pepe_trueno Posted December 30, 2024 Posted December 30, 2024 (edited) Commander skills and modules are two aspects of the game that require some attention, mainly because the so-called "options" feel terrible. How to increase the amount of available skills without breaking the game? With variants of the skills that will come with a twist. I will use BB skills as an example Demolition Expert: Standard: +1% chance of main and secondary HE shells causing a fire. +15% Explosion radius of all munitions, except for depth charges, when attacking submarines. Variant 1: +25% Explosion radius of all munitions, including depth charges, when attacking submarines. IFHE: Standard: +25% armor penetration of HE shells. Base fire chance reduced by half. Variant 1 (APHE): +80% armor penetration of HE shells. HE can not start fires Variant 2 (frag): -75% armor penetration of HE shells. HE Base fire chance increased by 25%, HE chance to break a module increased by x% Super-Heavy AP Shells Standard: +7.5% AP shell damage, −10% fire and flood damage received, +25% fire and flood duration. Variant 1: +7.5% AP shell damage, -15% to AP initial speed Variant 2: +15% to main and secondary guns shell speed, main and secondary guns ROF reduced by 10% Adrenaline rush: Standard: For each 1% HP lost: −0.2% reload time of all armaments and +0.2% AA continuous damage. Variant 1: For each potential damage multiple: −1% reload time of all armaments and +1% AA continuous damage. (For example: 1.5 million potential damage will grant a GK a 14% bonus) Long-Range Secondary Battery Shells Standard: +20% secondary battery firing range. Variant 1: +40% AA firing range. Concealment Expert Standard: −10% detectability range of the ship. Variant 1: -20% detectability range of the ship when below 10 Knots, -10% detectability range of the ship when below 21 Knots Variant 2: +20% to the maximum dispersion of enemy shells fired at your ship. Edited December 31, 2024 by pepe_trueno 3
Admiral_Karasu Posted December 30, 2024 Posted December 30, 2024 Noice, this is something I'd like to see, but ... that's me. To me it seems your ideas would achieve two rather significant changes to the game; 1) heightened level of realism and 2) increased situational flexibility. Both of these additions would make the game play experience less predictable than what is now, and I think that would make the game play more dynamic and that's something that WoWS, to my mind, really needs more. A more dynamic approach to the game, so by all means, stirring up the stale waters in the pond would be very welcome.
Wolfswetpaws Posted December 31, 2024 Posted December 31, 2024 8 hours ago, pepe_trueno said: Commander skills and modules are two aspects of the game that require some attention, mainly because the so-called "options" feel terrible. How to increase the amount of available skills without breaking the game? With variants of the skills that will come with a twist. I will use BB skills as an example Demolition Expert: Standard: +1% chance of main and secondary HE shells causing a fire. +15% Explosion radius of all munitions, except for depth charges, when attacking submarines. Variant 1: +25% Explosion radius of all munitions, including depth charges, when attacking submarines. IFHE: Standard: +25% armor penetration of HE shells. Base fire chance reduced by half. Variant 1 (APHE): +80% armor penetration of HE shells. HE can not start fires Variant 2 (frag): -60% armor penetration of HE shells. HE Base fire chance increased by 25%, HE chance to break a module increased by x% Super-Heavy AP Shells Standard: +7.5% AP shell damage, −10% fire and flood damage received, +25% fire and flood duration. Variant 1: +7.5% AP shell damage, -15% to AP initial speed Variant 2: +15% to main and secondary guns shell speed, main and secondary guns ROF reduced by 10% Adrenaline rush: Standard: For each 1% HP lost: −0.2% reload time of all armaments and +0.2% AA continuous damage. Variant 1: For each potential damage multiple: −1% reload time of all armaments and +1% AA continuous damage. (For example: 1.5 million potential damage will grant a GK a 14% bonus) Long-Range Secondary Battery Shells Standard: +20% secondary battery firing range. Variant 1: +40% AA firing range. Concealment Expert Standard: −10% detectability range of the ship. Variant 1: -20% detectability range of the ship when below 10 Knots, -10% detectability range of the ship when below 21 Knots Variant 2: +20% to the maximum dispersion of enemy shells fired at your ship. There is no such thing as a "free lunch". What "payment" is being proposed to improve the effectiveness of skills? Higher skill-points cost?
pepe_trueno Posted December 31, 2024 Author Posted December 31, 2024 (edited) 12 hours ago, Wolfswetpaws said: There is no such thing as a "free lunch". What "payment" is being proposed to improve the effectiveness of skills? Higher skill-points cost? they are not an improvement but a sidegrade,They are there to offer an alternative. Take IFHE as an example: +25% armor penetration of HE shells, Base fire chance reduced by half. For most BBs IFHE has no real use since their main guns HE have more than enough pen and secondary guns only benefit from it if they have between 20 and 26 base pen so they can reach the 25 or 32mm pen threshold. now look at the alternatives: Variant 1 (APHE): +80% armor penetration of HE shells. HE can not start fires massive boost to HE pen at the cost of removing fire chance, For main guns this wont do much since BBs HE already pen almost all plating except belt and turret armor and for secondary guns that can reach 32mm pen with the standard IFHE this will kill the fire chance for little to no gain. so what is this skill good for? well for the rest of small secondary guns that can't break any important threshold with 25% HE pen boost. then we have the Variant 2 (frag): -60 -75% armor penetration of HE shells. HE Base fire chance increased by 25%, HE chance to break a module increased by x% disclaimer: i forgot thunderer existed which broke the concept so i had to up the penalty from -60 to -75% this one is not intended to be used with secondary guns since even the almighty pan american 234 mm will go from 59mm pen to 15mm pen, this one is intended for main guns, Lets use the biggest offender as example: thunderer 457mm guns with a base HE pen of 114mm and 63% fire chance, With this skill it will become 28mm pen and 81% fire chance. Edited December 31, 2024 by pepe_trueno 1
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