Naval EC should not become another version of standard Naval Battles

I’d agree if you couldn’t see torpedoes in the water at 20km and have upwards of several minutes to both spot and evade them. Although there is still valid concern for the apprehension; it’d give defenders a fairly big advantage.

It’s also why I’d shrink the torpedo net radius a bit as compensation and add a respawn timer on the cap so you can’t just spawn in, dump torpedoes, get killed and repeat ad infinitum.

IE if you spawn on defensive point A, you can’t spawn on it for x amount of time. This idea would definitely need some refinement though.

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Yeah. A big problem is that with 22 ships in the japanese fleet that can all fire the type 93 long lances with up to 20 km distance you could basically send endless barrages of torps of which one hit kills almost every ship up to 8.7 out of your spawn. Not even the spawn timer to play the same ship again on the same spawn helps with that. Shimakaze: 15 long lances. Die. Akizuki, 8 long lances. Die. Agano, 16 Mod 1 long lances. Die. Back in shimakaze. 15 Again. Now imagine 2 players doing that. Yeah, nah ill play my battleship on another part of the map, no thanks :-D

Youd have to be absolutely suicidal to sail into that knowing whats coming towards you in any ship. Even a sojuz has to get lucky to survive one hit midships. And they are not that easy to dodge going at 93 kph iirc.

IMO the torpedo nets prevent or at least weaken such tactics at least a bit. You have to sail for a bit (not too much though) on most caps to get your torpedos to work. And if you manage to survive you need to sail back and are on a hefty reload timer. And to finally cap the point the enemies NEED to have a ship or scout plane on the cap WHILE having all the coastal artilleries destroyed AND no one of the enemy team being alive on the cap. At which point they are vulnerable to the torpedoes you can launch right after spawn because they will have to be inside the torpedo nets. together with ou in a shimakaze. thats the second stage and most dangerous part of a succesful cap. IMO that was somewhat working. It made pushing a cap even for the strongest ships incredibly dangerous. Even if it was defended “only” by destroyers. Sure, you would also die a lot in those destroyers and if they didnt have good torps it was a desparate undertaking. But it was not a rare thing to happen that entire battleship fleets got demolished in these undertakings…

I don’t mean a per ship respawn timer.

I mean a per player spawn timer. So player A can’t just spawn shima, die, spawn agano, die.

But if it’s to be a valid idea, it needs far more refinement so the kinks can be ironed out.

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Yeah i understood what you meant and that would help definitely. I meant it as in how it was before the EC changes but if there were no torpedo nets.

My concern then would be that it makes defending a port almost impossible because usually 90% of players dont react at all to callouts in chat or when you mark enemies to attack through t-1-7. If you and one other player are the only ones to defend a harbor because, as usual, no one in wt cares about objectives - and in ec lots of players will be in positions where they cant simply j out from a good position to defend a harbor of their own team…then you have one chance to defend…Obviously thats easier now that you can just spawn any ship thats not on a timer in your lineup but still. Should you be fully uptiered (Which im sure you constantly will be if youre playing 7.7 for example - bc ofc constant uptiers are essential for the war thudner gaming experience) then you have 1 try in your 7.7 ship to defend a port that is possibly getting pushed by multiple 8.7s. At that point you can just surrender the cap. Not worth losing 40000 SL for trying to win an already lost battle.

Sounds like that’d require incentive to actually defend the port other than a convenient spawn point.

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and some earlier reactions to where enemy ships are going to stop them before they get too close to your port. But well. Theres several maps and spawns where one team can spawn 10 km from one of your ports, sometimes for 30 min straight.

Thinking about it, yes, ofc a timer to not just simply keep respawning on a cap and thus making it almost impossible to cap is necessary. But 7 minutes for your whole lineup would definitely be too long. But 1 or 2 minutes or something would already help tremendously. That way you could even have a strong defense with 2 players only, but if you get sunk, the enemies have a chance to push and possibly even stop you from further respawning as soon as they are on the cap should such a mechanic be finally implemented.

Further Idea: Model destructable Shipyards and docks at the ports. those will get repaired after some time. BUT as soon as they are destroyed its no longer possible to respawn anymore. Shouldnt be too hard…Would be realistic, would give attacking teams an opportunity to weaken defenses from long range before pushing a cap, but with reasonable repair times of the sipyards and docks would also give the defending team the possibiliy to strengthen their defenses again. Why is it a port where ships can manifest out of thin air but you cant limit the ability for ships to be constructed there??? Give Bombers targets to damage the shipyards. Put some AA there (and get rid of the stupid 1970s tech in form of missile boats shooting every bomber down easily thats not almost supersonic). damn man, all of that was happening irl, yet to model something thats relatively simple similar to that in EC is impossible? Cmon snail…

the more time i spend on thinking about good and reasonable mechanics to implement, the more pissed off i get that somehow, for 5 or 6 years, no one at gaijins seems to apparently even have thought about something like that…

Up to a point where they seem to be willing to completely ditch a good gamemode and instead of improving it to go for 0 player farm ai like a zombie gameplay.

Heli pvp memories intensify.

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And remember that torpedo trails are still buggued, sometime you see them, and after, you did not …

Yeah. it seems to have been working for some weeks, now you cant see them at all anymore. Beep beep beep dead.

Definitely way too long. I’d think something like 3 minutes at absolute most would be the best bet. This way they can still defend without being overbearing. 1 to 2 may be too short.

As for destructible naval yard/ports, it’d definitely be an interesting feature. Maybe have subpens only visible to allies if subs are finally implemented? (As in enemies can still attack them but for a marker to actually appear, they must be spotted by recon craft or PT vessels?)

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With subpens you probably mean sub yards? Yeah that would be cool. Things like that could even justify some sort of scouting mechanic where planes would have to sneak up to scout the actual location of the shipyards and docks first. Not that complicated to think of something like that. You dont have to come up with some weird, outlandish ideas. thats how it was irl i mean…

but still, i feel like having one shipyard with two docks or 3 , for the different ship classes (or one or two for all classes), that can be destroyed with a certain amount of he by ship ammunition, that could be somewhat high, but will be repaired slowly constantly and in 5 minutes or something if its completely destroyed, stops this ship class to be able to respawn there, how hard can it be to implement that??? We have destructable bases in EC already. Yet that does nothing but cause some ticket drain. Why not have that as well on ports with some resulting mechanics like not possible to spawn battleships until repaired?

How cool would it be if you could request for your air crew (your floatplane or the players playing a plane) to secretly send a scout plane to get in a range of like 5 km above the port to make the sub pens, docks and shipyards visible on the map, then to send 2 bombing raids to damage or destroy those facilities and make long range bombardment by ships with long range guns possible and create more objectives for some small ticket drain and in preparation of an attack on that harbor where then for some time respawning would be slower or not possible at all? Is something like that really this hard to think about and implement???

It defnitely feels like you have to print that, carry it to gaijin HQ, get access to the head devs office (pls dont do that irl, this is just an allegory) slap it onto his desk, just for it to be stamped with a “not a bug” stamp and be ignored…Not worth the time.

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Yes I know Wikipedia isn’t reliable.

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Its enough for me to get what you meant, just never heard the term before :-) thx. Yeah so i thought of the correct thing. U boat bunkers.