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  • IMO: what will save KM and what will not

    10. 21. 2005 13:14

SWPIGWANG
This is just my assumptions as an outside observer, but I think the main KM problems are as follows:

Completely dependency on range whoring for (almost) ALL ships

The main problem isn't that KM lack strong ships or have huge unbridgable gaps in the ship tree where getting exp is impossible. (the biggest would be lv38~lv55 PS line in Mpro, but that is not that much more than lv38~51 in mogami CL or lv30~46 in Altanta to NO, or lv33 to lv45 in Sirus and lv45 to 70 in York)

The problem is that the German tree is too consistant, with the same play style and similar guns with nothing to break the monotony, or ships suitable for different game types.

Consider the main US Ship tree:
Fletcher -> Somers -> DDX -> Atlanta -> Brook -> Cleveland -> Alaska -> Guam

Fletcher is balanced DD, Somers is semi-whore DD (TW/AW), DDX is gun DD, Altanta is HA boat, Brook is rush CL, Cleveland is balanced CA and Alaska is low BC.

Every boat on the line plays very differently.... Not all is suited for every game type, for example Altanta is not so good in DD/CL, but there is always another boat of the clas that can do the job in the tree (say brook).

Consider the German Ship tree:
Z1 -> Z46/52 -> Z99 -> Kberg -> Mpro -> Deuschland/Hipper -> Eugen/P-Pro

Z1 is gun DD with torps. Z46/52 is gun DD with torps. Z99 is gun dd with torps. Kberg is range CL. Mpro is range CL. Deschland is range CA. Hipper is normal CA. Eugen is range CA. PPro is super range CA........

omg everyone is an range gun boat....
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Personally, I think to make the KM actually interesting..... you have to make some KM ships capable of closer range combat, so KM can stop running for once.

Ideas:
Bluff 5.9" triples.....making them blockshoot at lower level would be a good touch, as near blocks at 100% lv45 would change the way KM is played forever... might have to nerf reload a bit if blocks prove too much though.

Lower space and level requirements of 14.96" first set so they fit around lv65 would be crazy but probably doable, together with armor whoring O-pro, you'd have an solid slugger for its level.

Ideas that I think won't work:
Remodels into ships that are effectively identical. It won't work because the ship is played the same way and add no real diversity to the tree but acts as a credit sink due to remodel fees.
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  • Re : IMO: what will save KM and what will not

    04. 09. 2011 11:46

angus725
2005 thread.

Locked.

  • Re : IMO: what will save KM and what will not

    04. 09. 2011 10:56

danita
Awesome Necro is epic!

  • Re : IMO: what will save KM and what will not

    04. 09. 2011 09:14

silentsubusa
well, i kindof disagree about "being hard to grind to Z99". the Z1 is a good AA boat, and
its an ultra exp gain ship with DCS and AA.

  • Re : IMO: what will save KM and what will not

    10. 23. 2005 13:07

TripleG
yeah a close range ship would be great. im stick of having to play coward.

  • Re : IMO: what will save KM and what will not

    10. 23. 2005 01:04

bigcracker
good points made some i like some i didnt but nice post

  • Re : IMO: what will save KM and what will not

    10. 23. 2005 00:52

toxic
what's with you and pikachu mix...

i think the DD's and M-pro are versatile enough...give 5.9" a firepower boost (maybe another imaginary upgrade like the 6.75"...) at a higher level with more range and that'll help M-pro in a non-range setup (and add more displacement). the Z-class DD's all have speed, displacement (i think), and plenty of gun options.

problem now is from M-pro til Gneisenau/O-pro. right now 5.9" M-pro at high levels is worthless for anything besides AA and DD killing with an underdisplaced weak-hulled ship.... then everything depends on range and purely range. at Gneisenau/O-pro you can at least choose speed or armor exclusively.

no need to lower 14.96" for O-pro...it's good enough as it is. need some way to beef up O-pro2 and Deutschland though.

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 19:54

commissioner
Taking out a Z99 at close range with a SP38. . .only if the Z99 keeps missing you.

The Z99 will have eight 5.9" or 6.75" guns compared to your six 5.9" guns. Both ships are more or less the same size. . .

The rest doesn't need any any explaining.

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 18:48

galen107
Good point about ability, I see the point, in that case, the Kriegsmarine could use a good close range ship....although WW2 Germany did not have really an extensive surface navy, so it might require some creativity from TNF

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 18:11

andrew
The KM should definitely have the option of going for a really big, short-range, extremely powerful BB. Make some 14.96" triples that it can mount or something, so that it demolishes in All Welcome games, but gets its ass kicked in BB/CA games.

  • Re : IMO: what will save KM and what will not

    10. 22. 2005 17:58

bobbyshaftoe
Doing well in a SP38 is less down to your ability, rather the lack of your opponents.
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