#Navy Discussion why is great or sucks?

25 messages · Page 1 of 1 (latest)

jovial quail
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Hello. This is a discussion to talk about the pros and cons of navy. Ranging to anything about it.... mechanics etc really just trying to get a feel for what people like and hate about navy.

Me personally im on the side of hate navy but im thinking its due to the fact that I dont have good navy. But I also think at the core of navy is some really really bad mechanics that sound good on paper but terrible in reality.

The Pursuit mechanic - this is a mechanic that is good and bad but also terrible. Its really a thing that either works in your favor or doesn't. Pretty gives you or the opponent the chance to kill your troop by chasing it down. Well its good yea because you have the opportunity to get kills yea. You can activate your officer skills and deal massive damage while the enemy flees from you..... now turn that around and its suddenly you in those shoes. You got caught by the guy who was waiting for you to pull away and now your ship is dead as you are most likely running a GMD or AD. Everything moves at the same speed unless you are up in VIP level or have a troop speed buff. So highly unlikely you escape anything unless your running Anti Sub. The Pursuit Mechanic is very iffy because it also depends on Pursuit Capability for damage and skill charges. But onto the next topic.

Missile Interception - This is just whole heartedly a dumb mechanic because every ship (except AC) can utilize this. This mechanic alone nullifies your basic attack ultimately reducing the damage to the enemy and prolonging the fight. This also becomes 10x worse when you realize you keep an AC in your base just to deal with AD just for your basic attacks to get nullified about 30%-40% of the time. Leaving you to die without getting many kills. Also for those who dont know AC fires a missile while in base for Base Defence and this can get intercepted. This also gets worse when you have officers that boost this stat that gives your troop basically a chance to intercept a basic attack.

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Armored Destoryers in the current state are more tanky than SH. You will see them tank 10-20 officer skills from equal leveled troops. While Ripcurrent the officer does kinda fix this.... an officer should not fix a problem that a unit has in general.
Honestly im hoping that the missile interception get nerfed so that Missile troops will hit harder and better. Armored Destroyers should really only be somewhat effective in interception with an AAD around in its radius.
Maybe buff Anti Sub Penetration by 20mm..... jk jk unless.....

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There's more and more but I just want to hear thoughts and opinions

jovial quail
bright mantle
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The pursuit mechanic is a huge crutch for eradicating solo play (no one hides the fact that the fleet is specifically designed for playing with an army group)

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And this is very bad,
but you can't completely give it up either. Because AA & GMD will end up in the trash insta

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In my opinion, the pursuing ship should receive a speed reduce of ~30%.

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The balance between the different classes will not spoil the submarines and the anti-sub will still catch up with everyone, the AD will still not be able to escape from the average ship) but when encountering the same type of ship, there will be at least a chance to escape with heavy losses

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As for missile interception- it's just an artificial nerf of gmd, AA, and AC turtles.

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Let's be honest, gmd and AA are currently the most powerful and necessary units, and giving them consistent damage on units is too much

vague wing
grizzled anchor
hushed stream
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Honestly think that you should alternate between navy and solely ground base C4 ! So many players miss Moscow and San Fran! When the navy idea was originally floated Lilith 100% said it would alternate between ground and navy

uncut palm
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Lilith should consider the reality of the Navy role in how they deploy the units. 1. An AC carrier is vastly underpowered even when modernized. They carry “Tomahawk” missiles but I have no idea when they are being used or how to trigger them. They should have a very long range and should be a standoff weapon, instead they behave like a buff. This is bad. If they worked realistically, they could be launched at a much longer distance and also be shot down. 2. Using the AC carrier for attacking just about anything on par with the carrier is going to end up with a dead carrier, even though IRL a carrier could devastate a city, let alone a base. It is too far from reality. 2. Subs- why?? Like why have a unit that can only be detected and attack within a grid? Subs are standoff weapons. The only way to realistically counter them is with other subs. But a sub that has to get within a grid of what it is attacking? If that were IRL subs would not be in existence. And again, like the ac carrier, they too cary a missile that is more of a “buff” and not a weapon. IMO the GMD and AD and to an extent a really advanced AA unit are the only ones that fit the profile of the navy ops as it is fashioned now. The other options (sadly I have both modern sub and ac carrier) are poor choices in both a strategic and tactical game play.

jovial quail
drifting quiver
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I’ll put in my experiences with navy (I’ve only played silver so I can’t say much), but I think it’s an alright design. Yes it has flaws but navy feels like it was designed more tailored to cooperating units, if not in an AG , at least cooperation. From what I’ve seen AC is a really powerful field unit if it is protected properly and well GMD’s still shred everything. AA ship missile defence is noticeable but is rather small in effect. Antisub feels like a semi generalist unit with well antisub capabilities. Subs are meant to be like LT, ratting the backline or killing GMD/AC. yes I think pursuit can be quite unfair and well AD’s are really tanky asf (the strong ones) but at least in silver it’s pretty balanced. The fact that subs can go invisible is pretty strong. Disclaimer I do have a decent navy for S1.

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Everyone keeps talking badly about navy and yeah there are flaws. Yeah I don’t like the LACK of realism but from a game system standpoint it’s alright. I’ve seen a lot worse

ember flax
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It not as flawed as the land combat system (play arty or nothing) plus its much harder to turtle. Anti sub should get rebalanced a bit as i see no reason for having one. Complaining about a lack of realism in Warpath is funny... Its a game and it follows game rules, nothing here is realistic at all

drifting quiver
ember flax
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Maybe situation in silver is different. In gold 2 nobody uses anti sub for good ressons🤔

jovial quail
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In Silver, Navy is vastly different as a mass majority can make decent ships at that range. Like if you take the average 400-500m player they will be borderline "invincible".
While Anti Sub on paper is good its getting beat out by a lot of things because of range and damage.

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Also Land is not really flawed because Arty literally does its job like its supposed to. The point is to bust bases but be slow about it. RL are starting to see an uptick but most still use Howis. GMDS are literally floating artillery ships.... their whole purpose is to burn bases and yet they are frontlining nearly 100% of the battles even when being away from bases.