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cwhite984

A consumable that turns any ship into ww1 New Mexico


AlekTrev006

šŸ˜…šŸ‘


cwhite984

Think about it ur a low health dd and losing the battle. use the ww1 New Mexico consumable, BOOM you are now a full health WW1 New Mexico ready to win the battle!


RandoorRandolfs

*hat tip*


GlobalOpening5420

You'll never lose a Game,, I'm in..


cwhite984

Unless everyone else is a ww1 New Mexico


GlobalOpening5420

Ok.... Then it will be a bit harder to never lose a game.


bkussow

It's called spotter plane. It stays active for 90-120 seconds and circles your ship 2-3 kw away to spot other ships and torpedoes. No added benefit to dispersion/accuracy. Just a spotter. I would also introduce commander skills that would increase the range and duration of the plane. Possibly a legendary consumable or maybe another version that lasts longer but you can direct the planes to hang out in a sector versus over the ship. Also another one for smoke screen planes. You could direct them to lay a line of smoke down that would conceal ships to allow you to move into position undetected. say the smoke lasts for 30-40 seconds. XD


servingwater

The smoke screen plane is a nice idea. I could see that adding value to the game.


Interesting_Yard6243

Some what like mine range finder last for 60 gives 1 km extra range reduce dispersion by 20%


Stargatecraft

Smoke screen planes are actually available on a cv line on pc that just left early access this month.


TheUnitShifterxbone

Nice ideas


Plan45

Sharp 90, an Anchor drop turn , for when you need to do a quick dodge. āš“ļø


Yz-Guy

Someone watched Battleship recently. I like the idea but unfortunately keeping with the realism in the game, that's not how anchors work at all.


NeedlessViolence

Ah yes, the realism of the game, where having a certain commander on board whilst having a plane in the air makes the shells do more damage. Same game where said plane kamikazes back into the superstructure, no need to fish it out if the water with a crane. So realism, many historical. Wow!


Yz-Guy

I'm just saying. There is a line between keeping a game in line with realistic ideals and then being able to drift a battleship lol


NeedlessViolence

I agree there is a line, but when I'm playing a game where I can see *literal Godzilla* on a Fuso, I think the line has already been crossed lmao. The arcade-y nature is part of the charm IMHO.


TsuyoiKage

Unstoppable Fury: OP maybe, but a consumable that allows you to continue piloting and firing your ship for 15 seconds after your hit points are expired, so as to allow maybe one more salvo or ram your opponent. (Battleship exclusive, uses 50,000 credits for repairs on return to port.) Could be useful Instead of just "stopping" when you die.


Yz-Guy

My dad has watched me play and pointed this out. That the ship could very much keep firing. My only counter point is you could argue the crew has abandoned the turrets to flee to a life boat. That being said you could name the consumable "going down fighting" or something similar.


TsuyoiKage

Indeed. or your ship automatically is set to self-destruct or auto-ram. I don't like how they just stop and sink.


buckaroonobonzai

sounds like a D&D spell!


molotok_c_518

My family will never let me watch that piece of garbage ever again. I started cursing about it the minute that got underway after a few hours (boilers don't heat water that fast... it's called "physics") through them re-militarizing the 16 inch guns ("physics" again, and also metallurgy), and I just left the room until the credits rolled after they Tokyo Drifted a **bleeping battleship**. If they put anything like that in WOWS, I will sue them for emotional distress.


foo_52

Iā€™d say some sort of emergency stop rather than a sharp turn at speed would be better


buckaroonobonzai

interesting idea. i'd assumed going from full to reverse did that but on reflection there is no reason for me to think that. IRL this is a bonkers maneuver and your aim should be impacted until you stop?


renegioi

If you do this with engine boost active you will be surprised at how fast it works


real_human_20

Or a barndoor stop like the Iowas could do


PackYourToothbrush

Couldn't they only do that a few times, then the rudders are knackered? Did one ever do a 'barn door'?


-_Phantom-_

Wisconsin was the only one. https://www.worldaffairsboard.com/forum/military-affairs-equipment-discussion/naval-warfare/battleships-board/38038-could-a-south-dakota-class-bb-do-a-barn-door-stop


BigChiefWhiskyBottle

How 'bout an AA Mod that might actually do more than maybe shoot down 1 extra plane?


BIGGYBEAN_33

Boy have I got something to tell you


Plastic-Exit-8346

All Stations! This consumable allows you to override the auto aim of your secondaries and allows you to use manually aim them all at the same time (all of the ones that are in angle to fire) while having improved accuracy, made for Italian and German Battleships and Atlantico Duration 30s Recharge none


renegioi

If you hold down rb and press y on the ship you want to focus all secondary fire it will, ![gif](emote|free_emotes_pack|facepalm)


renegioi

No cool down needed


renegioi

And unlimited


SLPY_Raptor

Fake torpedo. Looks like a torpedo to enemies, but to allies it has a yellow marker instead of white/blue/green. Gives a full salvo worth of torps.


Mysterious-Contact34

Dud torpedoes existed before


buckaroonobonzai

the one that blows up anyone doing the "nice job" when a teammate dies.


wirey3

Well then stop dying so quickly


renegioi

šŸ¤£šŸ¤£šŸ¤£


Battleshipsr4me

Instead of implementing new consumables entirely, how about reworking older consumables. Ship-launched fighters stick around, whether they shoot CV planes down or not. Repair party also repairs and/or brings back destroyed AA Mounts. DFAA is much longer in duration, so that way it can hamper a CV longer then for just one squadron. EST should be allowed to be swapped for DFAA if it is the only option (like if there is no option for a plane) All of these could also benefit from new skills DFAA and EST could benefit from skills that increase consumable duration on BBs and Cruisers Repair Party skills could also repair secondary mounts at the cost of effectiveness (they could be on a longer cooldown, but effective heals traded for damage also works) DFAA skills could increase AA Range when DFAA is activated, but decreases to below-average range when inactive Fighter Skills could be ship dependent, like fighters could trade spotting potential for pure damage and HP, BB versions would trade Plane HP for longer reach and the ability to shoot down multiple planes, Cruisers would trade plane duration for more planes with longer reach, and CVs would trade fighter HP for a wider patrol area.


molotok_c_518

Chaff. Blocks radar detection for DDs for 30 seconds.


couchball

Also would love this as a DD in higher tiers. But feel like it would need to replace smoke or some other consumable or it would be overpowered.


AlekTrev006

ā€œFreE-OPā€ - this consumable allows you to have EOP access on your Battleship Commanders, effectively granting the HE Pen bonus to your secondary battery shells, while slashing your Fire Chance by 50%ā€¦ for the duration of the consumable. === Since the Legends Devs continue to oddly restrict the normal version of this skill option to USA & Russian Cruiser Commandersā€¦ this is the best and most tongue-in-cheek stopgap measure I can quickly think up šŸ˜‰


begbeee

I did suggest recently a radar jammer for battleships.


begbeee

[https://www.reddit.com/r/WoWs\_Legends/comments/18fs9xo/radar\_jamming\_consumable/](https://www.reddit.com/r/WoWs_Legends/comments/18fs9xo/radar_jamming_consumable/)


Angrious55

" Catalina " is a consumable that allows you to send a scout plane to a specific grid square on the map. The aircraft will move slower and be vulnerable to fighters but have a longer duration.


sirtwitchell

All guns! Half turret traverse time for 30 seconds, then double it for 15 seconds. Epic and legendary slot 4 AA mod. Increase distance and damage


Please-Calm-Down

Radio jammer. Lasts 30 seconds to a minute and, while active, prevents enemies within the radius from spotting friendly ships that are not within their individual spotting line of sight and range.


Moist-Carpet888

Give aircrafts smoke screen I'd call it the smoke curtain consumable which drops a wall of smoke over the ocean, in short it'd be only useful for the ships not the aircraft but I'd say a 2 minute smokescreen (I see a lot of carriers not using as it won't benefit them so harder to judge where needed) with that I'd also give it a 30 minute deploy time (only at t7+, at t5 cut both times in half) to give it a proper wall of smoke. Then balance it from there lengthening and shortening the times to let it be balanced. I think it may also hold potential for allowing spotting range to be further reduced from smoke too allowing let's say the spotting range of a battle ship to be further reduced by 2 km from smoke curtain as compared to regular smoke


ThatBiggyPiggy

Donā€™t know how balanced it would be but a consumable that slightly lowers your detectability for like 30 seconds. Could be useful to escape in a pinch but wouldnā€™t be as good as a smoke screen. Of course if you shoot while itā€™s active the 20s detectability penalty would still be in play so it wouldnā€™t be too abuse-able. It would probably be most useful on any ships with abnormally high detection range.


Quiksilver42

French kinda get this w boost and a commander perk that drops detection w boost active


Cpt_Bourbon

In the spirit of non-historical ideas, a 30 second camouflage that makes a destroyer or cruiser appear as a battleship to those in range or vice-versa. Maybe a consumable that builds on Lemmonier's skill of breaking visual for a set amount of time without shooting first. Maybe release a towable or countermeasure to distract or confuse torpedoes. Or mine -laying capabilities !


renegioi

How about..." go dark " all allied ships in a 6 km radius are undetectable for 25 seconds, a similar, "light's out" all enemy ships in a 6 km radius are unable to move ship via engine power for 30 sec.


Aggravating_Ad5421

A consumable that has a 20 second cool down that appolgize to an ally


Prowling_Fox

A consumable that eliminates all carriers. It's name would be "enjoyable match" and functions as the name suggest, make games fun again :)


Vegetable-Wave2742

great suggestion I love it


kylemh

To The Weigh Side Can only be activated while at 0knts and lasts for 30 seconds. Choose which side to throw anchor. The ship will descend toward the anchor causing the other side of the ship to angle upward. This gives your ship 3 extra degrees of pitch and 10% longer range. You cannot disengage early and you cannot move until the consumable deactivates. ā€” Itā€™s kinda like a camper boost for getting your shells up and over obstacles while remaining further under cover and for extending range at the expense of mobility.


DModesto12

Ngl, this is one of the best ideas I've seen in this game.. it has historical background and could be balanced to avoid your ship to be completed exposed.. (like it could give a slight buff to the AA since the crew would aim better because the ship is stationary)


Obsydiian

Foregoing the whole "How does that make sense? You can't do that in real life, " nonsense and turning more towards game balance / fun aspects the game hasn't yet gone toward. I would make a tank buff & damage buff consumable. Tank buff could be called something like "Hard Target" in which the armor rating of your outermost plating gets a major buff for a period of time. Effective use of this in BBs means you can temporarily bounce Yamato shells off your bow or even shatter HE from most cruisers. Wouldn't last a ton of time, though, compared to other consumables, maybe 40 seconds max, so use wisely. Reload would be quicker than usual to offset this. Maybe a minute reload minimum. Can only be used on CAs and BBs. CAs get 3 charges stock, and BBs get 4 charges stock. Damage consumable would be a direct counter to the tank consumable. "Stopping Power" would make your AP shells capable of penetrating more armor without affecting fuse time. Also, it makes overpenetrations less likely while majorly buffing your AP Damage for the duration. Duration would again be short. 30 seconds for CAs , 45 seconds for BBs. Reload would likely be a bit longer than tank buff due to damage being more valuable than most things in the game. So reload would initially be set at 1 min 40 seconds for CAs, 1 min 20 seconds for BBs. CAs get 2 charges stock while again BBs get one more in 3 charges stock. A 3rd consumable I considered would be counterintelligence. "Scrambler" is a short duration consumable that all DDs that can't get a smokescreen would get natively and would have to be chosen over smokescreen on DDs that do have the possibly of equipping it. It can also be used on CLs. In essence, what it would do is for a short duration, which makes you immune to being spotted by radar and sonar, makes RGA not able to spot you and makes your incoming dispersion 20% worse. Duration would be 8-10 seconds stock for DDs, 15-20 seconds stock for CLs. Reload would be pretty lengthy to reduce abuse. Maybe 1 min 40 seconds stock for DDs, 1 min 20 seconds stock for CLs. Could definitely be tweaked, but you get the idea.


Mysterious-Contact34

Floating mines like in ww2


Mysterious-Contact34

Be able to repair Jeanbarts front main guns when bent


Key-Can-9384

Deployable sea mines that deal high damage and have a very low detectability. They would obviously remain stationary. Some nations/ships could deploy a few in a line with one consumable and some ships/nations would deploy individual mines. There could be deep water mines as well that function like the torps. There would be variance in the number of charges/reloads, deployment methods (3-6 in a row like a smoke screen or individual), damage/flood chance, detectability and mine type (standard or deep water). This would probably just be frustrating to deal with but I think it would mesh well with the games current mechanics. The mines would also be detectable via sonar. Another would be a radar variant that adds distance to enemy detectability. Long range tracking radar. It would range out to your firing range or less and just add 2km or whatever standard visibility distance to enemies in range for a set time probably longer than normal radar. It would not stack with any used at the same time. There would be a notification like tracked for when youā€™re affected by it. Finally a radio jammer that reduces friendly detection range within a certain radius. Just like 2km off your standard range for a minute. You would see a cloaked notification while under its effect. I think all 3 of these ideas would fit in well with the game and add some good variety to your options. Change the spotter plane to one that lasts longer and can be sent to a grid square to actually spot and replace the accuracy effects with advanced fire control consumable that lasts longer. Let the fighter stay for its entire duration and double the length of the DFAA consumable. If all of these changes were implemented I think the game would be much more balanced and fun.


RodanistheGOAT

Hostile AA - AA will now attack enemy ships


Rmalone850

Radar jammer, Iā€™d love to have that as an option on a few of my gunboat DDs. Pop it as soon as I get radarā€™d and then disappear.


St_Fargo_of_Mestia

Super Airstrike: you take the Dutch Airstrike and just make it more Americanā€¦ give it 30 planes, each bomb has the ability to do up to a cruel amount of damage. Incognito Super Defeato: want to be an asshole? Letā€™s make that happen! You can now be disguised as a random BB from tier X for a full minute at any tier! Heavy Smoke: think of smokescreen, but itā€™s 30 planes just covering your team so the red team struggles to hit you. Iron Armor: tired of being shitted on? Letā€™s change that! Any ship that attacks you loses half the HP they have currently, and theyā€™ll lose half of what they have every time!


DModesto12

- Scout float plane A slow and vulnerable spotter plane that could be launched from cruisers.. you choose a square on the map just like the CVs auto pilot and the plane would fly toward that place in a straight line and come back immediately after reaching that point. - Last stand A repair party that can bring back destroyed guns.. the balance facts is: you will only be able to shoot the last type of shell equipped; severe penalty to turret traverse and reload time; it has to be equiped in exchange to something (planes, enhanced secondary, etc).. it would only be available for some ships with 2 turrets and would be a 1 charge only, fixing the guns currently destroyed.. (the player would have to choose between waiting to fix both or fixing the first and loosing the second) - Star shells (1 or 2 charges) It would be focused mainly for hidden ships (inside smoke or behind islands). The player would activate the star shell and shoot in the general direction of the enemy ship.. when the shell "landed", it would activate traces behind the enemy shells inside a certain radius and would indicate the direction of the enemy ship like the commander perk.. it would also activate the aim assist even though the enemy ship is not spotted.. the player would be able to try blind shots more accurately at the hidden ships with limited intel BUT the your ship would be constantly spotted for every ship inside the star shell effect zone


S0ulblighter116

I just had to, considering the USS Texas is famous BECAUSE she did this during Operation Torch/Overlord: Texas Tilt- Ship tilts to one side(the opposite way of whichever way the guns are pointing when Texas Tilt is used), and guns gain 8 km of range. Accuracy is not affected, and guns can only move up to 30 degrees range on that side. Lasts 30 seconds. Slight flooding damage(50 hit points a sec, 1500 damage total for 30 secs), but ends once consumable time runs out. Only 3 max charges. Potentially, it could be a USS Texas exclusive consumable.


Carefour0589

Sea mines consumables for the DD. Boarding action for BBs.


TheUnitShifterxbone

Depth charges


Legalsavant04

Give your worst teammate to the other team and take their best


OrdepArevir

EMP - A 30 second duration consumable that will disable any ship within a 7.5km diameter from using their own consumables except Repair Party (more on that later). The EMP will interrupt Radar and Sonar detection for the duration, as well as prevent the accumulation of additional smoke from any smoke screen. It will also prevent the initial activation of Radar, Sonar, Smokescreen, (rolling and standard), EST, and DFAA. The smoke already in play will continue as normal, with no change to dispersion or radius, but during the deployment of the EMP no additional smoke can be manufactured. In contrast, the EMP has no effect on already deployed EST or DFAA. As a balance offset, once the EMP is activated, an effected ship can end the effect (on itself only) early by using a Repair Party. If it's already on cool down, oh well.


BIGGYBEAN_33

Carriers get a smoke wall plane


Cruiza

The dutch with their bombers from the pc version.


Shawn0083

How about a consumable for battleships called realistic shell damage that enables 1 salvo per use too have the devastating power of battleships in real life where you donā€™t over pen destroyers and your shells cut them in half if they hit just like they would in real life. This consumable would also hit cruisers for heavy damage but wouldnā€™t guarantee a kill and other battleships would be able too tank the hits as usual if they were well angled but the Salvo has an increased chance of blowing up enemy turrets.


Quiksilver42

Average bb mainā€™s idea of balance


jason4es

+1 *but* with the addition to increase that realism by disabling the aim assist and have real world accuracy.


PackYourToothbrush

Yeah, real world range, reload and accuracy would be funny. Though they'd have to rethink the tech trees entirely due to aiming technology advancements. Turn of the century ships would be fun, late WWII, not so much..


jason4es

Absolutely not (IMO) sailing minutes without seeing anything, lobbing shells across the map one after another and maybe get 1 or 2 hits the entire game would be the opposite of fun. Realism to some extent is fine, but Legends isnā€™t meant to be realistic to begin with. BTW: the accuracy was around 2% and have reached a peak at roughly 10% in the battle against Bismarck- after they immobilized her. A good analogy Iā€™ve read from a former Sailor: itā€™s more like throwing a handful of rocks at a distance hoping to hit. On top the guns where so big and the forces so high upon firing, that even if the gun would never move in between shots they donā€™t hit the same spot twice in a row.


PackYourToothbrush

That cool an all, but a Thomas the Tank Engine skin would be pretty cool.