[PRAVD] Takeda92 Weekend Tester 3,802 posts 8,478 battles Report post #1 Posted September 15, 2015 Since I am not supportive of buffing secondaries guns, mainly because they are AI controlled and not related to player skill, and since I also can see the problem of making them manually controlled, I tried to think of a solution that is both balanced, fun and is controlled by the player. One way I thought of was to introduce a new consumable for secondary guns used by battleships. The consumable is a 3 time use, just like the other ones. When not used, secondaries work just like they do now. But when activated, it gives the player a new aiming mode (like how destroyers switch to torpedo mode) and they get to manually control secondaries for a duration of time (~60-90 seconds). When the skill is active, your ship will instead control the secondaries instead of the main guns. They can be used just like any other low tier cruiser uses its main guns, like a St. Louis or Omaha. You can switch back and forth between main guns and secondaries by selecting the 1 and 2 keys (for AP and HE) and selecting the key that the skill is bound to. So when you press T for the first time, you go to the secondaries mode, press 1 or 2 to go back main guns, press T to return to secondaries. The timer on the skill will still go down when you are in main guns mode however. The skill also gives bonuses to secondaries. I am thinking something like 10-25% increase range and an increase in accuracy, but not on the cruisers level of accuracy. My main idea for the skill is close-quarters combat, so the ranges from 6-10km depending on tiers. The accuracy of these guns is something in between the accuracy of cruisers and battleships main guns. To balance it out, the skill will be an option to the repair party (HP regeneration), just like cruisers pick between sonar and AA ability. My reasoning is that you can pick one of two options depending on how you want to play your battleship, wither go the tanky with the heal or go with big damage and firepower with the secondaries consumable. I want this extra firepower to come with a price and that would be the heal ability. Your thoughts? 7 Share this post Link to post Share on other sites
IamTroublemaker Beta Tester 2,287 posts 11,047 battles Report post #2 Posted September 15, 2015 Seems legit, but would be too OP at some ships in my opinion, as you will be able to shoot AP with you guns at someone, than switch to the secondaries and spam HE quite quickly, but I like the idea, although I believe their precision should be a bit worse when you are aiming with them, to make it a bit balanced at least... Share this post Link to post Share on other sites
[PRAVD] Takeda92 Weekend Tester 3,802 posts 8,478 battles Report post #3 Posted September 15, 2015 (edited) Seems legit, but would be too OP at some ships in my opinion, as you will be able to shoot AP with you guns at someone, than switch to the secondaries and spam HE quite quickly, but I like the idea, although I believe their precision should be a bit worse when you are aiming with them, to make it a bit balanced at least... I realize that it would be for some ships (Yamato?) that's why I want to limit their range. They should be close quarters only, so if you want to use both your secondaries and main guns, you have to get really close. The duration is not that long. So you can only fire 2-3 times from your main guns during the duration it is active. As for accuracy, it can always be adjusted according to tests. I'm hoping to make secondaries more exciting and player-engaging rather than buff them for no reason. Edited September 15, 2015 by Takeda92 Share this post Link to post Share on other sites
ReaperChief Players 26 posts 1,437 battles Report post #4 Posted September 15, 2015 Since I am not supportive of buffing secondaries guns, mainly because they are AI controlled and not related to player skill, and since I also can see the problem of making them manually controlled, I tried to think of a solution that is both balanced, fun and is controlled by the player. One way I thought of was to introduce a new consumable for secondary guns used by battleships. The consumable is a 3 time use, just like the other ones. When not used, secondaries work just like they do now. But when activated, it gives the player a new aiming mode (like how destroyers switch to torpedo mode) and they get to manually control secondaries for a duration of time (~60-90 seconds). When the skill is active, your ship will instead control the secondaries instead of the main guns. They can be used just like any other low tier cruiser uses its main guns, like a St. Louis or Omaha. You can switch back and forth between main guns and secondaries by selecting the 1 and 2 keys (for AP and HE) and selecting the key that the skill is bound to. So when you press T for the first time, you go to the secondaries mode, press 1 or 2 to go back main guns, press T to return to secondaries. The timer on the skill will still go down when you are in main guns mode however. The skill also gives bonuses to secondaries. I am thinking something like 10-25% increase range and an increase in accuracy, but not on the cruisers level of accuracy. My main idea for the skill is close-quarters combat, so the ranges from 6-10km depending on tiers. The accuracy of these guns is something in between the accuracy of cruisers and battleships main guns. To balance it out, the skill will be an option to the repair party (HP regeneration), just like cruisers pick between sonar and AA ability. My reasoning is that you can pick one of two options depending on how you want to play your battleship, wither go the tanky with the heal or go with big damage and firepower with the secondaries consumable. I want this extra firepower to come with a price and that would be the heal ability. Your thoughts? What if we just get an ability similar to the Defensive AA Fire that is instead called Defensive Secondary Fire and just boost some parameters such as reload times, accuracy, range and damage for the secondary guns for a short period of time? 2 Share this post Link to post Share on other sites
[PRAVD] Takeda92 Weekend Tester 3,802 posts 8,478 battles Report post #5 Posted September 15, 2015 (edited) What if we just get an ability similar to the Defensive AA Fire that is instead called Defensive Secondary Fire and just boost some parameters such as reload times, accuracy, range and damage for the secondary guns for a short period of time? You can. I thought of that which eventually lead me to this idea. So if you are going to make a consumable why not go all the way out with it? Edited September 15, 2015 by Takeda92 Share this post Link to post Share on other sites
IamTroublemaker Beta Tester 2,287 posts 11,047 battles Report post #6 Posted September 15, 2015 You can. I thought of that which eventually lead me to this idea. So if you are going to make a consumable why not go all the way out with it? Just a consumable seems like a better option for me as well, because lets face it, you probably wouldn't use the secondary guns that much time in the heat of battle (at least I would probably get frustrated due to constant switching between guns) and a consumable could be balanced and work quite nicely... Share this post Link to post Share on other sites
Vaderan Alpha Tester 1,103 posts 2,741 battles Report post #7 Posted September 15, 2015 What if we just get an ability similar to the Defensive AA Fire that is instead called Defensive Secondary Fire and just boost some parameters such as reload times, accuracy, range and damage for the secondary guns for a short period of time? Would be a viable choice aswell, in my opinion. BBs require a second consumable anyways. DDs have smoke and engine boost, CAs have defense AAA boost or sonar and repairs at higher tiers. Maybe, the secondary guns consumable should be restricted to medium to high tier BBs, starting from tier 6, as we know it from the cruisers. A boost to low tier BB´s secondaries would be too much, i´d say. 1 Share this post Link to post Share on other sites
ReaperChief Players 26 posts 1,437 battles Report post #8 Posted September 15, 2015 You can. I thought of that which eventually lead me to this idea. So if you are going to make a consumable why not go all the way out with it? Because the defensive fire is a more probable solution for Wargaming to implement rather than making the BBs overpowered.. Share this post Link to post Share on other sites
[PRAVD] Takeda92 Weekend Tester 3,802 posts 8,478 battles Report post #9 Posted September 15, 2015 Well, even if it is just skill that enhances secondaries, they are still AI controlled, and as I said, I don't like that. I don't want to kill people with my AI guns nor I want to be killed or lose half of my HP by them. At least if someone is aiming, it will make the difference between a good aim player and a bad aim player.. someone that can multi-task and someone who's bad at it. Share this post Link to post Share on other sites
Vaderan Alpha Tester 1,103 posts 2,741 battles Report post #10 Posted September 16, 2015 AI will still fail and can be programmed to deliver "average" results. A player, trained in the use of it´s secondaries can be by far more dangerous to his targets. If the consumable would provide the ability to controll the secondary guns, WG will have to implement that consumable in a way that makes it worth using. A player won´t switch to his secondaries if accuracy and effectivity are similar or just slightly better than his main armament. In other words, those 3-4 salvos provided by the secondary guns must be effective enough to make an impact/leave a mark. DD players won´t like to see BBs able to focus the fragile ships with the additional firepower of a light cruiser... Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #11 Posted September 16, 2015 Because the defensive fire is a more probable solution for Wargaming to implement rather than making the BBs overpowered.. But wouldn't the consumable be quite similar to just buffing the secondaries? After all it isn't really all that common we get into a fight where we need the secondaries badly. And it isn't even all that common that they fire. Even something like two charges would be a massive buff as it would in my case amount of something like 100% of my secondary engagements. And that's even with the Nagato. So the way I see it, is that if we get a Defensive Fire analogue, we just got a passive buff for the secondaries, but one that would arguably be even better since it will be concentrated into limited use which we can then apply to our liking. Share this post Link to post Share on other sites
Realtbhuion Beta Tester 152 posts 2,121 battles Report post #12 Posted September 16, 2015 > BBs require a second consumable anyways. do spotter planes not count as a consumable? i mean, there is a limit to how many times they can be used per battle, other than the one imposed by the ridiculously long reload time. Share this post Link to post Share on other sites
goodman528 Beta Tester 216 posts Report post #13 Posted September 16, 2015 I remember reading somewhere manually controlled secondaries was in alpha and they found it to be too OP so it was taken out. I like the idea of consumable but I think the effect should be to increase secondaries accuracy by x% similar to the role of cruiser AA. Share this post Link to post Share on other sites
DMA27 Players 81 posts 1,712 battles Report post #14 Posted September 16, 2015 Why would that be a consumable? After all they are armament on your ship why not control them at all? How often does it come to secondaries? Share this post Link to post Share on other sites
[THROW] Takru Supertester, Players, Sailing Hamster, Privateer 3,851 posts 23,912 battles Report post #15 Posted September 16, 2015 While the idea is really nice, I somehow doubt that many people would choose it for the off chance of using it in favour of the much higher chance of using the health restore ability... Similar to the choice between spotter and fighter floatplane. Share this post Link to post Share on other sites
brayshaw Beta Tester 3 posts 6,285 battles Report post #16 Posted September 16, 2015 Great idea, but with the way fire damage is at the moment, I would never trade my damage party with a secondary control ability no matter the battleship. In most cases it is the opponents choice to stray within range of your secondary, because the battleship is the slower ship, so exchanging a consumable that you know you need for one that you might need, is a no brainer. On the other hand I do not see any problem with having a third consumable, it would just be a question about charges and cool down. A third option could be that it still was like a consumable that worked exactly like defensive fire in that it increased the dispersion of you opponent both for guns and torps for a limited time. Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #17 Posted September 16, 2015 I remember reading somewhere manually controlled secondaries was in alpha and they found it to be too OP so it was taken out. I like the idea of consumable but I think the effect should be to increase secondaries accuracy by x% similar to the role of cruiser AA. It wasn't in the Alpha, it was in their internal testing. It was that obviously overpowered that they didn't even let the testers try it out. Share this post Link to post Share on other sites
AbdelPL Players 3 posts 1,441 battles Report post #18 Posted September 16, 2015 (edited) I would also support the idea of boosting secondariness with consumable. The option to manually fire them seems reasonable. Edited September 16, 2015 by AbdelPL Share this post Link to post Share on other sites
[PLG] Leonadios Beta Tester 277 posts 610 battles Report post #19 Posted September 16, 2015 CV consumable anyone...? No...? Okay... Share this post Link to post Share on other sites
ReaperChief Players 26 posts 1,437 battles Report post #20 Posted September 16, 2015 CV consumable anyone...? No...? Okay... Smoke screen that covers your ship, but makes your planes unable to land for a period of time.. Maybe even a secodary gun ability for CVs to fend for themselves against attackers for a short while.. Perhaps also a consumable to restore planes in a squadron.. Share this post Link to post Share on other sites
[SPURD] woppy101 Beta Tester 613 posts 10,604 battles Report post #21 Posted September 16, 2015 How about a secondary gun defensive fire consumable but while its active your reload time for your main battery's doubles? Share this post Link to post Share on other sites
ApexTitan Beta Tester 38 posts 3,044 battles Report post #22 Posted September 17, 2015 My idea: emergency lockdown Gain full secondary control of secondaries for 1min, secondaries are buffed with 20% rof, range and accuacy, ship can only travel at half speed and rudder can only shift 50% each way, you loose all of the secondary batery aa dps and normal aa dps is halved, with in the duration main guns cannot be accessed, you must wait the full min to get control of them again. 1 time use consumable, takes one charge away from repair Maybe too many debufs idk, i just really wanna use secondaries nomatter the cost xD Share this post Link to post Share on other sites
AmazingFaanDean Players 32 posts 868 battles Report post #23 Posted September 17, 2015 The secondary range is less than 6km in t3 to t7 bb, so its hopeless ... Anyway you can set priority target for your secondary Share this post Link to post Share on other sites
[SERBS] RepSrb Players 653 posts 24,958 battles Report post #24 Posted November 23, 2015 CV consumable anyone...? No...? Okay... Like i said, in 1.000.000 years.... cvs have been neglected , nuke nerfed, destroyed and ruined as a class..... all classes have consumables CVs have - none. and no mention what would that be or when is going to be implemented , without any justification , just shows what amateurs wg are. Share this post Link to post Share on other sites