ThatZenoGuy Posted May 21, 2021 Posted May 21, 2021 1: "Bleed damage". Undamaged segments take damage when destroyed segments take a hit. I understand why this was implimneted because otherwise ships could rapidly become unsinkable. But now we have the opposite issue. 1 million shots to the tip of an unarmored bow of a superdeadnought by a 2 inch gun can in theory kill said ship. Ridiculous, lazy programming, and unrealistic. Bleed damage should not pass through areas armored enough to stop said hit in the first place, and realistically when a segment takes too much damage it should become 'black' and be excluded from the damage model to simulate that entire area is just unable to prevent damage anymore. 2: Flooding. Flooding is hit and miss, sometimes a single salvo 1 hit kills the largest ships for no good reason and other times you can hit a ship with 400 14 inch shells on every single centimeter of its hull and it'll get 10% flooding. A hole is a hole, a pump is a pump, how is it so hard to program in a simple system of 'x pumping capacity and deep penetrating holes cannot be 'patched up' inside of combat'? Use your brains devs, you guys are making a naval simulation game while also acting like your limit of boats is bathtub toys and sticky tape. 3: HE should not be as effective as it is ingame. I find it hilarious that 15 inch HE does more damage against super dreadnoughts than 15 inch AP crossing the T. Explosive shells were effective against DD's and CL's, even Yamato's 18 inch HE shells would not have done much damage against peer battleships. In any case HE should be far more effective against superstructures at least. 4: Superstructures. Just like flooding sometimes a single salvo takes out the superstructure, rear superstructure, funnels and more. Other times a battle lasting REAL LIFE HOURS fails to dent the superstructure which had, historically, ZERO ARMOR. This is unbelievable and takes me out of the game. Keep it simple, shell hits superstructure? Damage. No hit? No damage. If I see another 20 inch AP shell 'bounce' off some thin steel sheeting I will personally send the devs to a gulag. 5: Funnels. Remember when this game first came out and funnels could be destroyed? Well I sure as hell cannot remember the last time I could even hit a funnel, yet alone destroy one. Dunno whats going on here but it needs to be fixed, immediately. 6: Fires/Ammo Rack/Flash Fire. RNG is not fun, never will be fun, and has no place in a naval game. Ammo did not take 100 AP rounds and shrugged them off in reality, and neither did they explode because a 5 inch DD shell hit the bow of the ship causing a tiny fire for half a second. Keep, it, simple! Ammo racks should have visible HP, realistic locations, and reasonable resistance to fires/flooding/fragments. No more guesswork, we're adults and we demand to be given every bit of information we need to actually play the bloody game. 7:Ridiculous armor profiles. In reality the 18 inch Yamato guns could pierce 30 inches of armor at point blank. In game you can rather easily stack krupp 4, and 15 inches of armor onto most ships to become immune to the most powerful real life gun ever made...At point blank. This is just silly and it needs to be re-tuned. Armor should ALWAYS use "actual thickness" with modifiers to said thickness based on what it is. Example for what we have right now. 10 inches of 'iron' = 5 inches of steel. What we SHOULD have. 10 inches of 'iron' armor protection= 5 inches, 10 inches of steel protection= 10 inches. You could not realistically armor a ship with 30 inches of armor plating by the sheer virtue of 30 inch armor plates being basically impossible to build in the first place, heat treatment just won't be possible and you'll end up with a plate worth 20 inches anyways. 2
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