The New Damage Control Mechanic for Naval

How does the Damage Control mechanic work?

In the Spearhead major update, we’ll be introducing a new Damage Control (DC) mechanic for every naval vessel in the game. In this updated form of damage control, you’ll be able to pre-select three different action presets that replace the basic manual repairs: firefighting, module repair, and water pumping. After receiving damage, all three DC processes begin automatically, and you can adjust the priority of which area you want to focus on. The need to repair the propulsion systems of the ship has been removed, this will always be carried out automatically by the crew as long as it’s possible to do so.

Every ship will have an individual DC coefficient, which will be affected by the size of the vessel, crew count, and generation of the ship. The newer the ship, the more advanced and effective its damage control process will be. A high crew count will improve this further, and relative to the amount of crew it will also be more effective in general on smaller vessels, as the damaged areas can be reached by crew faster. The coefficient reduces the time penalty for the second and third DC processes in the setup you’ve selected, but not significantly. So in short, your ship will be repaired automatically, as long as there are crew resources for it!

How did repairing work previously?

Previously, some players deliberately did not repair knocked-out modules and compartments with the intention of “saving” part of the crew that remained in those areas. For example if the engine was destroyed, fewer crew would be there, and so less damage would be taken. This is no longer possible with the new system. The ability to do this was a consequence of the old system, but not an intended one. This “tactic” was not intentional as the advantage it gave was antithetical to gameplay and the intentions of the mechanic. We did not consider this a critical “exploit” for lack of better words, as this crew saving was not particularly impactful. For example, the combat crew of a gun turret or an ammunition elevator on a battleship is 10-20 people out of a total crew of, say, 1000 in total.

Fundamentally, the key issue with deliberately not repairing certain areas of the ship was that it was unfair to the player shooting at it. The most important modules are typically protected by the strongest armor, and to defeat this you need to pick the right shell, set the right range, and lead the shot accordingly. If a player does everything “right”, besting the defenses of an enemy ship, they should be rewarded for successfully carrying out that action. The unintended ability to lessen the reward for the player landing their shots harms gameplay overall.

Rounding off

We understand that DC may be seen as taking away agency, but this decision is in favour of fairer gameplay across the board, and rewarding the active player in the engagement. You penetrated an enemy ship in a critical spot? Excellent, you’ll be rewarded for that. You got hit by an enemy in a critical spot? Then they deserve the reward for that. This old system let a player reduce the reward gained by another player arbitrarily, and at the same time, engaging with a critically damaged ship does not exactly make for engaging gameplay, as it reduces the ability to move and fire.

This new system will keep ships in fighting form more effectively, and make battles more dynamic and, importantly, fair. This will also mean everyone can put more concentration into combat and action. Thank you for reading, we hope this has clarified everything for you! Please leave your feedback and suggestions on the forum and War Thunder’s social media pages. Thank you for being with us, seven feet under the keel and good luck on the waves!

6 Likes

But what about anti-air autocannons?High amount of AA cannons just looks like a debuff for a battleship,they will lose crews much more faster when they hit by stock HE shells,and AA cannons can do nothing to influence anti-ship battles.

48 Likes

I fail to see how taking away player choice is fair in any way

42 Likes

Would be nice if you launched tests for such mechanics on live server in events section.
PS waiting for RoF and accuracy balance changes as well as nation-based matchmaking.

7 Likes

Player doing everything right is how to make damage control efficiently, not only firing well. If you guys think this is ‘exploit’, then I think it is now time to quit this game.

Developer guy’s real and only goal is to make players less survivable so to give them little reward as they can. Great.

51 Likes

*Fundamentally, the key issue with deliberately not repairing certain areas of the ship was that it was unfair to the player shooting at it.

“The concept of using topography and terrain to defeat enemy missiles is unfair to the player launching the missile, therefore we will remove all terrain in Air RB”

52 Likes

amazing how you keep making things worse and then pretend the players are the bad guys

28 Likes

No player votes, no feedback gathering, no simple switch whether to use this worse repair mechanic or stay with legacy one.

38 Likes

Please revert or give the option to toggle between new and old system.

23 Likes

For that problem ,i think gaijin can add a repair limit to AA cannons,which makes damage control give up repairing those turrets after been destoryed for 3~6 times,and add a manual repair key to force DC repair them

The only reasonable option is just revert system.

17 Likes

And add stock AP for all the battleships xD

2 Likes

You thought you had seen it all from Gaijin! Think again hahaha

2 Likes

I don’t play naval and I really don’t care about this but I would like if you could explain to me why are you taking away features. Naval is already as dead as it can be. Why kill it further? Surely less features and less player control can’t make the mode better.

18 Likes

Doesn’t this speak more to problems with the crew system and rewards assignment (that is, RP/SL from kills/assists) than damage control? Why not revise how the crew system or rewards assignment works instead?

With the hull damage mechanics added earlier this year, there is now a mechanism for sinking ships outside of crew loss-- why is this change still necessary? Or was the hull damage mechanic also designed to address this issue too and you feel it was inadequate?

Or maybe they did so because they knew that a more important repair process was needed at that moment?

This entire post reads like such hubris on the part of the developers. “The players aren’t playing the game we made right, so we’re going to change it so you have to play it our way!”

31 Likes

dumbing things down and increasing the bing bing wahoo factors to attract new players

8 Likes

you knew people won’t like this lmao

17 Likes

I am not sure who they are trying to attract but it surely isn’t working on me. “Yes please I would love to play the least thought out gamemode in the game that has the worst grind as well. Ah yes please make it even dumber.”

6 Likes

HE meta is back

i guess the skr spam will double now huh

4 Likes

Am I the only one who was tired of people refusing to repair their ship, wasting my time and ammunition?

I can understand people being upset about a lack of agency, but you still have agency in terms of prioritising which repairs you want to undergo?

4 Likes