big guns with long reload. Ofc there BFT isnt the argument but the reload module in the last slot has the same effect. So, if I lower the reload of my BB by ~3 sec with that module, it CAN make the difference if I get a shot out before the enemy makes it behind the island or not. In such a case, those 3 sec reload might even buy you 50% more dpm, as the alternative is: dont get a shot out of that target at all. With BFT on small guns a situation like this is highly unlikely.

Good point. That is true in specific cases. Depends on the playstyle and situation.

Btw 10% reload is actually more than 10% dpm. Easy example: 50% reload reduction would cut the reload in half, in fact doubling the DPM. Reload booster is an example for this.

Reloadbooster is actually also an example for situational reload speed effectiveness as it will double the DPM for a very short time. And e.g. Kléber which has the gun DPM of a Shimakaze is benefiting from this heavily.

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Yeah de-nerf Khaba also.

I want 10km torps and rudder shift back...

 

And here people cry about strongest TX DD.:Smile-_tongue:

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Vor 12 Minuten, Hawker_gb sagte:

Yeah de-nerf Khaba also.

I want 10km torps and rudder shift back...

 

And here people cry about strongest TX DD.:Smile-_tongue:

Kaba should get AP pens removed (Haru as well). It is just a stupid mechanic when angling hurts you.  Also it doesnt make any sense in having two dds where the mechanics are different from all the others. And rudder shift buffed to a decent level for a dd so that running concealment would at least be possible. Torps are not as necessary though (and they would need a significant concealment nerf if the range is increased).

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