こんにちは rapPlaysNF

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Everything posted by こんにちは rapPlaysNF

  1. i accidentally put this in the suggestion section oops
  2. the ship launched torpedoes lack damage compared to plane launched torpedoes ship torpedoes are usually very long for it to travel long distances (kitakami) or it will be standard sized (most F/E tier dds) either way if a torpedo hits an ship it will probably leave one or two marks in this case i was using Duca d'Aosta (C tier) to torpedo Magrat's italian battleship (not sure if its vv because it is not andrea doria) and i launched torpedoes before i died then a torpedo i launched hit magrat's battleship and done 1.5k damage but when i used my cv and torpedoed the same battleship magrat is using it took 10-8 torpedoes to sink (or set on fire) magrat's ship which is not surprising because a ship cant tank 10 torpedoes especially if its not yamato but the thing is my torpedo from C Duca d'Aosta didnt even scratch the paint on magrat's battleship so , ship launched torpedo should be as powerful as the plane launched torpedo , if not stronger and damage should increase/decrease based on ship tier
  3. hey guys it is me again can you put these ideas in game pls shell spread shell spread is how much shells are spread in an area if you decide to put shell spread can you also add shell fire mode(accurate and spread shell fire mode) it is a good counter against quick ships larger map can you make the map WAY larger than it is now(also add a plain ocean map with no islands) islands that has towns, cities and harbors should be able to fit battleships passive and manual AAW the passive AAW range should be increased but its damage should be decreased if an enemy plane has half HP it should smoke passive AAW should have 2 zones of AAW(long range flak and short ranged anti aircraft machine guns) we should see the anti aircraft machine gun firing at the enemy planes(small shells firing into the air) DD,CL and SS(surfaced) will take passive damage when they got too close to BB,CA and CV(should be short range) visible damage damage should be visible shell damage should blacken the area that is hit and has a(5% fire ignition chance) torpedo damage should submerge the hull a little bit and has a(you can decide what percent of flooding per torpedo) hull HP dropping at 25% will not cause the ship to burn and stop the engine and constantly lose hp but fire and flooding fires should be caused by shells and not just the hull HP dropping to 25% fires can spread throughout the ship(midship,fore and aft) in DD.CL and SS there can only be one fire(midship) flooding should reduce the ship speed(up to you what amount of speed reduction)and reduce the ship HP by 100 per tick improved shell design can you please make the shell design more "round" rather than flying lines? improved planes planes dont fly in perfectly straight lines planes can reposition itself to be more effective(especially torpedo bombers) rocket planes can dive and pull back multiple times(if planes equipped with rockets does get added) CV complexity idea different plane upgrade choices torpedo bomber can be: improved torpedo bomber(unavailable in japan)(increased speed and increased bomber hp) heinkel he111(germany only)has great speed and great survivability nakajima b5n(japan only)(deals damage to nearby enemy planes even fighters and has more hp than normal torpedo bomber) Ilyushin Il-4(russia only)has a great amount of fuel and decent speed(only 3 plane per squadron) twin engine torpedo bomber(unavailable in germany and russia)faster and has more hp than normal torpedo bombers fairey swordfish torpedo bomber(britain only)slower than normal torpedo bombers but their torpedo damage is unmatched dealing heavy damage to enemy ships that get hit by it dive bombers can be: stuka(germany only)can drop 2 bombs per plane but only 4 planes max per squadron, has great speed bomber equipped with rockets(launches 4 rockets that deal heavy damage on unarmored ships) corsair(US only)quicker and more durable than a normal bomber breda ba.65(italy only)an bomber that can damage enemy planes like a fighter and has the sight range of a scout(3 per squad only) improved bomber(unavailable to italy,germany and US)improved survivability, fuel capacity and speed compared to normal bombers fighters can be: spitfire(britain only)greatly increased firepower and speed fighter bomber(can drop a bomb but reduced firepower and speed) lockheed p38 lightning(US only)(able to move very quickly across the battlefield and deal heavy damage to enemy planes but only 1 plane per squadron is allowed) breda ba.88 lince(lynx)(italy only)a fighter/bomber capable of dropping a bomb while still maintaining the firepower of an fighter(3 per squadron only) dewoitne d.520(france only)a quick fighter with superior maneuverability improved fighters(unavailable in france ,US and UK) scouts can be: kamikaze(japan only)can dive toward enemy ship and deal direct damage, has a chance to miss and hit the ocean floatplane(unavailable in US)(when run out of fuel can still survive but ally ship needs to pick it up in the middle of the ocean) fighter scout(unavailable in japan and russia)(modified fighter that has no guns but the speed,agility and durability of a fighter) polikarpov R-5(russia only)a reconnaissance bomber capable of dropping a bomb while having the sight range of a scout(3 planes per squad) consolidated pby/pbn catalina(US only)has greater sight range,speed and fuel capacity than a normal scout morane-saulnier M.S 406(france only)can damage enemy aircraft like a fighter but has the sight range of a scout improved submarine torpedo submarine torpedo doesnt make any sense how can you fire torpedo under a ship and still do damage that submarine should already deep dive(if SS dont deep dive they might risk crashing their superstructure to the enemy ships hull) but it just spams torpedo when its below big ships iam open to other ideas
  4. the dive delay for the submarines is completely fine to me, it gives enemy ships a chance to take a shot at you not diving then surfacing then diving and then surfacing again until you save up enough o2 to dive long enough to kill the enemy ship. The dive delay might be annoying but i think it adds a little bit of realism also the salvo(all guns firing at once) makes the gun more inaccurate at range about the torpedo range delay thing i dont know what are you talking about maybe minimum torpedo arming range, it prevents ss from spamming torpedoes DIRECTLY under the enemy ships hull(especially for CV mounted with torpedoes)when the enemy ss is directly under your hull he can fire the front tubes and back tubes at once i would like the minimum torpedo arming range back but i would also like to pair it with worse ship steering to balance it out
  5. hey guys it is me again i am watching these videos about WoW and they have this building concept , you know like mounting some stuff on ships (which we do in navyfield but they have a lot more stuff like aaw modifications and all those) so i had a new idea, what if there were different special modules (not like guns and engines and fcs) but like an improvement to passive AAW (and many other different modules) you can pick 3 ship mounted module that can be mounted on ship (including S and F tier, some modules can be mounted to others and some can just be mounted to a specific ship class) you can reset for 5 gold you can have 1 captain skill , you can reset for 5 gold each ship can have a captain with captain skills(for convenience purposes cause you cant use one captain , it is a waste of gold for resetting one captain skills) Bot ships are not able to use ship mounted modules or ship captain skills these are special ship mounted modules: NOTE: the costs of ship mounted modules depend on the ship(it takes the highest upgrade costs for example 1.9 million steel for B tier) -Squid ASW(dd and cl only) these gigantic mortar looking like anti-submarine weapon can deal GREAT damage to submarine but suffer a long reload time the underwater explosions looks like massive BB shells landing on water they should have a bigger range than hedgehogs they should have bigger area of damage(area where submarines get damaged) they can be countered by submarines by deep dive they should have the same explosion time with the hedgehogs they should have 60-90 seconds reload the lower the ship tier the less damage squids could do they should only have 1 launcher and fire 3 shots (like the old hedgehogs do)but these shots should be much more spread out -Hydrophone(dd and cl only) Hydrophone is a very useful tool for submarine hunting , it adds (F)400/(E)400/(D)400/(C)500/(B)500 sonar range on a dd/cl but for balancing purposes the original sonar should be halved (divided by 2 so , for example you had a F tier fletcher with a range of 500 you will divide it by 2 so you get 250 , and then add 400 so you will get 650) -depth charges(every ship can be mounted with this module) depth charges was common throughout the first and second world war , it is used to counter the submarines the special thing about it is it can hit the submarine at ANY depth (even deep dive) but going on top of the submarine is very dangerous (since submarines here can fire torpedoes even when under the enemy ship) so i would like to make it a immovable hedgehog with dd has 4 launchers of depth charges cl has 4 launchers of depth charges ca has 2 launchers of depth charges bb has 1 launcher of depth charges cv has 1 launcher of depth charges -Minelayer module(every ship can be mounted with this module) the minelayer module offers 2 launchers it can be mounted to dd,cl,ca,bb,cv,ss it cant be mounted to ships that already has depth charges , but can be mounted to ships that has squids (ss)you cannot spawn a mine over ships because that will break the game , you can spawn them at roughly 300-400 range away from them the dd that recieves this upgrade will instead have 4 mines making it a minelayer . it cant be mounted with depth charges -Citadel protection module(can be mounted on every ship class except dd) critical hits are the results from shots exploding in the magazines/shots hitting another shot detonating it these are often very deadly and can lead to the loss of the entire ship the Citadel protection module strips off armor from parts of your ship to protect your most vital systems it results to +25% damage increase recieved from shots -80% crit chance reduction -Improved Engine(every ship can be mounted with this module) +10% increase in overheat speed +10% increase in speed +10% increase in ship HP -Overarmored(every ship can be mounted with this module except ss) have you ever wanted to tank every shell(almost every) that comes your way? Fear not! The Overarmored module is for you you can tank(almost)EVERY shell -25% shot damage reduction -10% speed reduction +10% added ship HP -25% crit chance -Suicide Scouts(only Japan , cannot be mounted on dd or cl) the scouts from japanese ships can now dive towards enemy and deal a large amount of damage (5000/6000) it just needs to target the enemy ship and then BOOM! a massive explosion resulting in heavy damage towards the enemy ship they have a 50% chance to success and 50% chance to crash into the ocean once they have targeted the enemy ship there is no going back , you cannot order the kamikaze scout to come back to your ship cv kamikaze bombers deal much more damage than usual kamikaze bombers (10000/11000) -Water Pumps(can be mounted on every ship class except dd and cl) water pumps pumps water out of the ship . If the ship is sinking it helps by keeping the ship afloat for longer periods of time for everyone on board to evacuate +10% more ship hp when ship is burning (25%hp) the hp reduction will be 2x slower -Double Bottom hull(can be mounted on every ship class except dd , cl and ss) the double bottom hull doubles the hull and employs a set of countermeasures to torpedo hits and underwater shots -25% torpedo damage +10% ship HP -10% ship speed -Improved Torpedoes(every ship can be mounted with this module) -10% torpedo range +10% torpedo damage -25% torpedo dud rate -Improved Pressure Hull(only ss can be mounted with this module) An Improved pressure hull will have more lightweight but sturdy and strong materials +25% speed +10% ship HP +10% damage reduction -Citadel Enlargement an enlarged citadel will have more space for ammunition to store , it enhances the firepower of a ship but makes it vulnerable to magazine explosions and flash fires +10% fire rate +25% enemy crit chance per shot increase -5% speed -Improved Ship Survivability the upgrade increases the ship survivability by adding some enhancements to the hull and to rooms(for example watertight doors) +25% ship HP -10% ship speed (comment for more ideas) these are the captain skills -Improved AAW Defence it improves the overall AAW to doing more damage and having more horizontal range(not vertical) it is a good counter against torpedo bombers that try to torpedo your tail 1 star 10% more damage in passive aaw 2 star 20% more damage in passive aaw 3 star 30% more damage in passive aaw 4 star 40% more damage in passive aaw -Launcher reload booster 1 star -8% launcher reload 2 star -16% launcher reload 3 star -24% launcher reload 4 star -32% launcher reload -Damage Control and Reduction Skills 1 star -8% damage reduction +5% repair speed 2 star -16% damage reduction +10% repair speed 3 star -24% damage reduction +15% repair speed 4 star -32% damage reduction +20% repair speed -Improved Engine crew Efficiency 1 star +8% ship speed 2 star +16% ship speed 3 star +24% ship speed 4 star +32% ship speed (comment for more ideas)
  6. ok
  7. i done some research can you please add HMS Resource (F79) HMS Resource was a fleet repair ship of the Royal Navy. She was built by Vickers-Armstrongs and launched in 1928. The ship served in two theatres during the Second World War. Resource was fitted with four three-drum Admiralty boilers, giving her a top speed of 15 knots (28 km/h). She was armed with four 4" guns. Her complement varied throughout her career, from a peacetime complement of 581, rising in wartime. She displaced 12,300 tons. She served in the Mediterranean from 1939 until 1944, except in early 1940 when she spent a small amount of time at Freetown. She served in the Eastern Fleet from 1944, and was scrapped at Inverkeithing in February 1954. see images from google to see its gun layout also can you add it with 4-6 launchers? the guns should be anti aircraft it will be like Jules Verne but smaller and it should have repair . It should also be CL so you should put sonar speed should be 30/32/34 kn max speed 40/43/46 kn overheat speed (upgreadable) you can put ideas in comment i have no any more ideas here Another ship i want is the German auxiliary cruiser Kormoran (HSK-8) The German auxiliary cruiser Kormoran (HSK-8)[a] was a Kriegsmarine (German navy) merchant raider of World War II. Originally the merchant vessel Steiermark ("Styria"), the ship was acquired by the navy following the outbreak of war for conversion into a raider. Administered under the designation Schiff 41, 'Ship 41', to the Allied navies she was known as "Raider G". The largest merchant raider operated by Germany during World War II, Kormoran ("cormorant") was responsible for the destruction of 10 merchant vessels and the capture of an 11th during her year-long career in the Atlantic and Indian oceans. it should have gun layout of emden but with less fore and aft guns ( so six guns one facing front one facing aft two facing starboard two facing portside) guns should not be anti aircraft . It will get mounted by 2 launchers ( stock dual tubes upgradeable) and it should have atleast 30k repair (i dont know what tier you put it put your suggestions in the comments) speed should be 25/26/28 kn max speed 36/38/40 kn overheat speed (upgreadable) another one i researched is USS Xanthus or xanthus class repair ships The Xanthus-class repair ships were a class of five auxiliary ships built for the United States Navy and Royal Navy. Ships of the class served in a diverse range of environments in varying capacities during both World War II and the Korean War. Xanthus-class ships were in commission between 1945–1955 im not really sure about this one (comment below if you have another ship idea) it has very weak guns so i suggest it have a complement of 6 launchers ( upgradable) and those very weak guns should be quick firing anti aircraft guns the speed should be around 30/33/36 kn max speed and 40/45/51 kn overheat speed another one is the Russian cruiser novik Novík (Russian: Новик) was a protected cruiser in the Imperial Russian Navy, built by Schichau shipyards in Elbing near Danzig, Germany. Novik was ordered as a part of a program to bolster the Russian Pacific Fleet with a 3000-ton class reconnaissance cruiser. Shipbuilders from several countries offered designs, and eventually the German shipbuilders Schichau-Werke, better known for its torpedo boats was selected. The new cruiser was launched on 2 August 1900 and her trials began on 2 May 1901. Some initial vibration problems were experienced with her screws, but testing was completed on 23 April 1902 with five test runs at an average speed of 25.08 knots. This made Novik one of the fastest cruisers in the world at the time,[1] which so impressed the Russian naval leadership that a near copy was made in the Russian Izumrud class. On 15 May 1902, Novik was assigned to the Russian naval base at Kronstadt. armament 6 × 120 mm (4.7 in) guns 6 × 47 mm (1.9 in) guns 5 × 381 mm (15.0 in) torpedo tube(it should be 4 launchers upgradable)note that 4 launchers should not have 5 torpedo tubes per launchers look for google images for placement or you could just place them your own you should also add those iconic three big funnels design speed should be 28/30/32 kn max speed 35/37/40 kn overheat speed( upgradable) i have no ideas for japan french and italy share me your ideas in the comment section below i found everything at: https://en.wikipedia.org/wiki/Russian_cruiser_Novik https://en.wikipedia.org/wiki/HMS_Resource_(F79) https://en.wikipedia.org/wiki/German_auxiliary_cruiser_Kormoran https://en.wikipedia.org/wiki/USS_Xanthus_(AR-19) other pictures and media i stubled upon the net
  8. oh yeah hmm maybe 200k JV spam ships isnt a good idea after all how about this 50k repair on B tier and 30k repair on C tier
  9. hey guys how do i edit this also i have another idea all of these should be C-B tier CL C tier HMS Resource should have: -turret layout of P,Q,R,S (two turrets front two turrets aft) -30k repair -1st gun is anti-aircraft but the 2nd and 3rd is not anti aircraft -it should have 6 launchers (upgradable) -it should have secondaries to make up for the lack of firepower -it should have 3 scouts 1 squadron -it should have 30/32/34 kn max speed and40/43/46 overheat speed (higher if veteran) -it should have a small profile -it should have a sonar range of 600+ -pretty zippy(quick turn rate) upgrade slots(you can spend upgrade points here it means the parts of the ship you can upgrade like armor etc.) fcs flight deck armor engine launchers main gun B tier HMS Resource shoulod have: -50k repair -cannot upgrade guns but it should be already good -guns should be able to overlap each other while firing like svetlana -it should have a sonar range of 650+/640+ -it should have 4 launchers(not upgradable only mines) -it should have 32/34/37 max speed and 42/45/48 overheat speed -quick turn rate upgrade slots fcs engine armor flight deck C tier Kormoran should have: -turret layout of A,P,Q,R,S,X(one fore two portside two starboardside one aft) -2 launchers 1 portside 1 starboard (upgradable) -turrets should be average -no secondaries -aaw must be 300+/200+ - 25/27/29 max speed and 38/40/42 overheat speed - it should have a slower turning rate -no scouts upgrade slots main gun engine armor launcher fcs B tier Kormoran should have: -turret layout of A,P,Q,R,S,X -4 launchers -anti aircraft secondaries(not upgradable) -quick reload but high damage guns(you can change to whatever you want) -30k repair -aaw must be 300+/400+ -speed should be 27/29/31 max speed and 40/42/44 overheat speed -2 scouts 1 squadron upgrade slots fcs armor engine flight deck
  10. Wind affects shells and bombs tools i used : https://pixlr.com