[CSOL] TheKaramelka Players 241 posts 3,747 battles Report post #26 Posted December 28, 2022 3 hours ago, mdjmcnally said: And I will ask you again. what is the playstyle that you envision for this line.? not sure why this is such a difficult question, as surely when putting together a line you have an idea of how will play them so give the ship’s characteristics for that style. none of those ships that you mention are ships that build into secondaries and close in for short range engagements. kremlins have poor side protection so keep nose in, medium range. vermonts certainly do not close in with there concealment and reload time but do have decent armour unless make a mistake, thunderers again you don’t see sailing in close for scondaries, again has decemt armour unless player makes mistake. kremlins and thunderer tend to see more medium range, one nose in the other more movement based. vermonts tend to be long to medium range. so 3 different style of play which with 3 nations would expect. this ship line to me with out you answering my question regarding envisioned playstyle seems confused. on the one hand good concealment and secondary’s and manoeuvrability and hydro indicating close in style. Mbrb allows you to get off some shots for a short amount of time not consistently, damage repair etc helps but isn’t going to keep alive to brawl close in with your secondaries. on the other hand Shorter range main guns, weak armour and slower reload indicating more of a more medium distance and kiting which with the manoeuvrability will help from taking hits which needed with the poor armour, however the hydro and secondaries become less to build into with here. Hits you do take can repair dame too, hiwever won’t be using the secondaries here. I even provided what I thought maybe the idea of sneak in with concealment, ambush unload guns and then dodge to disengage, however you seem to have ignored that for some reason. I am NOT asking for a mega ship that can press W, roll my face on keyboard, destroy everything and then sail off towards the CV and then take that down as well, any more than you want an echo chamber, where everyone tells you, well done, you are fantastic, you should be WG ship design team lead. what i am asking is how you see the ships being used as I am seeing contradictions in the characteristics been given, initial thought was close in brawl but then going to take high damage, hence why gave my original short answer and then afterward when expand you say I type to much. These ships at the moment seem confused, you seem to have a vision of where going but I am just not seeing it from the original post or subsequent ones. so how do you envision this ship line been played? It is written that the ships do not have a high firing range, but good accuracy: it means ships of medium range. L-Logic. Regarding the Thunderer, you yourself said that the ship does not glow, due to this it lives - this branch has even better visibility - these ships are bad. L-Logic. What is the logic then in the medium range of combat for St. Vincent, with a huge 25mm Plating, and a high citadel, and even worse a repair party. 3 hours ago, deathsadow said: The idea sounds nice , except for the Uses British battleship HE shells part ... we dont need more HE spammer BBs. If we really want to add them some Unique shell combination, go with Short Fuse RN AP with improved pen angles (like Mino, but with much larger caliber) but reduced alpha like 9800-10500 ish range on high tiers and Standard AP with standard alhpa in the 12000 ish range but improved not so slow shell speed.. The proposed armor layout , and the range and shell speed suggest that the proposed ships would be a high skill BB line anyways, so might aswell go with a high skill AP loadout with flexibility between the 2 AP shell type. This would also add some dedicated playstyle to the ship, the short fuse AP, good camo, and MBRB would make it a dedicated Cruiser hunter, while the standard AP let you play like a typical RN BB with AP. You have invented ST.Vincent's branch: conventional HE shells and Short Fuse RN AP 3 hours ago, deathsadow said: Damage Control Party takes 90 seconds to cool down — like cruisers — much faster than 120 seconds on most other battleships. This sounds again a bit of a overkill with the Super Heal in place already, those should cover for a hell of a lot fire dmg. 67,900 - worst heat points among all T10. Are you sure that this will be enough for their survival? 3 hours ago, deathsadow said: Secondaries have much higher accuracy and shorter reload time in comparison to her counterparts. What would be the caliber and the range for those ? Each ship is written separately, even the weight of the shells is written. Range at level 10 will be 8 km without pumping Share this post Link to post Share on other sites
[VICE] JohnMac79 Players 1,872 posts 18,680 battles Report post #27 Posted December 28, 2022 21 hours ago, TheKaramelka said: Please excuse me for making a second proposal for an alternative branch of Britain, but I just really like them very much, very beautiful ships and quite cool, so I am drawn to them and I made a second proposal for a branch of British battleships. Tech tree features: Pros: Excellent concealment for a battleship Read this far, and that was enough to say a big fat no. 2 Share this post Link to post Share on other sites