The New Damage Control Mechanic for Naval

It speaks to the problem of the crew system, not of repair.

Gaijin has chosen to fix their broken crew system by breaking repair instead.

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i fail to see how this system is meant to attract players

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So the solutions are to either force some degree of repair while still giving control over the rate. Or to decouple crew from equipment (make a health bar).

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I agree to some degree that it’s an issue with the whole crewloss system, but it’s an inherent issue, not a latent one.

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Meaningless when AA can be just HE-spammed and you’ll repair constantly, draining your crew.

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Don’t get me wrong; if anyone has a better solution than “just leave it how it was so I can abuse it” then I’m all ears, but I’ve not heard that from anyone discussing these changes.

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This has nothing positive about it whatsoever. The slow creep in the game in general of the dumbing down of things is just not a good direction to be headed at all and doesn’t bode well for players experience and ultimately fun in the long run.

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Updating ships every month (even though the player base is very low) But when it comes to Air and Ground Gaijin don’t even care Last Ground update came in 2023 and if it continues like this we wont see a Ground or Air specific update this year

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Because it is not abusing. It is the only way of retaining crew to make ship little more survivable against all damn mechanism Gaijin introduced in years to less the survivability, thus giving less reward to players.

You’re blinded. All those developers say upward is a lie to hide their true intention, ’ we don’t want to give you more reward’

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Hey bro what about my opinion to solve some of it

what happened to module based damage(oh our engine room is on fire lets send all crew down there to die)

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How is this abuse?

If a tank gets its breach taken out and runs to cover and then repairs instead of repairing in the middle of the field with a broken gun also “abuse”?

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Which is why the priority system is there, so you can choose the rate at which they drain under sustained fire. Just re-imagine it as an armour degradation debuff if it’s irking your immersion, but WT is not as realistic as people pretend, so insisting that “it’s realistic to minimise crew loss”, but that “mobility” or “morale” kills shouldn’t be considered is odd to me.

Imagine if them refusing to repair meant you couldn’t kill them because their remaining crew were in an un-pennable part of the tank and you’re coming close to a good analogy. What you wrote isn’t it.

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I am sure the tank crew can operate the tank inside their un-pennable structure.

Also a tank with no gun and tracks is harmless.

yes you cant kill tanks by shooting the tracks or barrel repeatedly

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I’m thinking grinding naval with ships I got from warbond shop…but now gonna wait and see how is this new mechanic will work out. And like how this mechanic will work out with small ships like DD and PT boats???

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DD’s with lots of AA will probably get shafted pretty badly

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It’s closer to a solution than anyone else has offered, but which modules do you apply it to? Just AA? What about funnels? What about spotting equipment? Radars? At some point, you’re just builing the exact same system, but more complex. This change is clearly (to me) targeted at changing the flow of engagements and preventing people from engaging in passive firefights at long range and encourage people to play objectives or die from attrition.

Sure, I’ll give it a whirl.

First, revert the repair control mechanics to how they were. The new multipliers can stay, there’s nothing wrong with them and having them vary from ship to ship makes sense.

Since Gaijin’s main issue seems to be “player rewards,” add the “severe damage” mechanic from air battles. Destroying the requisite number of hull sections or modules gives players credit for severely damaging a vessel beyond a crew’s ability to repair it.

Have damaged modules incur a “crew bleed” if they remain damaged for a certain period of time, indicated by a timer. When the timer elapses, a certain percentage of the crew is lost (this could represent crew loss to fires, flooding, et cetera). This timer will recur until the modules are repaired.

Now players have full control over their repairs, but also an incentive to repair their vessel, and to top it off are more reliably rewarded for damaging other players.

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