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’
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.
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???
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.
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.
If I were to interpret this change as charitably as possible, is this an attempt to nerf heavily armored ships so that cruisers and destroyers can punch above their weight?
At the VERY least, there should be no coldown between damage control preset switching at all. Specially not a 30 whole second one.
Priorities can change and need to be addressed immediately, for example;
If you have a funnel fire and a torpedo breach, you would want to prioritise the breach over the fire.
However, if you have a magazine fire and a minor water leak, you would want to prioritise the fire.
Or: if you have damaged AA guns, these would not be a priority: but if your main guns are destroyed, then repairing these are.
In general, not every hit deals the same sort of damage to the same degree. That’s where micromanagement came in play; so you could chose and decide what exactly to repair at which exact moment.
All in all, this is taking away the whole micromanagement aspect of ship repairs, which was one of the most entertaining aspects of Naval.
To me, Naval was about commanding a warship’s inner workings, not shooting and nothing else.
But at the very least; sure, force permanent repairs if you really insist it’s vital for Naval. But at least let us change the repair type without penalty as there is on the Dev Server. Because with such cooldown, the fire detonates the magazine or the breach sinks the ship.
We need the most control over the ship possible, not less.
Agreed, a commander needs to be able to adjust their priorities rapidly. If somebody hits my shell room I need that fire put out quickly, it’s more important than the unwatering I might already be doing, I should be able to shift my repairs to react to that instead of… predicting that was going to happen, I guess?