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  • How would you balance NF...in general

    10. 20. 2005 16:24

SWPIGWANG
So here is it...the general balance thread where you can propose massive balance alternations. Keep in mind that you can't add new features or ships..... You can tweek ship and weapon abilities as well as the exp system.

Balance with respect to:
1. Ship strength at level in various game types
2. Exp Gain
3. Fun and specialization
4. Future ship line development
  Index

  • Re : How would you balance NF...in general

    10. 20. 2005 19:45

xenoborg
give us an actual advantage, ie either best armour or best damage per shell, as the uk get like the 2 best advantages

  • Re : How would you balance NF...in general

    10. 20. 2005 18:00

flamingpanda
i think they nerfed the proxy torps too much cause now they blow up before the reach the actual ship, and don't do much damage.

  • Re : How would you balance NF...in general

    10. 20. 2005 17:54

SWPIGWANG
Splash now is NOTHING compared to the splash happy days where T93 mod2 fired into an enemy formation would splash 8k even if none hit......

nowadays I rarely get splashed more than 2k in my bulgeless DDs even if they det petty close.....

  • Re : How would you balance NF...in general

    10. 20. 2005 17:49

tb4601
I agree with killing the end range detonation (and I have a TW myself). Its way too unrealistic and skill-less

  • Re : How would you balance NF...in general

    10. 20. 2005 17:30

SWPIGWANG
[i]quote: I do not however, recognise the power of the torp over the gun, seeing as there is only one nation that is actually really any good at torp walling. Torps, tactically placed, aimed, yes. Torps, spammed, approximated, no. Give me Jutland and dying in a hail of gunfire any day.[/i]

Torp over gun? Lets see if my Kuma kai can kill an Alaska 1v1....or hell a ff1

If there is one thing that really makes torp messed up, it is the tinyness of the battle area. Personally I have no fear of any torper in small games....they simply can't corner me into a torpedo solution unless I make an mistake or they have better recon.

Just give the game an larger play area and deployment zone...hell moving games outside of area 7 would solve alot of problems already, since there is no island that prevents N/S movement while being too small to provide torp protection. The current play area is so small that in larger games, a "rush team" have huge advantages since people run out of space to run very quickly.

My question to whether we should keep torp walls are simply:
1. Is torp walls interesting dynamic in the game
2. Is torpers fun to play, and is countering them interesting

The answer for both of them, is imo true.

[b]The issue about damages and exp can be tweaked to fitting levels. You can make kita lv60 and give BC exp for all I care. I do not want to see this interesting boat gone.[/b] After all, an Nelson, South Dak or an Nagato kills you far worst than any torper, with far less the defending side can do other than pray, but does that mean they should be removed?

The annoying thing is that gun players would probably not play against kita even if it is made a lv119 ship, because their distaste for "torps" rather than any balance issue.
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As for AW, actually I don't mind, since rushing AW is why I keep torps around for ;D

  • Re : How would you balance NF...in general

    10. 20. 2005 17:15

royalnavymat
No, I do not want this to turn into Jutland. I do not however, recognise the power of the torp over the gun, seeing as there is only one nation that is actually really any good at torp walling. Torps, tactically placed, aimed, yes. Torps, spammed, approximated, no. Give me Jutland and dying in a hail of gunfire any day. Your historical quotes are true, obviously, but they have no place in NF, since NF is not a historically based game...

Good ideas, but i'd also like to see a gun fuse or something. Its' technically impossible because the lowest amount would be like 300m or something, but it would stop rushing. Basically, shells hitting your ship at a certain range do 0 dmg.

  • Re : How would you balance NF...in general

    10. 20. 2005 17:08

flamingpanda
i'll mention a few for now, and say more as i stumble upon crap:
Z99-guns space reduction(to the 5.9)
make the second set of dual 5.9 for germans more usable in terms of weight(espeically the Ls)
Fix tsukikei
Torp splash at end of run not there
thats it for now

  • Re : How would you balance NF...in general

    10. 20. 2005 16:56

SWPIGWANG
Damn, I was making my post and the anti whores pounce on me.

What I agree and disagree on the issue:

Agree:
1. I agree TW gets too much exp
2. I agree that TW gives out too little exp for the damage they do

Disagree:
1. I disagree that torp walls should be removed. In my numerous posts in the old forums, I've given countless historical examples of torpedo walls causing massive damage in battle.
2. I disagree that torpedos are not fun, even on the receiving end. To me, they are infinitely more interesting than gun battles, and I only have myself to blame when I fall victim to them, unlike the 16" shells from 4x my range, or dive bombers, or humping armor whores with 7" belt.

Personally, if given a choice, I'd give all nations some sort of torp whore ability. KM with pattern running/homing torps, Br with torps with non-zero range that fits on a DD (should make them weight quite a bit to prevent AW on top of that though), and US with torps that do more damage than a 8" shell....

I'm not suppose to dodge every torp there is, as people don't dodge every shell fired at them.....

RNM just want to play jutland....but to me, I wanted to play torps even before I learned about TW in the game.... Torps is all about positioning and tactics and less about levels, amount of credits in your armor, and the sillyness of your gunsize.
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If kita gives BC exp, I'll be perfectly happy see them in every game.....

  • Re : How would you balance NF...in general

    10. 20. 2005 16:54

andrew
Better exp gain overall. The grind is just too long. It takes weeks-months to get from one ship to the next after level 30. You shouldn't have to play for a year to get to the 2nd CL in your ship line, especially if you're not playing constantly for that year. Also, nerf higher level brit range and brit armor, and make KM ships faster and give 14.96" more range. And make KM guns available sooner to their respective ships, as they don't do as much damage and the range advantage only works on ships above DD level (they just rush!).

  • Re : How would you balance NF...in general

    10. 20. 2005 16:51

southpaw
SWPIGWANG, you went to Vancouver?
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