The New Damage Control Mechanic for Naval

You’re saying this seven years after the introduction of naval? Seriously?

Yeah and some ships, in particular cruisers, straight up do not have enough crew in their citadels and turrets to stay alive if everything else was destroyed, and as such heavily relied on not repairing if they wanted to have a chance at not being obliterated. And why is that? Because crew distribution is arbitrary and some ships get better distribution than others because gaijin felt like it. And those ships that suffer from poor distribution aren’t even particularly meta or anything, they’re ships like Belfast or Trento. The survivability between ships with better distribution (like battleships which had their compartments moved inside their citadel with update La Royale) and those with poor distribution will become even greater.

Just like in tanks, knowing where to shoot is just as important landing the shot itself. If a player detonates a ship’s front shell rooms and destroys everything there, he should know not to target that area again, and go for the engines or midship compartments or the rear ammunition.

And yes, some ships do become very hard to sink if they don’t repair, because they had particularly good (and again, arbitrary) crew distribution. But I think there are better ways of handling those than messing up every single vessel’s survivability. I just can’t understand why in the laundry list of issues plaguing the naval mode, this somehow was prioritized. Taking away player agency does not make for fun gameplay, neither for new nor experienced players. Now, if a new player comes to the community saying “My ship’s crew dies too quickly, why is that and what can I do to stay alive longer?”, the answer they’ll get is just going to be “nothing you can do about it, play a better ship”.

The multipliers being ship dependent is interesting, but after seeing them, it seems to be a mess in many areas. Some ships like T22 have incredibly efficient damage control, despite not being particularly modern or anything. Some very similar ships have wildly different multipliers etc. Though I doubt it’ll be too problematic.

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Honestly dubbing the player choosing when to repair or not an exploit is Honestly one of the worst choice of words you could’ve used

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Does this mean waiting to repair my optics or MG on a tank is an exploit now? Or in air, does it mean not instantly RTB’ing when you get any damage could be an exploit?

They are both delaying repairing in order for you to get to a safer position, or because repairs aren’t needed at the time. Why can’t naval get the same luxury?

This is also ignoring the real life issues with sending men to repair AA guns that aren’t currently in use, while you ship is being shelled by HE.

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not even since the aiming change last spring in this forum many posters pleased gaijin to give any feedback on this - not a single character was answered. Starting from the first announcements on the new damage control players begged for staying at the old and never critized mechanic - and again the comminity is confronted with a final decision in this topic labeling the actual damage control after several years as “exploid” - so a lot of questions were addressed to GJ in the last year but due to lack of answers from them one only can make some assumptions about their motivation.

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its also a exploit that you make evasive maneuvers with your plane not given the reward to the player which targetted you - sarcasm off…

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Dont be too strict with them man. theyre just figuring out now how to model ships and damage to ships at the moment. Give them a break and maybe in 3 years naval will be great again (like a great mind of our time once said). My oh my naval will be a mess, or better, dead with the new downgrade.

Edit: “Update” was the wrong choice of words

I have spent all my time grinding through the US naval tree upping my crews repair skills - so that they no longer really take a penalty to do all three things at once. So - what happens when you implement this? Cause I need sometimes flooding and fires to both be priorities when my ship is losing 2% or more buoyancy per second and fires are raging in both forward turrets. If I’m still going to be at basically all of them complete at the same base speed because I have ‘Survival Leadership’ maxed except ace, fine - otherwise, this abomination needs to go.

Right before this you say “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.”, as well as that it wasn’t considered a ‘critical exploit’. To be honest - if anyone was using this against me, I have no idea because I just hammered ship sections till they turned black and were ‘destroyed’ or till the ammo in that turret detonated, if not the magazine. But either it’s not impactful - meaning it shouldn’t really need anything to be changed, or it’s incredibly unfair by denying rewards and harms game play and is unfair - it’s one or the other, which is it?

The problem with this - and really this whole system - is that in reality, in particular the larger ships like Battleships have multiple DC parties, in part because of their size, so that things can be handled quickly, so that multiple issues, can be solved at once. The system you have, barring this either insignificant or game breaking unintended issue, is closer to realism than this joke.

Want a better solution -

this, but for all repairs. Leave fire and flooding unchanged and we do what we will with it, prioritize one or keep them on auto, where we have no penalties if we’ve trained the crew or minimal ones - especially cause those times are worse than what we currently have since the base is 0.75 meaning it’d take 25% longer and that shows almost 50% longer. You free up an extra key we can use, you solve the the ‘people not repairing problem’ - and you don’t screw up the survivability training players invested in, don’t take away the agency, and don’t have us all, yet again, having to relearn something in the game mode, yet again, because every bloody patch your completely overhauling something and we have to relearn or adjust to something completely different. Or just say ‘screw it’ - and everything is auto, the training reduces the times for fire, flooding and repairs - even that would be better than this mess.

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Whoever take decisions for naval doesnt plays it or want to force players to play the way he wants and should therefore be fired.

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wdym? The active player in the engagement already gets rewarded by watching a random ai he shell hit the ship he brought down to 10% crew and set most barbettes on fire and then the ai getting the kill credit while the “active player” maybe gets an assist for sometimes as low as 2 rp and 200 sl and sometimes not even that??? seeing an enemy ship sink should be reward enough, don’t you think? /s in case that wasnt clear

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If this new damage control mechanism is implemented in the official server, it will lead to a massive loss of naval battle players. Conservative and old players may see over 95% leave, and at that time, any of your naval vehicles and packages will be ignored, causing your side to suffer serious financial losses. We hope that Gaijin can make a clear decision, that is, to remove this new mechanism.

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I understand Gaijin’s reasoning here, but taking away my decision when and where to repair is not really addressing the fundamental issues. As I see it, I will just lose my ships at a faster rate when an HE spammer like the Moffet targets my superstructure → I’m forced to repair → I lose more crew → repeat → my ship is gone

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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.

Well that just seems rude. It’s effectively “You were using the system wrong, even though we designed it that way”. Calling it an exploit when there is already an outcry over the new system is just tone deaf.

In fact, this entire justification is tone deaf. Is it now an exploit if a tank player allows his tank to roll behind a building if their engine gets disabled? After all, by your own logic the shooting player deserves the reward for that, and that the victim is “reducing the reward” gained by the other player arbitrarily.

Do better.

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Not to mention its supposedly been an exploit for 7 years

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Yeah.

It’s outrageous tbh.

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So are we gonna see a mechanic in ground where tanks will have to immediately stop what their doing and repair if so much as the machine gun gets scratched or a wheel gets the smallest smidge of yellow via driving into a wall too quickly?

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You get shot and you immediately have to j out, otherwise you’re exploiting and not giving the other player their proper reward.

What a ludicrous statement they made.

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New air battle update where as soon as the engine reaches yellow temperature, you J out

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Gaijin creates a system that allows users to choose when to repair.

Players use the system gaijin created in order to not die as fast.

Gaijin sees players using the system and labels the players exploiters.

You couldn’t make this up.

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If you’re implementing this change also consider standardizing reload rates for all not autoloaded ships.

DPM meta will be extremely powerfull after this change and ships with faster reloads will be able to just HE spam the superstructure of their counterparts while the others will be forced to do precise sniping to even be on par with them.

BBs with 40+ seconds reload will be absolutely hammered by all their 24-26s reload opponents and will just feel frustrating to play.

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Gaijin trying not to ruin the game. Impossible

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