The New Damage Control Mechanic for Naval

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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As an actual sailor I have a massive issue with this - you’re never going to repair everything if you’re closed up at 1Z/ZA. You’ll absolutely fight fires and floods (Command Aim/DCO decision making dependent) but as far as systems go, the only thing you will give a damn about is keeping the main weapon system(s) in action. No one’s going to give a rat’s backside if your minor auxiliary kit is broke - if your powerplant is damaged, okay, fair enough, you’ll patch it up to get it back in the fight. Radar gone? Weapons Enges are going to get on top of it to try get it back up.

In short, this change to an “exploit” is a proverbial pile of steaming excrement. It is exactly how a Damage Control Officer would deal with a ship (his priorities will be - Fires - Floods - other) and he will decide what to repair and what not to repair in line with Command Aim.

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But why? Ships (HMS Glamorgan in 1982 comes to mind) are hit and lose power. Generally, they have more immediate problems, such as “I’m on fire/flooding” and need to get them under control first. I have no idea why Gaijin feels the need to take away the choice here.

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No, you can’t choose what you repair, and the stuff that gets repaired first always seems to be your exposed AA batteries, if gaijin gave repair a sub menu so you could manually set what got repaired first and you could also say for instance “Do not repair AA and Secondary batteries” etc, then, I would be fine with this mechanic.

Also I would like to point out that this took priority over coastal decompression and making better maps.

(Seriously who thought maps where a player would be spending 5 minutes sailing with no cover, objectives ages away and a distance between combatants so large that most shots by everyone either do nothing or will mildly irritate like 3 crew members of the target ship.)

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I should also mention that bots are a big problem as well; I’m constantly getting sniped by them, which more often than not sets me on fire.

I would be OKAY with this DC mechanic change if Gaijin reduced the accuracy of bots, and also mitigated the damage of HE.

I understand that HE spam is useful in uptiers against heavier armored ships, so what Gaijin NEEDS to do is divorce the naval BR system entirely from the rest of the game, and all for much needed decompression

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Having to physically stop damage control in favor of more important repairs that come up during the current repair has been annoying.
Automated priority is something I’ve wanted. In this exact form? I don’t know…

A lot of people have good ideas to keep the automated priority portion, and I appreciate those posts.

I think @굴러온 's post was great as well.
However, it was great because it made me remember how we get rewards in War Thunder: Activities, damage, and time.

If I am shooting an enemy vessel, and they shooting my vessel, actively dealing damage, we’re both increasing our activities and damage, which increases our reward… unless we don’t multi-spawn, then our rewards decrease because we stop dealing damage to each other.
It’s worse if we don’t 3 spawn in a match, because 3 spawns of vehicles is a huge amount of rewards from activity and damage for each other.

Rewards in War Thunder are heavily reliant on our vehicles dying, and peak rewards in War Thunder naval is heavily reliant on everyone spawning the maximum amount of times.

The fact playing destroyers gives so much more SL and RP than playing battleships should be evidence enough there.

Not my opinion, though.
I have no opinions present in this post other than my preference to have priority damage control be automated. So it automatically cancels repairs and activates fire extinguishing as an example.

“Im sure if I will just keep sending men outside to repair AA guns while I am being shelled by HE, the enemy will run out of ammo before I run out of men”

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obraz
obraz
Am I missing something?
I know Damage itself gives score which boosts Acitivty % and time played reward a bit. Which is around 1/3rd of score in this case. But saying “vast” when damage to enemy directly gives ZERO rp is bit silly.

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Auto aim still gets my vote on that one, this one just looks like more dumbing down. Not that I care anymore, I stopped playing Naval when they killed it off in Hornets update.

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Okay reward for the kill itself is somewhat adjusted to match the dmg taken, But then person who actually dmged it the most gets scraps. Also still the “vast” majority of RP rewards is time played that requires sprinkle of score but scales way higher than dmg ever could.

Yes, you’re missing the “final punch” part. If you did nothing but deliver that final hit to an already heavily damaged enemy that only needs one more hit to be sunk, you would get nothing compared to what you would get by damaging it.

This is offtopic and this thread is not dedicated to discuss it. Please use already created threads, where it was discussed.

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Okay sure just wanted to point out very flawed statement about naval RP rewards with actual proof and reasoning from the official news comments. Going back to main topic I personally not that against it.
But I don’t like it giving weaker ships less options to boost their survivability. While the meta boats don’t care much in such engagement since they get penetrated less by early bbs or sometimes can’t be damaged seriously at all.
Talking mostly about 6.7 area where halting repairs is very prevalent. Part of me wont miss the zombie bbs floating and soaking infinite damage. But I can see the big flaws regarding HE spam and bots.

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Gaijin stopped having player votes after the first one the side they wanted to win lost (APHE). Coincidence, I’m sure.

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It is today I found out anti-air holds effectively no crew. Not my opinion.
With secondaries only being marginally more.

This will impact EC more than standard game modes.

Overall, I think the “I will die to crew deaths due to anti-air deaths.” is an argument from incorrect information now.

Primary turrets hold over 5x more crew than anti-air as an example. Can’t know specifics because fractions of a percent isn’t readable, it could be 6x or 20x and we wouldn’t know.

Im sorry but have you seen how many anti aircraft guns some ships have, those small crew numbers add up overr time

I just did a match on dev server, as well as custom testing.
The entire anti-air compliment of Haruna dropped crew by ~1- ~2%.
Over 18 minutes in a life, around 16% of crew loss was from anti-air and secondaries, the rest was from propulsion, turrets, and other factors. I lost all 4 turrets at least 2x each [that’s at least 40% crew loss from just the primary turrets].

This isn’t even my information, it was told to me by someone else which I verified with that testing.

There are better arguments to make against this system.
Anti-air damage ain’t the argument though.

I’m so glad I stopped playing this terrible mode when the arcade’s aiming was changed. Then it got even worse when the spawn distances increased, and now this. What are the devs thinking? How do they continue to make the least popular game mode even worse? And they want to add submarines at some point IIRC. I dread to think about their implentation. To appease spammers who’ll “definitely” play when they’re added, or more likely, get bored after 6 matches and stop. The same will happen when Gaijin inevitably concedes to the spammers who want aircraft carriers and modern missile ships. Continue to ruin the game mode for the few players who still play it because they like artillery ships.

You don’t have to aim yourself anymore, you don’t have to repair yourself anymore. Over time I’ve seen some players want to be able to chart a course on the map. Soon they’ll add that and you won’t even have to move by yourself anymore either lol

It’s also hilarious them trying to say being able to choose tactically when to repair and when not to repair (and it was even better when repairing would reduce your fire rate, too) is an “exploit”. Like they’re either lying to our faces or they’ve willingly let such an exploit remain in the game since naval’s release all those years ago. Though I guess to notice that they’d have to play their own game to begin with, which as they all know, they don’t. Malice or incompetence, which is it?

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SMS Seydlitz after the Battle of Jutland looked like this, and lost only 148 (98 killed, 50 wounded) crew members out of more than 1,000.
sms-seydlitz-after-the-battle-of-jutland-1916-e1499223892757
According to the new ship mechanics in War Thunder, before a ship could sustain such damage, the entire crew would have died because they would be trying, for example, to repair the destroyed turrets of the ship.

Seriously, forcing repairs is awful. It’s like every tank, if you destroy its machine gun, would have to stop and fix it. “I hit that tank (in something insignificant), so I have the right to kill it.”

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