[BONI] MoveZig Players 1,622 posts 20,823 battles Report post #1 Posted December 20, 2022 I think this is one of the rougher edges of the game in terms of basic game mechanics (i.e. not ship balance). Some mods are just objectively worse on average. Magazine modification: Providing partial protection against an extremely ill-advised game mechanic that shouldn't exist anyway. AA Guns Mod 1 / Def AA Mod 1: Even if you always partner up with a CV and thus always have a CV on the opposing team, there's no guarantee you'll be targeted. Even then, the effects are very questionable. Who would take these instead of a mod that is always useful like Main Battery Modication 2? Depth Charges Modification: Oh, please. If you actually manage to get on top of a SS, it's probably as good as dead anyway, or you'll get torped before you're done pooping DCs. Which probably happens every 1 in 30 matches for DDs, or 150 for most CLs/CAs. And again, same problem as the AA mods, no guarantee that a SS will even be in the match, or on your flank, or careless enough to get caught. Putting this in the same slot as Prop Mod 1 and Steering Mod 1 is a joke. Torpedo Lookout System / Ship Consumables Mod 1: Though not useless most of the time like the previous ones, competing with Concealment Mod and Steering Mod 2 makes them a very hard sell. I don't know how many people use these, and TLS in particular seems like a crutch, a newb trap. Submarine modifications: It's pretty clear you're supposed to use both rudder mods, and alternatives have not been considered. Their effect is just far disproportionate to the other options. 1 2 Share this post Link to post Share on other sites
[NOCIT] EgyptOverseer Players 650 posts 6,924 battles Report post #2 Posted December 20, 2022 Mods or consumables that are entirely reliant or dependent on a specific type of "ship" being in the match are just poor design. No consumable or upgrade choice should be rendered useless if the matchmaker fails to include in the match a possible target. It has been this way forever, even when AA was actually something that worked somewhat, and there has never been any discernible attempt to fix this. Back then you also had to choose between weak standard consumables or spend on premium consumables instead. 1 Share this post Link to post Share on other sites
[V-I-P] deathsadow Players 816 posts 11,045 battles Report post #3 Posted December 20, 2022 3 hours ago, MoveZig said: I think this is one of the rougher edges of the game in terms of basic game mechanics (i.e. not ship balance). Some mods are just objectively worse on average. Magazine modification: Providing partial protection against an extremely ill-advised game mechanic that shouldn't exist anyway. AA Guns Mod 1 / Def AA Mod 1: Even if you always partner up with a CV and thus always have a CV on the opposing team, there's no guarantee you'll be targeted. Even then, the effects are very questionable. Who would take these instead of a mod that is always useful like Main Battery Modication 2? Depth Charges Modification: Oh, please. If you actually manage to get on top of a SS, it's probably as good as dead anyway, or you'll get torped before you're done pooping DCs. Which probably happens every 1 in 30 matches for DDs, or 150 for most CLs/CAs. And again, same problem as the AA mods, no guarantee that a SS will even be in the match, or on your flank, or careless enough to get caught. Putting this in the same slot as Prop Mod 1 and Steering Mod 1 is a joke. Torpedo Lookout System / Ship Consumables Mod 1: Though not useless most of the time like the previous ones, competing with Concealment Mod and Steering Mod 2 makes them a very hard sell. I don't know how many people use these, and TLS in particular seems like a crutch, a newb trap. Submarine modifications: It's pretty clear you're supposed to use both rudder mods, and alternatives have not been considered. Their effect is just far disproportionate to the other options. Magazine modification: We also have a flag to counter that dumb mechanic 100% chance , this mod is totally useless and IMHO should be removed. AA Guns Mod 1 / Def AA Mod 1: Here not only the module but the whole AA system needs a rework, even if you are fully kited to AA , if the CV can dodge the flak he will drop you anyways. And yeah i dont think any AA module can compete with a Main Battery module, AA module should have a separate slot for it to ever be considered. Depth Charges Modification: Again, the whole submarine stuff is a mess, and yeah its simply not worth to pick it up. Torpedo Lookout System / Ship Consumables Mod 1: Yup those 2 are not bad perks, but they are nowhere near in performance to the Concealment Mod and Steering Mod 2. Torp lookout should probably moved to one of the early slots ( 1st or 2nd maybe) It would see far more use in the low level torps soups. The consumable Mod is very niche, and the mere 10% extra uptime hardly ever worth the trade, WG should probably buff it to a higher % or add CD reduction or extra charges on top to consider it a viable alternative to the other 2 module. Submarine modifications: I got no clue on that one, i tried the subs in testing , they were boring, so i havent looked much into them. But honestly probably we are better off if WG dont touch this part, the Cpt Perks only got worse with their rework ( Cruiser one is outright trash compared to the old version) , so it is better to have a few useless modules than a WG style rework. 2 Share this post Link to post Share on other sites