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
“We can’t cure cancer definitively, so don’t even bother trying”
“We’ll never find Fermat’s last theorem, so we should never try”
Also, hyperbole much? You can still control your damage control procedures, just less. Yes, the delay is a really weird decision, but fundementally, you still decide what the DC priority is.
Blame players by calling feature that existed for like 5-6 years ‘exploit’
Claim that it’s all for players when said players doesn’t agree at all
Refuse to listen, go on anyway
Truly a game company of all time.
Ships can literally explode instantly from certain repair aspects being neglected, unlike tanks, but now we have to wait 30 seconds for the automated process to deem we can prioritise that, for many ships thats way too long
Will the same mechanic be implemented for ground RB?
You know, it’s a bad exploit that a person may decide not to repair their turret rotation mechanism but to drive away first, you know.
Also for air RB.
I think it’s an exploit that people can fire radar missiles, clearly designed for long range shots, at short range. I think you should force a switch between radar and heat seekers at 3 kilometer distance to the enemy.
Who is blaming anyone for anything? Gaijin implemented a mechanic 5-6 years ago which is being used in ways they don’t intend and making the game less rewarding to play. No blame.
And when your parents told you it was for your own good to go to sleep at night; Did they not mean it? Were they wrong?
If you read the thread you’ll notice that actual, mature discussion around options and their feasibility has occured. You have not evidence to suggest that these changes aren’t prompted by players in the first place. Would it not be natural to suspect that the Naval players who enjoy the unintended mechanic will be very vocal about it, were those who left because of it will not be around to notice the new changes coming in?
All of your arguments mis-represent the situation to one degree or another in order to make your point sound more rational or correct than it otherwise would be; i.e. Strawman-ing
I’m a Bluewater GB main, I just got the squadron SKR a while back and used it a lot for events Actually I just enjoy Naval generally, especially missile and rocket boats, of which Russia have many in game - Imagine lunging for ad hominim after being accused of Strawman-ing