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_DarthGunny_

detection after firing

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With so many dd`s being put into the game that are more gun-based. It is my opinion that surely its time for the detection time after firing to be reduced. The french and the new german dd`s would be a damn sight more playable

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The current detection increase duration works well and allows players to react to suddenly appearing opponents.

Making it shorter would make it a lot harder to fight enemies.

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I can see OP's point, it seems odd that the bloom on a DD's pop-gun lasts as long as the fun cannons on the Yamato but at least we have enough concealment (on most maps) to force the reset. It requires DDs to be more selective about when to fire, ensuring there's an escape route or at least give themselves options. It'd be interesting to give staggered bloom times depending on gun calibre but that might introduce a level of complexity that WG want to avoid, having removed stealth firing way back when.

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3 minutes ago, BrinklyWolls said:

I can see OP's point, it seems odd that the bloom on a DD's pop-gun lasts as long as the fun cannons on the Yamato but at least we have enough concealment (on most maps) to force the reset. It requires DDs to be more selective about when to fire, ensuring there's an escape route or at least give themselves options. It'd be interesting to give staggered bloom times depending on gun calibre but that might introduce a level of complexity that WG want to avoid, having removed stealth firing way back when.

 

This could be done by giving BBs a longer bloom duration than 20 secs. But giving DDs less than 20 secs would be bad for the game. BBs could easily live with 25 secs or so.

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This is a terrible idea, and would throw the balancing of the game seriously out of whack if this were implemented. And I say this despite mainly playing gun focused DDs right now.

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I would say, make it reload +5 seconds thus if you fire constantly you will be constantly spotted. 

It may be reasonable to have limit on 10 sec minimum just to make it bit easier for players to react. 

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41 minutes ago, _DemonGuard_ said:

I would reduce the bloom duration for DDs to 15 s, keep cruisers at 20 s and increase it for BBs to 25s.

This I can get behind.

 

Also it is hilarious that if the main gun on a DD and a secondary gun on a BB is the same caliber when it fires the DD gets visible but the BB won't. Why? Cos...reasons...

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3 hours ago, arttuperkunas said:

This is a terrible idea, and would throw the balancing of the game seriously out of whack if this were implemented. And I say this despite mainly playing gun focused DDs right now.

Hey @arttuperkunas what rock you been living under for the last few years, balance in the game doesn't exist !

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Don't really see this as an issue. Lowering this bloom will make it that much harder for CA to bring guns to bear if a DD opens up on the other flank.

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32 minutes ago, Humorpalanta said:

Also it is hilarious that if the main gun on a DD and a secondary gun on a BB is the same caliber when it fires the DD gets visible but the BB won't. Why? Cos...reasons...

I feel like secondary guns should expose ships too, based on the maximum firing range of said ships' secondaries or something

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Vor 38 Minuten, LegacyBunn sagte:

I feel like secondary guns should expose ships too, based on the maximum firing range of said ships' secondaries or something

Which BB has more secondary Range than concealment? I guess its already done.

 

Vor 1 Stunde, Humorpalanta sagte:

This I can get behind.

 

Also it is hilarious that if the main gun on a DD and a secondary gun on a BB is the same caliber when it fires the DD gets visible but the BB won't. Why? Cos...reasons...

In most cases you can already see the bb sooner as its sec can fire. So what to change? Or should the BB be visible for its 20km mainbattery range because of its secondary is firing?

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26 minutes ago, Spezieh said:

Which BB has more secondary Range than concealment? I guess its already done.

Smoked up BBs..

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Vor 15 Minuten, LegacyBunn sagte:

Smoked up BBs..

Ok yes i agree. But how is their concealment benefit different from dds in smoke? Or why should it be? 

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7 minutes ago, Spezieh said:

Ok yes i agree. But how is their concealment benefit different from dds in smoke? Or why should it be? 

Depending on the DD, you can get spotted from 4km+ in your smoke after firing a single gun, but BBs can sit 2.01km away from you in a smoke with all their secondaries (with even higher caliber) blazing without getting spotted.

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Gerade eben, _DemonGuard_ sagte:

Depending on the DD, you can get spotted from 4km+ in your smoke after firing a single gun, but BBs can sit 2.01km away from you in a smoke with all their secondaries (with even higher caliber) blazing without getting spotted.

Ok thats a missmatch that should be changed.

 

But how big is the impact on actual games? A BB sitting in smoke and secondary range is an easy target for torps. The sec is still dreadful unprecise or hitting only the belt on short range. So a BB sitting in smoke not using the main gun doesn't seem like a winning tactic whatsoever. 

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It's almost as if that concept was already in the game once and they got rid of it for very good reasons

 

:cap_yes:

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yes, make the ship class that can only really be countered by itself even less counterable once the opposition is dead

remove radar too while your at it 

 

and if BB secondaries had the same range and accuracy as those same guns had on a DD they can have stealth downsides

but now they are just a lightshow, eventho they are firing from a much more stable platform with better targeting equipment and a higher elevation 

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7 hours ago, _DarthGunny_ said:

With so many dd`s being put into the game that are more gun-based. It is my opinion that surely its time for the detection time after firing to be reduced. The french and the new german dd`s would be a damn sight more playable

Dont take the range upgrade and fewer will shoot at u once u killed the ship spotting u ?

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Gun bloom of bigger and smaller calibres has been discussed for years and WoWs seems to not to be inclined to change anything, even when good ideas were proposed (like  5 sec + (gun calibre in cm seconds) which would help smaller calibres going undetected faster with larger guns having no chance to go undetected when firing continuously)

Won't happen..

Instead we get cruisers calling in airstrikes because... well.. reasons...

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10 hours ago, _DarthGunny_ said:

With so many dd`s being put into the game that are more gun-based. It is my opinion that surely its time for the detection time after firing to be reduced. The french and the new german dd`s would be a damn sight more playable

So you want dds who require a consumable to see most of the time unless they actually are spotted or use their guns to have even more BS fantasy stealth tech?

 

giphy.gif

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Yes and no, that fix would not work very well. I'd say you'd have to overhaul the whole spotting mechanics and change the game balance, but not everyone here would welcome those changes.

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the main problem and  hyperunlogic is: 

 

both cases when you out of your spot range: 

 

1. when you fire, and you hide in smoke..you are still detectet !!!!

 

 

2. when you fire, and you hide to island, you desapeare..when you run out from island you  detected again!! 

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3 minutes ago, citaDELer said:

the main problem and  hyperunlogic is: 

 

both cases when you out of your spot range: 

 

1. when you fire, and you hide in smoke..you are still detectet !!!!

 

 

2. when you fire, and you hide to island, you desapeare..when you run out from island you  detected again!! 

  1. That is what the smoke firing penalty is for...
  2. That does not happen anymore, unless you are regularly spotted
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