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Everything posted by Sander93
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Uhm, the Iowa, pretty much the best (tier 9) ship in the game?
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Yes you keep repeating that but do you actually have a link to what was said exactly? And in which context?
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[Feedback] Please remove permanent turret destruction?
Sander93 replied to _GGHF_'s topic in Archive
Historically tanks got knocked out by 1 shell, and guns or turrets or engines that got hit would be permanently destroyed until the tank could be dragged to a repair depot. And yet we didn't implement that in WoT because it would not be fun. Permanent destruction (especially when it's caused by complete randomness) is not fun. If it was at least skill-based (like aiming for the turret ring weakspot of a tank in WoT) I could understand, but in WoWS hitting the turret is completely based on luck, let alone destroying it. -
It's an unfair advantage because the border mechanics allow you to move in an unnatural way by intentionally sailing into it, making aiming harder than it would be under normal circumstances.
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The feature is that the border allows you to keep turning without completely stopping you, and I understand why WG implemented that. I don't believe they implemented it to allow people to strafe it to avoid shots. (Ab)using a feature to gain an unfair advantage however is the very definition of exploit.
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Then you haven't met the ones who are good at it. I'll refer to my 60-75% win ratio with non-cv ships to argue that it is not a learn to play issue. I know how to aim. That said, the effectiveness of the exploit is not even that relevant. Fact is that it's a stupid mechanic that IS prone to abuse and it should be fixed, like any other exploit would normally get fixed.
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The problem is that the border does not stop a ship. Instead it can make a ship move sideways at nearly full speed even though the hull is angled. Turning a few degrees left or right completely changes speed and thus distance traveled, making it nearly impossible to properly aim shots at big ranges because the exploiting ship can easily dodge shells by sporadic movement. Just wait until you meet one of said experienced CV players ingame and you'll understand.
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Domination gamemode now gives the win to the team with the highest amount of points when the timer runs out, instead of declaring a draw if neither team has reached 1000 points yet. They also decreased the number of standard battles (the ones where you have to cap the enemy base to win) or at lower tiers you simply don't get as many of them. They accounted for most of the draws.
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[Feedback] Please remove permanent turret destruction?
Sander93 replied to _GGHF_'s topic in Archive
I agree, it should be removed. Instead a damaged turret should have reduced reload speed or traverse speed, like in World of Tanks. For the sake of gameplay. -
It is intentional, just not very logical. If I recall correctly someone noted that the rowboats were only attached in harbor/peace time and where removed when it sailed off to fight but WG either missed this or didn't care. It's probably a way to make the premium ship worse than its regular counterpart (Wyoming). The turret can't fire in what, 80% of its traverse?
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I've had a few close battles but in the end I won almost all of them. Not a bad start
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You are absolutely right, personally taking care of literally 1/3rd of the enemy team means nothing in a match where my own team is apparently so incompetent it is incapable of winning a 14vs10 match.
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Ships helping each other in taking out fire
Sander93 replied to StarScreeeam's topic in General Discussion
Thought of it as well, it could work if the cruiser providing the support wouldn't be able to fire its guns for the duration of the ability. It would be another reason for ships to stick together which IMO is never bad for gameplay. -
310.000 damage in the Iowa, 5 kills, 14 citadel hits. And yes my team still managed to lose
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Well one big factor that isn't shown (for reasons unknown to men) is the armor. The New Orleans features heavier armor than the Pensacola, or at least it did IRL.
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Colorado hands down has the worst guns in the game, accuracy is so abysmal you'd throw a party if you aimed for the moon and actually hit it. And when you occasionally do hit something out of utter sheer luck it does [edited]all for damage.
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Well that's exactly what a premium vehicle is meant to be: either it's normal and on par with its own tier's stock or semi upgraded vehicles (but not better than fully upgraded ones), or it's some kind of weird concept that is fun but not really comparable in performance (like Kitakami and WoT's Jagdtiger 88mm).
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Iowa, Des Moines, Midway. Sims and Atago as premiums. Not interested in much else at the moment. Will probably save up for the German and British trees (or the Russians if when WG makes them OP again)
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I assumed they meant 00:00 (PM), not 12:00 (AM). Only then it makes sense they called it a 'good after work session'.
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In the latest (yesterday's) version of the 4.0 PT it was 10.700 gold.
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Why do commanders forget they served on a previous ship?
Sander93 replied to Sander93's topic in General Discussion
Apparently so, lol. (didn't we play a few battles in WoT with Marmist, Vulgarny?) -
Why do commanders forget they served on a previous ship?
Sander93 replied to Sander93's topic in General Discussion
I expect better because in War Thunder the crew can switch back to any vehicle they've been trained for previously and despite all odds Gaijin hasn't gone bankrupt because of it. World of Tanks has grown so large there is no chance that any player feedback will actually be taken into consideration anymore, while I think in WoWS we might have a small chance that the devs actually read this stuff since it's still small and in CBT. -
Why do commanders forget they served on a previous ship?
Sander93 replied to Sander93's topic in General Discussion
I stated there are plenty of other options for Wargaming to cash some gold, and that there are plenty of ways I have paid them. It's only this one aspect that I completely disagree with because it's just stupid. I would be fine with paying the 500 gold to train for a new ship, but I don't want to pay 500 gold every time I want to switch my experienced commander between ships he was already trained for earlier. -
Public test 0.4.0 Game mechanics (crew skill, camouflage, consumables)
Sander93 replied to Ectar_'s topic in Archive
In my opinion the reload skill (-30% reload when shells are switched) is completely redundant, at least on battleships. It only applies when the guns are fully loaded - why bother to re-load (switching shell type) them when you might as well fire a salvo and hope the wrong ammunition type still does some damage? For example, battleship meets a destroyer. Two choices: fire an AP salvo and potentially still do some (or a lot) of damage before loading HE for the next salvo, or switch to HE immediately and 'save' 10 seconds while doing no damage for the next first 20 seconds. I'll always go with option one and pray for the best, especially if it's a close quarters encounter. What could make the skill actually useful is adding the -30% to the actual reload, so it's not necessary to have the shells completely loaded for the skill to work. Say you're in battle and you're 20 seconds into the reload and a DD pops up, you switch to HE, but instead of taking a new full 30 seconds to load it, it takes 20s x 0.3 = 6 seconds less (so 30-6=24 seconds). -
In other words, time to stop using flags now in CBT and save them all up for OBT.
