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?
There is nothing that could be said here which wasnt already said in this “feedback” thread
Unneeded, bad change, that coupled with insane AI ship buffs will reduce player survivability and make the gamemode require fewer brain cells while degrading the experience.
There was nothing unethical in using your brain and prioritizing when to repair what, and when not to.
Maybe fix your tutorials Gaijin ! Or the lack of meaningful tutorials.
Correct, it is a survivability “debuff” but not in the way you’re thinking.
Crew do not man AA guns on large ships as far as the game is concerned. I know it’s confusing and not explained anywhere, but destruction of the tertiary battery will not drain your crew on battleships. If you’re seeing crew loss from small guns being wrecked on a big ship, it’s probably the secondaries which do contain crew.
However, each individual AA gun has a chance to catch fire when taking damage which does not occur if they’re destroyed. Therefore, having to repair these guns means you have a greater overall chance of a superstructure fire when a shell hits that area.
Good thing the community liked this change… They liked it, didn’t they?
Out of 250 people, 91+% are AGAINST it.
It’s amazing how well a snail hears feedback.
“Wisdom of the masses” is known to be ineffective when people are discussing things and influencing each other. Also, “No I don’t like it” is not exactly actionable feedback is it…
Then dont implement it at all, it literally takes away player damage control, what is the point of playing the game mode if you cant actually control half the stuff you should be able to