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torp launchers destroyed

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WG, can you please remove the total destruction of torp launchers on destroyers? This is already the second time I have this on the Kagero in a week. And I don't mean something like someone shoots at me - torp launcher broken - repair - shot again - permabroken

 

No. Something shoots at me (this time first shot in my direction) and boom "torpedolauncher destroyed".

 

Another hidden stat for dds? I think I have had this once in a battleship, in 3000 games.

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Happens on my Minotaur or Neptune from time to time. Has to be a fairly direct hit so it happens, get the captain skill to reduce this or stay hidden more. Nothing else for it to be honest. :Smile_honoring:

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3 hours ago, HotshotJimmy said:

Happens on my Minotaur or Neptune from time to time. Has to be a fairly direct hit so it happens, get the captain skill to reduce this or stay hidden more. Nothing else for it to be honest. :Smile_honoring:

I have the captain skill and the module of course. It's a Kagero, how unhidden do you think I try to be in general?

 

3 hours ago, Flid_Merchant said:

Try playing Mutsu then.

There's a big difference between losing a turret or a torp launcher. Getting stuck with 1x4 torps makes it essentially useless.

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I am talking about Mutsu's torp launchers, although they are hardly essential as they are to a DD granted.

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Splash damge from HE on thinly armoured weapon systems? Most aim for the center of the target and that's where the torps are located on a DD and being a DD most use HE as the munition of choice. I normally load HE in both my BBs and CLs at the beginning of the game for the yolo DD in the cap so I can reduce his chance of torping me or my team mates in return.

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I completely disagree and think that more damage to ship subsystems (and more subsystems are required) instead of the hull would be better.

 

Right now it is extremely difficult to destroy main guns on ships. You can disable them for a short time but you can't destroy them anymore. I remember a time when guns would get destroyed and I actually liked it. It was a really good tactic when fighting. Try to defang your opponent and then sink them. Now we just brawl away at each other waiting for health bars to disappear. Very dull.

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Have to agree with Spuggy there. You dont want items broken on your stuff, you should play games that do not involve explosive combat?

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1 hour ago, Spuggy said:

Right now it is extremely difficult to destroy main guns on ships. You can disable them for a short time but you can't destroy them anymore. I remember a time when guns would get destroyed and I actually liked it. It was a really good tactic when fighting. Try to defang your opponent and then sink them. Now we just brawl away at each other waiting for health bars to disappear. Very dull.

Good old times with Atlanta losing half your turrets in a game, or with Ognevoi being a torp boat after 5 minutes :Smile-_tongue:

And the time when BBs aimed for each other turrets was nice "You stay bow on? I take down your guns" 

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22 minutes ago, Juanx said:

Have to agree with Spuggy there. You dont want items broken on your stuff, you should play games that do not involve explosive combat?

Then again, WG stated that they avoid perma destruction of gun turrets because it's a frustrating experience - but for some reason this only applies to DDs. In fact, DDs in this aspect are screwed twice:

1. Torps reload longer than any other weapon so even briefly disabling their torps (unless fully loaded) means a long reload

2. DDs are the only class that can realistically lose a big portion of their armaments

Basically, WG decided that it's not a good idea to have ships receive directly diminished combat potential for the rest of the match BUT for some reason this new philosophy never got applied to the class that's the most likely to suffer for it due to how closely packs their weapon systems are and how few hitpoints they have. Oh, the joys of spending a match in a 1-launcher Shima because I got briefly spotted trying to contest a cap and got some fire - including one BB HE shell...

It doesn't happen very often but I don't remember last time losing a turret in a cruiser and I'm pretty sure I NEVER lost one in any BB. If WG likes permanent module destruction, they should extend it to other classes. If they don't, perhaps they should just get rid of it and replace it with either varying repair time (where heavier damage means longer repair) or with what now is destruction leading to impaired reload for the rest of the battle, making it a big problem but still not one that makes you feel useless for the whole match (sucha a perma-debuff should, of course, be "available" to all classes, be it damaged trop launcher, turret or plane lift).

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1 hour ago, Spuggy said:

I completely disagree and think that more damage to ship subsystems (and more subsystems are required) instead of the hull would be better.

 

Right now it is extremely difficult to destroy main guns on ships. You can disable them for a short time but you can't destroy them anymore. I remember a time when guns would get destroyed and I actually liked it. It was a really good tactic when fighting. Try to defang your opponent and then sink them. Now we just brawl away at each other waiting for health bars to disappear. Very dull.

 

37 minutes ago, Juanx said:

Have to agree with Spuggy there. You dont want items broken on your stuff, you should play games that do not involve explosive combat?

Excuse me? You did read the original post, yes?

 

If BBs regularly had their turrets destroyed, sure. Even then they will still have most of their firing power. Sometimes I lose turrets, just repair and problem fixed. Like stated above, that I lost that turret again (whic makes it unable to repair, hauptturm explodiert and fun like that) has happened to me sometimes (extremely rare) on cruisers. One a battleship: ONCE.

 

The recent example I described was a first volley fired at me, AP. Nothing to repair, whatever, just torp launcher gone for good.

 

What I'm against is having only one class, DDs, having to really suffer with this mechanic.

 

Why do I even bother. This has apparently already been accepted as a regular mechanic. If cruisers or dds suffer, too bad. If BBs have a (perceived) weakness, cry havoc, whine to wargaming and everything will be fixed in next patch.

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10 minutes ago, Migulaitor said:

Good old times with Atlanta losing half your turrets in a game, or with Ognevoi being a torp boat after 5 minutes :Smile-_tongue:

And the time when BBs aimed for each other turrets was nice "You stay bow on? I take down your guns" 

I miss those times. True, some RU DD's suffered far too much from the mechanic but I remember fun times on team speak when my friends were laughing cause they literally had no guns left.

It was hilarious at times. I do remember brawling with other BB's and we both having multiple detroyed guns. Limping away from the fight after sinking them, looking at my utterly battered BB with 50% of my firepower destroyed and looking all bent out of shape gave me the feeling that I actually had a hard fight.

Perhaps a universal consumable could be used to repair destroyed subsystems. Maybe only one or two charges per game to bing the turrets back online. Maybe that would help and then we could have subsytem destruction again.

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Could be worse,

Remember a battle in a North Carolina where within the first 5 mins both front turrets were destroyed, 

that was fun for the rest of that game 

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3 hours ago, Spuggy said:

I completely disagree and think that more damage to ship subsystems (and more subsystems are required) instead of the hull would be better.

 

Right now it is extremely difficult to destroy main guns on ships. You can disable them for a short time but you can't destroy them anymore. I remember a time when guns would get destroyed and I actually liked it. It was a really good tactic when fighting. Try to defang your opponent and then sink them. Now we just brawl away at each other waiting for health bars to disappear. Very dull.

 

Can I just say this still happens, alot. Taking out a Hindenburg's or Zao's guns in my Minotaur is fairly easy, you have to know where to aim. They will be "incapacitated" maybe 2-3 times BEFORE they're destroyed but taking out guns or launchers is quite easy with AP. So its not like the mechanic doesn't exist anymore. It does and is still very effective. Took out both turrets on a Des Moines at 6km so he went for the ram, finished him with torpedoes. 

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1 minute ago, HotshotJimmy said:

 

Can I just say this still happens, alot. Taking out a Hindenburg's or Zao's guns in my Minotaur is fairly easy, you have to know where to aim. They will be "incapacitated" maybe 2-3 times BEFORE they're destroyed but taking out guns or launchers is quite easy with AP. So its not like the mechanic doesn't exist anymore. It does and is still very effective. Took out both turrets on a Des Moines at 6km so he went for the ram, finished him with torpedoes. 

Replay or it didn't happen :Smile_hiding:

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4 minutes ago, Spuggy said:

Replay or it didn't happen :Smile_hiding:

 

If I had a YT video of a mate doing something similar would that suffice?

 

 

He takes out the second turret but the bow shields the first one. STILL POSSIBLE. Proof enough now?

 

14min 20secs to see it happen. He doesn't finish him with torps BUT the gun is completely destroyed.

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You can always ram them.

Get a Die Hard on a DD like real men do.

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2 hours ago, eliastion said:

I NEVER lost one in any BB.

Have you ever driven an Izumo? If i remember correctly there was a match where I lost all three Turrets on mine...

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Just now, cyri_96 said:

Have you ever driven an Izumo? If i remember correctly there was a match where I losts all three Turrets on mine...

 

Ye I'm sure Flamu showed that off on one of his videos, took out the lads three turrets in the space of two minutes. I don't remember losing a gun on my Minotaur but I have lost 1-2 on the Neptune before and the Launchers on both ships will/can be destroyed with one ap hit from a cruiser. 

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Before the buff to the HP of turrets and laucher i had few matches on US DDS with 4 out of 5 guns knocked out and one with all lauchers out of combat and only 1 guns still able to fire.

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On 29.6.2017 at 10:05 AM, Spuggy said:

I completely disagree and think that more damage to ship subsystems (and more subsystems are required) instead of the hull would be better.

 

Right now it is extremely difficult to destroy main guns on ships. You can disable them for a short time but you can't destroy them anymore. I remember a time when guns would get destroyed and I actually liked it. It was a really good tactic when fighting. Try to defang your opponent and then sink them. Now we just brawl away at each other waiting for health bars to disappear. Very dull.

 

Permanent destruction should not happen easily and often. Changing repair times depending on amount of damage or separate repair skill for (not any more so) permanently destroyed subsystems could work.

 

One problem with permanent damage is randomness. In close quarters good player might be able to make such damage intentionally, but lot of fire happens in ranges where even hitting a ship is down to RNG. Having a turret or two, or torpedo launcher, going permanently out of game because you happened to get some random shell through turret roof at beginning of battle would not be so satisfying.

 

Another major problem is here:

 

22 hours ago, cyri_96 said:

Have you ever driven an Izumo? If i remember correctly there was a match where I lost all three Turrets on mine...

 

I had similar experience (before turret hp raise). Around half way of battle I still had about 2/3 of ships hit points available and few repairs unused but had lost all three turrets on Izumo. I was nothing more than shell magnet for rest of the battle. Very funny. :(

 

Yes for increased importance of subsystem damage.

Big NO for permanent removal of main armament (guns or DD torpedoes).

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5 minutes ago, Gnomus said:

Big NO for permanent removal of main armament (guns or DD torpedoes).

But I'm also proposing that we have a universal consumable with one or two charges that will repair destroyed subsystems. Perhaps give it a 30 second run timer and brings the subsystems back to life at the end of the cycle.

The idea is that more damage goes into the subsystems of the ship (but is still recorded as damage dealt by the aggressor to get their much needed rewards) and less into the hull. Players of curisers that get insta deleted from a good volley fired from long range will feel their match has been less "ruined" if that volley just cripples their combat effectiveness instead of leaving them with 150 HP. They could then limp into a safe area, hit their repair destroyed equipment consumable. Wait for everything to come back online and then continue.

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On 30.6.2017 at 0:46 PM, Spuggy said:

But I'm also proposing that we have a universal consumable with one or two charges that will repair destroyed subsystems. Perhaps give it a 30 second run timer and brings the subsystems back to life at the end of the cycle.

The idea is that more damage goes into the subsystems of the ship (but is still recorded as damage dealt by the aggressor to get their much needed rewards) and less into the hull. Players of curisers that get insta deleted from a good volley fired from long range will feel their match has been less "ruined" if that volley just cripples their combat effectiveness instead of leaving them with 150 HP. They could then limp into a safe area, hit their repair destroyed equipment consumable. Wait for everything to come back online and then continue.

 

In that case damage is not "permanent", but falls under "Yes for increased importance of subsystem damage."

 

As I said, having things go broken so they can never get back to action is bad. If there is way to repair them or their performance suffers then it's ok, even if it would take some time. 

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