ORIGINAL: Jorge_Stanbury
how long, how many minutes does a typical battle take?
I had some short term fun with WOT.. but got boring after a few weeks
never tried WOW...
There is a maximum game time of 20 minutes, plus a nominal loading time on the front end of course. Most games are over in about 15 minutes at most. If you die early, you can "exit to port" and play with another ship, or just exit the game entirely if you're done.
ORIGINAL: Denniss
ORIGINAL: Lokasenna
I'm beginning to have issues with it from a game balance and realism standpoint, but they're minor. The only glaring thing to me is that flooding damage is ridiculous (essentially, torpedo damage is modeled twice because of it). I enjoy playing a handful of games every few days.
Yep, I recently lost a Kongo due to a bow torpedo hit and no repair crew available for some time. 13k hit points lost from this. Fire damage is unbalanced too - too easy to ignite Battleships and too much damage caused by it (likely a percentage of max hit points)
Yep, I recently lost a Kongo due to a bow torpedo hit and no repair crew available for some time. 13k hit points lo
While the damage you cite isn't super high, my trouble with them is that torpedoes deal a range of damage already (which is fine), but the top-end can be about 14-15k. Most of my hits seem to deal 9-11k in my tiers (my DDs are both tier 7). But then.... it has a decent chance (50% or higher) to cause Flooding, which deals damage over time and can amount to 20k or more. The only way to get rid of this is the damage control party consumable, which on a battleship can have a 90-second cooldown.
The other day, I took 2 torpedoes on the nose at separate points during the battle. I didn't get flooding from the first one, but it still hit me literally on the prow (I almost slowed/turned enough to avoid it) and did 10K damage, out of my total of 57K (in the Fuso). I mean, torpedoes have a lot of TNT and the shock of the explosion could cause problems. That's fine. Sucks, but I could see that happening. IRL, a piece of the bow might've been missing which would've affected speed and all that. In the game, it's just hit points and the speed isn't affected at all.
But then later, I took another one in exactly the same fashion in exactly the same spot. My DCP was on cooldown, and it caused flooding. I didn't quite die from it, but the torpedo dealt another 10K or so damage and then the flooding on top of that did 15K or more. All put together, there's just no way that 2 torpedo hits on the very tip of the bow would cause 60% of a Fuso's "health" IRL, right? That's my problem: torpedoes can cause flooding, but already deal an absurd amount of damage that in itself already models damage being received to vital parts of the ship (i.e., compromising its watertight integrity).
Fires I don't have as much of a problem with. There are varying levels of fire damage. Small fires started by weapons from a destroyer deal less damage than fires started by HE shells from a battleship. Much less. It's somewhat random. I think they mostly got that part right, as fires are extremely dangerous to a ship in combat and just 1 fire burning, while bad for your ship, isn't overwhelming. It's when you get up to 3, or the maximum 4, fires that it gets rough. It places an emphasis on using the damage control consumable.
But yeah, the double torpedo damage is stupid to me. They also don't model hit locations very well with the torpedoes. We all know that sometimes a torpedo detonation will deal minimal damage to a ship - it might blow up and flood some crew quarters, for example, and cause some minor speed/maneuverability problems (this is for a "low end" torpedo hit....such as the ones I complained about earlier). While that sucks for the crew, it doesn't effect the ship's combat capability in any immediate way.