So out of honest curiosity, what kind of actual objectives could be given to the DDs, CLs, CAs, and PTs that cannot just be rendered irrelevant by BB spam? I like the idea of giving classes separate spawn points so they can if nothing else simply ignore each other to do their things.
Thats why you wold need multiple of these destroyer/cruiser only areas one the map. Should a Battleship show up there and deside to bully just for the fun of it (since hed still only very slowly gain SP from doing so) you can just spawn at another one of these areas that is 30 or 40 km away. And likely there wont be a battleship sitting there.
It could also be that that whole area, 15 to 20 km around would be restriced for battleships to enter. You would get a leave the area/death timer of, lets even make it generous, 5 minutes.
I shouldnt be forced to face a sojuz in my 8.7 Yamato playing naval ec. Even if they are the same BR one has about 2.5 times the Efficiency (In K/D in Naval RB at least) of the other.
I hereby demand of Gaijin to create lobbies for Iowa and sojuz players only. Split the 8.7 Top tier lobbies into 4. At least. For everyone else but Iowas and sojuz’s it is unfair. Thinking about it, for everyone thats uptiered it is unfair. Ah well those players can leave now anytime anyways and create 100s of soulless lobbies that coexist and in none of them theres any real gameplay happening.

If any Sojuz is closer to me than 17 or 16 km that difference in power becomes even greater.
Why do i have to play in the same lobby like a sojuz? Just blatantly unfair. I cant handle it. /s
15 km shot of a sojuz into the angled away frontal magazines that can onetap it WITH SAP. 23 mm of armor on the outter hull segment just above the main armor belt. And no that is not the only armor “hole” in that area. should be the absolute worst area to shoot it in that situation. With the wrong ammo. You still just die. Happened to me and others.
Oh wait maybe ill play a 5.0 Shimakaze that has the theoretical power to sink 15 of them (hypothetically) in one life. But probably thats not even possible anymore to spawn that because its of such low BR?
I think strict restrictions add an element of absurdity and prevent the game from being enjoyable. In any case, battleships should be able to fight against other ship classes.
I agree it would be absurd. still they would fight each other on the whole rest of the map.
If you wouldnt implement these strict restrictions, having 2 or 3 of these low BR close range fighting areas to chose from could help (where Battleships cant spawn at) so you could chose one where theres no BB sitting and farming. And would maybe be enough to create areas where all the lower BR ships could mainly and more easily fight each other.
Another thought: why no mechanic where destroyers can scout battleships? In ground RB the lightly armored vehicles that often have lacking armament get compensated with the ability to scout. Which for destroyers would actually be their IRL role, at least part of. Why is it too hard to implement something like this in a good way after 8 years of naval???
Would have to be a very good mechanic, where they only get marked on the minimap not on the actual 3rd person screen (especially not for bombers) But those bombers could then figure out which of the minimap markers are which battleship and attack. By only marking them on the map, their location also wouldnt be marked through the dumb af server side cloud cover.
If a battleship gets destroyed while you scouted it, you get an assist and also some SP.
Its absolutely baffling to me how instead of thinking about implementing more mechanics and an overall better (and more fair) gamemode and gameplay gaijin choses to turn it into 3 or 4 player matches that only get abandoned and never finish. While teams are still overall completely unbalanced. One team with 3 top BR ships and all the other team has is 0.7 or even 1 BR lower. Or even teams having completely uneven player numbers to begin with.
Carriers just endlessly spawning if the convoy doesnt get finished leading to an endless drain of tickets of the team that basically has to bomb and finish their own convoy.
One team attacking for an hour straight with spawns as close as 10 km to the desparately defending team.
That’s an excellent idea; I think it should be turned into a separate topic with a formal proposal so it doesn’t get lost.
Only ones with a realistic chance against a Soyuz with a destroyer is the IJN since 14 to 20km threat range
AND only if the enemy BB is… limited enough not to move or maneuver at all.
Regarding the clip of them killing a BB by going near them unnoticed and placing mines… that’s like one in a million lmao.
Im not gonna lie im losing a bit of hope with gaijin every minute theres no reactions to this. Ofc, maybe they need some time to collect ideas and stuff. But im not entirely trusting in them to actually want something good for the gamemode.
If they wanted to kill it, why not simply shut the servers down.
Or start naval pve mode servers like heli ec that no one plays?
Has to be a bot. No one in their right mind would let a DD closer than 8km willingly.
Just like the rest of us. But for the last 4 years Gaijin added to game some mechanics, which were proposed by the Russian-speaking segment of the naval community. I can’t say for sure about the .com forum, as I hardly followed it.
Man i once went to the russian forum and i was very pleased by lots of the (badly translated) suggestions that you guys over there made. More accurate range readings past 20 km for certain ships? HELL YEAH BROTHER. and several others. was looking forward for so many of them to come, but well. The logo is a snail :-D
Every BB post 1918 (constructed or retrofitted) should honestly have this.
It also shouldnt be too hard to implement. And find out which ships had good enough radars, rangefinders and fire controls. But i saw it posted on the russian forum a year or even longer ago, and no mentions from the snail or implementation in game so far.
That whole thing alone should be a tool to differ ships way more from each other. They basically all or almost all have the same firing control mechanics. Boring af. Same speed, same accuracy. Radar? pointless. You just move the gunnery camera around while holding the lock target button and everything gets highlighted.
Anti air radar assisted aa is heinous as is.
Imagine radar assisted surface engagement; Iowa would be borderline overpowered lol
True, ofc balance comes first. But it could at least show in a quicker range calculation for some ships. But whatever maybe that wont work. I just think its a bit boring that they are basically all the same in that regard. No matter how good they were at it irl.
Yeah, I always found interesting the idea of modelling FCSs in some fashion.
Radar-assisted systems would differ from fully optical ones, higher quality would translate into faster and/or more accurate solutions, etc.
However, that would make Iowa dominate even harder xD
Sojuz clowns on Iowa. But yeah. some ships are already strong enough. Like iowa.
Yeah; this would make Iowa be able to go toe to toe better against Soyuz, which in THAT specific scenario would make the situation more balanced; on the other hand, Iowa, Soyuz and South Dakota would curbstomp on all other vessels quite hard.
Like, now it’s:
Soyuz >>> Iowa/SoDak/NC >> Everything else
But then it would be:
Soyuz = Iowa/SoDak/NC >>>>>>>>>>> Everything else
It’s not good cause of empty matches, not cause Bombe now couldn’t sit on respawn shooting destroyers with Yamato 3 hours strait.
Some issues of current EC could be solved with way easy changes than he suggests.
Main problem now, that the game is creating new matches, over adding players to already existed one.
Lets be honest. Some of the Bombe suggestions is “unrealistic” in current naval modes development state, cause developers will not remake all EC maps and add lots of new mechanics just for the sake of pleasing some NRB EC fans, but they could tweak old ones for sure.
Spawn points removal and adding bots is not the problem(cause now there is no rat race to 8.7). Problem is that EC have match breaking bugs and unfinished underdesined maps copied from Air Sim that were never adapted properly when new ship BRs were introduced(same problem as in regular naval maps).
EC maps and gameplay is still different than regular battels(despite that topicstarter is trying to convince us in opposite, just cause now you don’t need to grind SP and facing more equally matched enemies) - they have objectives(dynamic ones too), multiple spawn points and filled maps with air, ground and naval targets(when 6.3 regular maps is cloned “single circles”, or broken “convoys” where distances of fights is bigger than in EC). Problem that needs to be solved is how let people join and leave when they want to that lasting battle. But gatekeeping those maps from players is not good.
Previous gameplay of EC is sitting 3-4 km over the obstacles farming respawn with your buddies. Was it fun for half of the players in the match that barely had 1 kill or for the team that being farmed, i don’t think so.



