Yakumo_san 39 Share Posted August 13, 2015 I'm not sure if this has already been mentioned or addressed before in World of Warships, hence why I'm throwing that question out -- did WG state that they'd never let us control our secondary batteries? I'm quite certain that it wouldn't be absolutely game-breaking seeing that secondaries already have a lackluster range... it's just that I find it deplorable that we can't sync and aim these guns in relation to our main turrets - quite a lot of battleships had their secondaries linked to their main batteries and could fire a full broadside / control it all at the same time IIRC.To make it clear, when I say "control", I mean more than just click on a nearby ship and hoping that the AI doesn't derp -- I actually mean taking direct control of the batteries which would then act like your main batteries ( in hindsight, that'd probably feel like being a St. Louis ), and you could lead / fire as you please rather than letting the AI derp. Link to post Share on other sites
yoyoya2 528 Share Posted August 13, 2015 I'm not sure if this has already been mentioned or addressed before in World of Warships, hence why I'm throwing that question out -- did WG state that they'd never let us control our secondary batteries? I'm quite certain that it wouldn't be absolutely game-breaking seeing that secondaries already have a lackluster range... it's just that I find it deplorable that we can't sync and aim these guns in relation to our main turrets - quite a lot of battleships had their secondaries linked to their main batteries and could fire a full broadside / control it all at the same time IIRC.To make it clear, when I say "control", I mean more than just click on a nearby ship and hoping that the AI doesn't derp -- I actually mean taking direct control of the batteries which would then act like your main batteries ( in hindsight, that'd probably feel like being a St. Louis ), and you could lead / fire as you please rather than letting the AI derp.The only problem is with the yamato and Izumo 10.5km range secondaries. But It would be cool but it could also be the death of DDs who would need to be buffed. Dead_Baron 1 Link to post Share on other sites
VikkoTheTusken 20 Share Posted August 13, 2015 Other than the above mentioned instant death of destroyers, it may be as simple as lines of code the developers don't have the time or desire to change - and would rather leave it to RNGesus to do... Link to post Share on other sites
Shade421 2,952 Share Posted August 13, 2015 The only problem is with the yamato and Izumo 10.5km range secondaries. But It would be cool but it could also be the death of DDs who would need to be buffed.>Consistently one-salvo full HP higher tier BB's from invisible>Needs buff Spec and Griffin_of_Might 2 Link to post Share on other sites
BGrey 12 Share Posted August 13, 2015 Wasn't there a Dev quote saying they tried this at one point and decided it was absurdly OP. Link to post Share on other sites
OnboardG1 1,279 Share Posted August 13, 2015 >Consistently one-salvo full HP higher tier BB's from invisible>Needs buffYeah, only people who are majestically shit get one-salvoed from invisible. This doesn't happen to experienced BB captains. Link to post Share on other sites
Tedster59 989 Share Posted August 13, 2015 at one point, everything had historical ranges. often times, secondaries did more work than your main guns. DD's couldn't get anywhere near anything. Link to post Share on other sites
for_SCIENCE 9 Share Posted August 13, 2015 Wasn't there a Dev quote saying they tried this at one point and decided it was absurdly OP.Yeah, I remember reading one of the FAQs from some time back stating it was great fun for BBs but really made it difficult for DDs to be counters to BBs as WG seems to want. Link to post Share on other sites
yoyoya2 528 Share Posted August 13, 2015 >Consistently one-salvo full HP higher tier BB's from invisible>Needs bufftier 5 and under DDs are OP but all the rest are UP. DDs are currently just very weak Link to post Share on other sites
Crossfader 1,142 Share Posted August 13, 2015 i dont get why we cant get control over them when a ship comes into range... Just leave the gun range as it is now, and when a ships gets near enough, you can now fire them along with the main battery, its not hard, and i dont think it would make BB OP.If you get within 5km of a BB, yeah, the secondaries should wreck you, as opposed as to what they do now, which is too literally shoot everywhere execpt at the enemy. Link to post Share on other sites
Shade421 2,952 Share Posted August 13, 2015 Yeah, only people who are majestically shit get one-salvoed from invisible. This doesn't happen to experienced BB captains.Oh gotcha, my bad. I thought a few thousand matches in them might qualify. Would you mind sharing your amazing epeenis with us and tell me how I'm supposed to avoid it when the torps get launched from beyond my spotting range, with no smoke screen, and half or more of them don't appear on my screen until they're 2km from my ship? Thanks in advance. I'll try not to be so majestically shit Spec 1 Link to post Share on other sites
yoyoya2 528 Share Posted August 13, 2015 Oh gotcha, my bad. I thought a few thousand matches in them might qualify. Would you mind sharing your amazing epeenis with us and tell me how I'm supposed to avoid it when the torps get launched from beyond my spotting range, with no smoke screen, and half or more of them don't appear on my screen until they're 2km from my ship? Thanks in advance. I'll try not to be so The only torps that can be launched outside the DD spotting distance and is harder to dodge is the Minekaze 10km torps and the benson top torps. Any other either you can spot the DD before it can launch or you have enough time to dodge. TouchFluffyTail 1 Link to post Share on other sites
ComradeHX 45 Share Posted August 13, 2015 >Consistently one-salvo full HP higher tier BB's from invisible>Needs buffIIRC that only happens to a few, like Minekaze. Most U.S. DD torpedoes are too low-range to shoot undetected and higher tier IJN DD torpedoes are detected at further ranges and is downgrade at tier 6/7. TouchFluffyTail 1 Link to post Share on other sites
OnboardG1 1,279 Share Posted August 13, 2015 Oh gotcha, my bad. I thought a few thousand matches in them might qualify. Would you mind sharing your amazing epeenis with us and tell me how I'm supposed to avoid it when the torps get launched from beyond my spotting range, with no smoke screen, and half or more of them don't appear on my screen until they're 2km from my ship? Thanks in advance. I'll try not to be so Don't sail in a straight line. Change your speed every 20-30s. It fucking amazes me when I drive the Minekaze how many battleship drivers go full speed and in a straight line when they know there's a japanese destroyer on the opposing team that isn't spotted yet. This is not a hard concept. If you can't see the Tiger, assume he's stalking you. TouchFluffyTail 1 Link to post Share on other sites
Tedster59 989 Share Posted August 13, 2015 I can play any single IJN DD to a draw, provided there is no interference. once something else interferes (such as having to dodge aircraft), then I have a problem TouchFluffyTail 1 Link to post Share on other sites
OnboardG1 1,279 Share Posted August 13, 2015 I can play any single IJN DD to a draw, provided there is no interference. once something else interferes (such as having to dodge aircraft), then I have a problemThis is why I don't like Vigilance as a skill. When I die to an IJN DD it's usually because my situational awareness got overloaded and I missed something (meaning extra spotting time wouldn't have helped). An example would be if I was trying to evade a USN DD and took a corner carelessly to try to block his torpedo line. I've done stuff like that before and eaten a spread of torps from an unspotted Japanese DD. Fair play to him if he does, it isn't easy to stay hidden on a lot of maps because of the terrain compression (even ocean is a pain because of all the aircraft). Link to post Share on other sites
ComradeHX 45 Share Posted August 13, 2015 This is why I don't like Vigilance as a skill. When I die to an IJN DD it's usually because my situational awareness got overloaded and I missed something (meaning extra spotting time wouldn't have helped). An example would be if I was trying to evade a USN DD and took a corner carelessly to try to block his torpedo line. I've done stuff like that before and eaten a spread of torps from an unspotted Japanese DD. Fair play to him if he does, it isn't easy to stay hidden on a lot of maps because of the terrain compression (even ocean is a pain because of all the aircraft).IJN DD could launch torpedo at you while you are spotted and engaging someone else(like a cruiser). DD like Minekaze is hilariously easy to stay hidden in because air spotting range is only 3.1km.The map border is the only thing that stops you from staying hidden. VikkoTheTusken 1 Link to post Share on other sites
Dead_Baron 26 Share Posted August 14, 2015 Still waiting on secondary turret fire in WoT.Wonder if that process will be linked but I assume for a variety of reasons, secondary turrets will always be AI. Link to post Share on other sites
Yakumo_san 39 Author Share Posted August 14, 2015 at one point, everything had historical ranges. often times, secondaries did more work than your main guns. DD's couldn't get anywhere near anything.As multiple people have pointed out, if you leave the 2ndaries ranges as it is now and just let us shoot when people do come in range it'd be pretty nice. The secondary advantage on the Izumo and Yamato could simply be their own local speciality, further making it a trademark vs the Iowa and Montana secondaries. Also, concerning the point of secondaries doing all the work, I'm pretty sure it was the AI -- allowing BB Captains to fully aim their secondaries imo adds further management and skill requirement to driving BBs. The fact that DDs have neither any citadel nor generally can't be killed in a single HE full salvo at close range from BBs, means that they can always try a YOLO-RUSH to any enemy BB to throw torps at point blank, and with the stealth levels of some of these little sneaky things, there's hardly anything the BB driver can do but try to turn away ( and by the time you do that, it can be quite too late and the faster DD might've caught up ). Link to post Share on other sites
bathoz 107 Share Posted August 14, 2015 If you're a lonely BB being jumped by a YOLO rushing, lonely DD, then maybe... maaaaaybe you should die. I'm not saying you deserve it, but if your explicit counter catches you in a bad situation, maybe ... maaaaybe you shouldn't have the advantage. How_Terrible 1 Link to post Share on other sites
OnboardG1 1,279 Share Posted August 14, 2015 IJN DD could launch torpedo at you while you are spotted and engaging someone else(like a cruiser). DD like Minekaze is hilariously easy to stay hidden in because air spotting range is only 3.1km.The map border is the only thing that stops you from staying hidden.If you're engaging another target you should always be moving. ALWAYS. It doesn't matter what you're engaging but you should be moving that rudder about constantly to work angles and throw off cruiser HE. There's a reason I survive 66% of my BB games: I don't derp around in a straight line. The only times that rudder is sitting on zero degrees and the throttle is firewalled is at game start when moving into position, when I'm in a knife-edge angle fight with another BB (which I decline unless I know I'm safe to engage) and when I'm charging a cap because if I don't we lose. Seriously, if you're going in a straight line at a level course, whatever ship I'm in I'm going to find it much easier to kill you. Link to post Share on other sites
Illy 56 Share Posted August 14, 2015 Getting back to secondaries the problem is they took them from one end of the spectrum (OP way earlier in development) to completely meaningless in the current version of the game.First, HE fire strips them away permanently with ease. Second, even when they're working they don't do much. I jumped into a Myogi in a training room and fired on multiple stock, stationary, and inactive Isokazes at about 1.8 km. It took upwards of 2:37 to kill one of them! Back in CB I did testing with the NC with secondary upgrades and captain perks and under similar parameters (stock, stationary, and inactive Benson at 1.5 km) it took over 30s, on average, to kill it. That's still an eternity at that range.They need to move them back in the other direction. They shouldn't be so easy to take out (let HE fire just disable them for a fixed amount of time) and if you choose to invest in them via captain skills and upgrades they should actually be a threat to a ship that ventures in range. Right now they're just a joke. for_SCIENCE, OnboardG1 and Yakumo_san 3 Link to post Share on other sites
Yakumo_san 39 Author Share Posted August 14, 2015 @Illy pretty much wrote what I was going to say -- plus, having to aim your secondaries with the current range limit is far different from giving auto-control over secondaries at full range (as in CBT Historical). Recall that it would still be someone aiming these guns, as in an actual player, and the value of that over an AI will change depending on player skill... and adding a more skill-rewarding system on BBs who are already partially shafted by RNG (less now in minus 3km ranges; but who drives in these kinds of ranges?) is what I'd like to see done. It's not like DDs at all tiers have Torps that get outranged by BB secondaries... unless you're a USA DD but that's their national trait.Giving control over secondaries in their current state imo is perfectly fine, since it's already very rare for DDs to enter said range seeing that it's so short, or even stay in that range for long. The few close quarter combat expert medals I got were mostly from shooting at carriers that were one fire... or at other BBs that I ignored white fighting another one. The one time I found secondaries to be useful was for finishing off perilously low health DDs... and even for that the 2dnary batteries took quite some time.Also, concerning DDs countering BBs, the point where most torp ranges equal or surpass BB secondary ranges... that makes the point kinda moot. The Longer range on Izumo and Yamato would be seen as a specialty of their own... and it might add one more redeeming point to Izumo itself! Link to post Share on other sites
ComradeHX 45 Share Posted August 16, 2015 If you're engaging another target you should always be moving. ALWAYS. It doesn't matter what you're engaging but you should be moving that rudder about constantly to work angles and throw off cruiser HE. There's a reason I survive 66% of my BB games: I don't derp around in a straight line. The only times that rudder is sitting on zero degrees and the throttle is firewalled is at game start when moving into position, when I'm in a knife-edge angle fight with another BB (which I decline unless I know I'm safe to engage) and when I'm charging a cap because if I don't we lose. Seriously, if you're going in a straight line at a level course, whatever ship I'm in I'm going to find it much easier to kill you.Why are you assuming people get hit by torpedo only when going in a straight line?Destroyers can launch a spread of torpedoes; as in firing a few in front, few behind(in case you turn/slowdown), not just spam left click.If the spread is big enough(like 15 torpedoes from Shimakaze), simply turning won't help much. Link to post Share on other sites
How_Terrible 529 Share Posted August 16, 2015 Why are you assuming people get hit by torpedo only when going in a straight line?Destroyers can launch a spread of torpedoes; as in firing a few in front, few behind(in case you turn/slowdown), not just spam left click.If the spread is big enough(like 15 torpedoes from Shimakaze), simply turning won't help much.It will still minimize the number of torps that you will eat. Link to post Share on other sites