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RedStorm1

PLEASE change Manual Secondaries Captain skill to include Autofire

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There is a fundamental flaw in your thinking WG!

 

YOU EXPECT US TO DEDICATE 5 POINTS for this skill and suddently we lose the AUTOFIRE capability (acts like a proximity warning to me, while I am focused on my big guns against main targets.

PLEASE KEEP THE AUTOFIRE ENABLED as long as we do not manually select a target!

 

I feel I need to clarify this even further as some people confused the meaning of this:

The secondaries should autofire just as without this skill (i.e. normal dispersion) at all targets nearby.

If we manually select a specific target, then they should fire with the improved dispersion -60% only at the selected ship.
If we de-select a specific target, they should return to "normal" mode i.e.
 autofire (normal dispersion) at all targets nearby.

 

.... it should offer reduced dispersion against manually picked target and otherwise work automatically with no bonus.

 


 

 

 

 

There is a SECOND point:

Secondairies fire only when the field of fire permits it (unlike AAA). During that time, the guns who can not lay fire on the target are idle.

Thus, when the available secondaries shoot at a target, why must the others stay silent instead of shooting at other ships? It is not logical to me.

PLEASE ALLOW THE SECONDARY GUNS THAT CANNOT AIM AT THE SELECTED TARGET, TO SHOOT AT OTHER TARGETS OF OPPORTUNITY (at normal dispersion rates). It does not make sense why your secondaries on the other side of the ship remain silent, even if there are enemies nearby.


 

 

I understand it is probably a big programming challenge to do part two of this post (focused fire with improved dispersion on one side of the ship when the other side shoots with normal dispersion at all targets).

 

 

 

PS. Sorry for the capitals and rant tone, I understood that some people got caught by the style and missed some of the content. 
 

 

 

Edited by RedStorm1
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I think the autofire can be something that you loose. But loosing capability to shoot other targets is totally illogical like you say. Guys in the ship should be doing their damnest to sink enemy other side of your ship after captains fire command.

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Weekend Tester, In AlfaTesters
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IS THAT SO IMPORTANT YOU NEED TO OPEN MULTIPLE TOPICS?

 

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IS THAT SO IMPORTANT YOU NEED TO OPEN MULTIPLE TOPICS?

 

 

 

I presume you are too ignorant to know the difference between the secondaries and the AAA guns.

 

 

The secondaries fire only if their field of fire permits it.

 

 

The AAA is treated as an "aura" around the ship so, actually all AA guns are considered firing at the enemy planes, even the ones where their field of fire would normally prevent it.

 

 

Edited by RedStorm1

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Supertester
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Change the daily number of topics someone is allowed to create WG!!

 

WTF are u doing?

 

On topic,just no....

 

The last thing i want is someone keeping the normal secondary fire and also have the "reduced RNG" secondaries skill. 

 

No thanks,i dont want an instawin button for close quarter fight. You have to make sacrifices.

 

You dont like it? Change skill

Edited by Mister_Greek
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If you cannot keep an eye on the flow of battle in between salvos, then that's your fault, not the game's. I never have trouble designating secondary or AA targets even in the midst of fighting.

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But he is right about one thing:

For example a NC can make her aa so powerfull that it is regardless from which angle I fly, my Shokaku planes will die. The NC just has to avoid pressing 'P'...

With manual secundary skill they can be very deadly to enemies. But I have much more to do then with aa. Most of time I have to show (some) broadside cause of the firing arcs! The target selection isnt the real issue...

 

So both automatic systems compared that secundary skill is too expensive.

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Let us choose up to two targets, so secondaries on both sides of my ship can be shooting. While the skill improves the accuracy it also decrease your secondaries damage potential by half (in theory). But when you select on target, the secondaries on the other side won't shoot even if there was second ship nearby. I would change that.

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So both automatic systems compared that secundary skill is too expensive.

 

This. This is exactly what pxxxx me off.

 

in combination with this:

http://i1036.photobucket.com/albums/a445/redstorm66/shot-16.09.07_00.30.22-0293_zpssbtmj0pg.jpg

millions xp for the next point! Taking this into account, the "alternative cost" of one 5 points skill is astronomical if you realize that you will never be able to have another 4 or 5 point skill for your captain since nobody can grind zillions of xp...

 

 

If it were a 2 or 3 skill, I would not mind but at a cost of 5 points, I would be expecting that at least, there would be no trade-offs when selecting this skill.

 

And again, my point is why is there a trade off?

Automatic firing of the secondaries is standard in game.

So why must I have no autofiring when I chose the "most expensive (5 points) captain skill"???

If I select a specific target (for advanced firing accuracy) and lose the overall firing to multiple targets, I understand (to a limit: Why should guns on the other side not shoot at normal rates as in real life?).

But why as long as I do not select specific targets, why should I be worse off that the normal situation without skill?

 

 

This is where I see the flaw in Wargaming's logic

 

 

 

 

 

 

Edited by RedStorm1
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No, they are called manual skills by purpose. For them needing manual selection at least requires little bit of multitasking skills. If they are too challenging for you, don't use them. Thou art not worthy.

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[FIFO]
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It is fine as it is.  The 18 points restriction is fine as it is.  Stop whining.

 

It is comical that you then screenie the Bismarck when its secondaries are performing exceptionally well as they are.

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No, they are called manual skills by purpose. For them needing manual selection at least requires little bit of multitasking skills. If they are too challenging for you, don't use them. Thou art not worthy.

 

If you want to play this card, then why cannot you even multitask more and select another target for idling guns?

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It is comical that you then screenie the Bismarck when its secondaries are performing exceptionally well as they are.

 

Interesting how constraint your view is.

EXACTLY BECAUSE OF THIS, I can realize the penalty of losing autofire.

 

 

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Supertester
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Now imagine Bismarck with autofire AND secondary skill:trollface:

 

True balance comrade

 

And i dont even want to think about Yamato secondaries.....

Edited by Mister_Greek

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If you want to play this card, then why cannot you even multitask more and select another target for idling guns?

 

Yeah why not? That would be a great feature.

 

 

LOL

Come back to me the day you will have an 18 captain yourself and you understand what it takes to grind captains. Until then,

 

One would imagine that mighty player who has 18 point captain, would be able to manually select targets. But wait, his profile is private as well... something to hide? :trollface:

Edited by makhot
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Interesting how constraint your view is.

EXACTLY BECAUSE OF THIS, I can realize the penalty of losing autofire.

 

 

 

I have 5 point secondaries on my Yamato so I am perfectly aware of how this skill works and what are the pros and cons of it.  If you can't keep on eye on ship proximity to you because you are 'focussing your big guns' then the problem is you and your situational awareness.

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Now imagine Bismarck with autofire AND secondary skill:trollface:

 

True balance comrade

 

And i dont even want to think about Yamato secondaries.....

 

 

I do not understand what you are trying to say.

Normal Bismarck and Yamato have autofire so no change.

If you add the skill, then you should decide whether to leave the normal autofire work as always or, select one target for focused fire.

Tell me where is the fault in my logic???

WHERE did you see the imbalance???

 

 

Addition:

Do you realize how many Captain XP you need to grind for this skill??

1,209,000 XP (if you get it as 14-15-16-17-18 point)

So, you put over 1 million xp to get a skill which removes your option for normal autofire? This is not balance, this is madness.

 

Just for reference, here is the list of xp you need for the last realistic five skills you can ever get:

 

 

Point

14

XP

136000

 
  15 179000  
  16 231000  
  17 294000  
  18 369000  
  19 9999999  

 

 

Edited by RedStorm1

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This. This is exactly what pxxxx me off.

 

in combination with this:

http://i1036.photobucket.com/albums/a445/redstorm66/shot-16.09.07_00.30.22-0293_zpssbtmj0pg.jpg

One million xp for the next point! Taking this into account, the "alternative cost" of one 5 points skill is astronomical if you realize that you will never be able to have another 4 or 5 point skill for your captain since nobody can grind zillions of xp...

 

Take a closer look maybe? That's not one million, that's ten million. :P

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Yeah buddy i'm sure WG will change not one but two skills to please your [edited]. How about you use the damn minimap or don't use the skill.  WG owe's you nothing, you seem to think you are entitled just because you hit a cap with your commander.

 

Let this thread die, Just someone whining nothing to see.

 

And IF i SEEM overly AGRESSIVE it's BECAUSE you HAVE pretty MUCH been A [edited]TO everyone THAT doesn't SHARE your OPINION.

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 How about you use the damn minimap or don't use the skill.

 

WG owe's you nothing,

Well the fact that you suggest using the minimap with this skill means that you have never used it yourself. So, you could hardly consider your comment as a qualified input to the discussion. Unless, you have a minimap that is different that mine...


 

And, for the money I put to WG, they do owe me a hell of a lot!


 

 

 

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My experience with Manual Secondaries is that is a sidegrade, not a true upgrade. It is the most expensive kind, too. There are better skills for a battleship captain. The only reason to take this skill is for fun, watching the fireworks, and change the boring battleship gameplay a little (not improving the performance of the ship).

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