Fundamentally the firepower / protection / mobility triangle is completely borked for naval.
Why?
A fast BB would take the best part of ten minutes to accelerate to flank speed in real life. And in a 90 degree turn would bleed about a third of it’s energy, then take several minutes to get it back. Hull drag is V cubed. Speed is V squared. The last few knots take a long time to attain.
That isn’t to say they couldn’t turn, famously an Iowa could turn inside a Fletcher. But it would lose a significant percentage of it’s energy in doing so. The DD could make it up again relatively quickly.
Though that doesn’t work in a 20 minute FPS bash em up game. So their mobility has been exaggerated by a large factor, probably 20-40x.
Unfortunately this means they cheat the triangle and become a panacea in any situation. Frankly an Iowa probably accelerates almost as fast as a Fairmile in real life. And hence it does not need torpedo boat destroyers to escort it.
Quite rightly BBs should not lose to CAs or CLs, which should not lose to DDs. However the borked triangle means they don’t need the DDs. Hence there’s no rock, paper, scissors excepting a few Japanese DDs.
Quite how a game mode manages this borking is the question. Spawning an a DD with 6 base camping Iowas competing for how fast they could kill you was not the answer.
I’ve tried EC lots of times previously. I tend to have a fit of enthusiasm for the game about once every two years and log in to see whether it is still borked. So took HMS Rodney out for a match or two and almost uninstalled the game immediately. But then saw that EC had changed.
So I gave it a go. Still didn’t quite understand what I was doing and there’s still no instructions. Seems the map is the briefing, but nothing even tells you how to cap a point. However it was rather compelling.
To be fair to the snail their naval game is improving, whereas wows has become a dog egg. They tried to enforce roles despite being even more borked, but then powercrept the DDs out of the game.
The snail has to powercreep them back in though luckily they have another aspect so horrendously wrong that it provides an opportunity. WT Naval operates on a flat world, there’s no curvature of the earth and no sea state. Never mind and haze or weather. A few rain squalls would make things much more interesting than islands…All ships also have full link16 perfect battle picture.
In reality DDs might spot each other sooner but would be unlikely to be able to positively identify each other beyond 7-8 nm in average sea state and weather. ID is an aspect of the game completely missing. You see to get a firing solution you need to know their speed and bearing. But the contact is, at first, just a bit of smoke on the visual horizon. It’s only when you are close enough to ID the contact that you then know it’s hull length. By measuring the angular hull you then get it’s bearing. And therefore a firing solution.
But the game is billiard table flat and with no troughs in the waves, spay or sea state and no need to spot or ID. Which also increases the BB’s dominance.
The ships are remarkably well modelled, but they were designed to fight in real world conditions.
Doubt it’s difficult to produce a curved map, it’s just modelling a big hill with a very slight gradient fundamentally. Given the borked triangle a slightly exaggerated curvature would probably be good. But they haven’t so the classes and balance will always be borked.
It’s merely a question then of how this borking is managed via game mode.