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On the issue of naval battle proceeds and house allocation


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On the issue of naval battle proceeds and house allocation 1. Battleships with capital ships should be dominated by capital ships. The situation where small boats can dominate battles on most maps must be changed. Naval battles are not small boat battles. Ocean battles should always be dominated by ocean-going capital ships. 2. Rigid isolation should be set in the sub-chambers so that artillery torpedo boats, missile ships, and large artillery ships will not meet each other, so as to avoid the problem of imbalance. As for the balance between the ships that can meet, the weight can be used to allow only ships with similar combat effectiveness to meet. Only peer-to-peer confrontation at the same level can provide a good gaming experience. Feeding **** to each other is completely ungameable. In extreme cases, you can put NPC small and medium-sized ships in low-level rooms with only dd, and put NPC small and medium-sized ships in high-level rooms with bb and bc. This is a measure taken to maintain the gaming experience of various ship types, to prevent one of them from feeling too weak to cry miserably and causing others to be hacked. Don't try to make small ships and large ships of the same era one-on-one confrontation, balance is not history, history is not balanced, the combat effectiveness of large ships is still incomparable to small ships of the same period. Just like WoWS, forcing small ships of the same level to confront large ships one by one is not feasible. It will only disrupt the realistic battlefield form, resulting in the loss of dignity and status of large ships, and games based on history become unhistorical. (If you don't use history as the benchmark, you can balance it casually, but since history is the benchmark, it should still conform to the shape that history should have.) Finally, the core player group is lost and the picture quality is wasted. There is no cooperation in random rooms. 3. Resolutely not allow artillery torpedo ships to see any anti-ship missiles, The effective attack range of anti-ship missiles on ships is too far to be balanced. If anti-ship missiles are to be installed in the future, they must be resolved through rigid separation of rooms, and artillery torpedo ships cannot see any anti-ship missiles. 4. It is recommended to change the mode of occupying points in the islands. Now a naval battle is won by racing boats to occupy points in the middle of the island. This is completely out of the form of naval battles. The naval battle maps are basically two points in the middle of the islands and the open sea is only One point, you can’t win without drilling the island. Few people like to use broken boats. Now most of them use boats to get points. There should be a model for escorting the fleet and attacking ground targets. Drilling islands to occupy points is not a model for naval battles. 5. The income of naval warfare is too low now. The situation that only gains and kills can generate income is far from adapting to the form of naval warfare. The income should be based on the income of the artillery battle. The main guns on the ship can manually operate the salvo and cover the target once to get a score close to the caliber of the main gun. If not all the main guns participate in the round of artillery, the artillery income of this round is The caliber of the main gun is multiplied by the proportion of the total number of main guns involved in the round of artillery. If one shell hits, it will get the same extra benefit as the caliber of the shell. If the hit shell penetrates the target or damages the external parts of the target, The gain is the same as the caliber of the shell. If the hit shell penetrates the core area of the target, the gain is three times the caliber of the shell. If a torpedo is used, there is no benefit to cover the target, but the torpedo hits a shot to get the same benefit as the torpedo weight, if the hit torpedo penetrates the lightning protection structure at the hit (if any, if there is no lightning protection at the hit) The structure is directly regarded as a breakdown), then the same gain as the weight of the torpedo is increased. The kill and assist gains remain unchanged Only by adopting the above methods can we adapt to the long-range artillery torpedo warfare mode of warship naval battles. 6. Fire extinguishing should be the same as leak plugging and drainage as the ship’s own capability. Fire extinguishing should not be included in research and development projects. Now if any ship has no research and development fire extinguishing project, once it catches fire, it can only wait to burn to death. There is an option to improve fire extinguishing efficiency. 7. There are too many small boats in the picture where large ships enter. The small boats should be divided into separate houses instead of large ocean-going ships. Missile ships and artillery torpedo ships should not meet, small boats and other warships should not meet There is no cooperation in random rooms. 8. A large-scale open sea map should be used in the large ship house. The navy's combat method is also to attack at a long distance as much as possible. No one wants to drive the bb and bc that are hard to come out into an island map and then be hit by a small ship. , 9. Resolutely oppose the production of submarines, mine anti-ship missiles and other things that are difficult to balance and too confusing. According to historical performance, the speed of the submarine was too slow. At that time, the normal submarine had only single-digit speed in the underwater state, and the surface speed was only a dozen knots. The underwater range was too short, and the submarine was extremely vulnerable on the surface. It can't provide a good game experience at all, and the existence of submarines will greatly destroy the game experience of other players. It is the right choice if such things are not available. And since there is already a special submarine game such as SH4, and SH4 is enough to prove that only a stand-alone submarine can provide a good game experience, the game experience of allowing players to operate the submarine in online mode is absolutely extremely poor. Mines are more face-to-face than submarines, so I don’t need to explain why There is no cooperation in random rooms 10. The naval battle history mode should automatically mark enemy units and clearly track targets, and display them on the small map. It is recommended to restore the historical mode of the enemy unit mark and display it on the small map. The specific name of the enemy unit may not be displayed, but the enemy unit should be automatically marked at a normal distance, and the enemy target can be manually marked at a longer distance. It is recommended to add a search radar. The search radar should be displayed separately, highlight the target and coast outline, and display the heading and speed of the moving target, and the range can be adjusted independently, and displayed simultaneously with the small map. . Regardless of the mode, your own units at medium and short distances should have their own logos, and all your own units should have their own logos on the small map, so as to reflect the existence of observers and correspondents. Naval warfare should not refer to the history of land warfare. The history of land warfare is now a very bad model. The history of land warfare is as cumbersome as a full-fledged simulation. The problem is especially serious when the language of players from various countries is not understood. . , Too wasteful of eyes, naval battles should move closer to the history of air battles. The battleship has a large number of members, and there are at least a dozen observers at work in the state of combat. They cannot be as blind as a tank with only a few people. Even if it is a destroyer, there must be at least a dozen people in the combat state who are in charge of various observations. This is not even a weapon sight, so the warship should automatically mark the enemy unit, even if the mark only shows the location and general type of the enemy unit. can, . . . Moreover, if there is no mark of the enemy unit, continuous shelling and observing the surrounding situation constitute a serious conflict. Observing the surrounding situation has too much influence on the shelling, especially during long-distance shelling. It is necessary to observe the surrounding situation during the shelling. The target is out of tracking, and then you need to readjust if you want to continue shooting, 11. Now when multiple people are attacking the same target at a long distance, it is difficult to distinguish which shells they fired and the splash caused by them. It is recommended to add special display effects to the shells fired by yourself or see what your shells are. Special colors, 12. Considering the issue of balance, naval warfare can temporarily ignore direct linkage with land warfare. You can play NPCs with the army in the landing mode, but don’t rush to let the naval player and the land player directly confront, it will seriously damage the game experience of the land player and the naval player. The old battleships now added to the game basically have no anti-aircraft firepower. Putting it on the weight of 6.0, it can almost only be passively beaten by the attack of the same level aircraft. It is recommended to improve. 13. In the current mode, in the dark, nothing can be seen without opening the scope. The scope of vision is very narrow. Most of the occupied points are in the middle of the archipelago. There is no radar and enemy markings yet, even if the scope is divided and illuminated. It doesn't have much effect, and the game experience is extremely poor. . In the foggy weather, nothing can be seen from a distance of 3km, which seriously affects the artillery battle. . It is recommended to cancel the night battle and fog in the current mode. 14. Regarding the planned ship and the blueprint ship, as long as the performance, data, structure are reasonable, and the combat effectiveness is appropriate in the same weight and the sub-chat, they can be released. Unlike tanks and airplanes, battleships require too much cost to make a sample. As a result, many plans were not built, and many battleships that could be built were not built due to various reasons. . 15 Don’t learn the historical model of land warfare anymore. It’s too troublesome. Let’s say that naval and land warfare are not the same thing. The land warfare model has no reference at all. One boat and one plane would be fine. 16. There is no imaginary cooperation in random allocation, and no one likes things that are too probabilistic 16. If the naval battle game wants to live a long time and make money, it must conform to the player's beliefs and make a large battleship well, reflecting the strong position that a large battleship should have. No matter how good the boat is, it is useless, and no one will go to the liver for the boat. 17. The secondary artillery and antiaircraft artillery operators of large ships often have no response to enemy boats that are attached to a distance of several hundred meters. This is unrealistic. It is the correct way for the boats to be completely suppressed by the large ships. 18. Only peer-to-peer confrontation at the same level can provide a good game experience. There is no gameplay to allow different types of units of the field team to feed each other ****. If anti-ship missiles are to be produced, traditional artillery warships cannot see anti-ship missiles, and the output efficiency of anti-ship missiles is much higher than that of any traditional artillery warships. 19. The current torpedo warning distance is not useful at all. It is completely impossible to rely on torpedo warning to add to the full range. It is too late to hide from the automatic warning. When there are few people, you can see it with your own eyes. Finally, I hope that WarThunder can make naval battles bigger and do a good job, and take the realistic-style surface formation battles, and don’t waste image quality like WoWS.

山丁 海战 即使是一定要占点,也应该改成这样,不论什么船都应该在远离占点的同一片区域出门,单纯延长占点时间并没有明显意义jpg.jpg

山丁 海战分房 横版 无地图.jpg

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