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Everything posted by Gatt
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Does it change so much after Tier 6-7?
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Well, consider how UFO-ish are the torpedo bombers attack compared to BB gunnery. The argument is not silly at all. I hope WG will rebalance the weight of CVs in the battles. Otherwise, we'll have another tumor like arty in WoT. Gamers stuck in a corner or beached who spam the map of endless waves of UFO planes: What has it to do with warships and gunnery? CVs ruled the seas after Coral Sea and Midway? Sure. Then put CVs in special maps and let them fight each other. This would be more serious than binding CA and BB in small maps togheter with CVs.
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If torpedo bombers have UFO flight and drop models .... than why warships have pretty historical firing distances and random dispersion? If this is an arcade game then let BB have 0% dispersion and DD have 25Km torps. This way CV could launch and spam the map with UFO torpedo bombers (as they actually do), BB could fire from one end to the other of the map with 100% accuracy and DD could spam the whole map with torps from the same distance. Lets do this a real, 100%, arcade game, not mainly for CVs. You know, CV (as arty in WoT) will disgust a lot of players in the end.
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Are you a bit sick of this Tirpitz hype? I know I am
Gatt replied to Siagor's topic in General Discussion
You care are about a ship modelled in an arcade game. Not even in a realistic simulation. C'mon .... there is a real world out there .... -
Are you a bit sick of this Tirpitz hype? I know I am
Gatt replied to Siagor's topic in General Discussion
No, just becouse he cant buy it. -
I've seen very good T players around. Many with 2-3 kills at the end of the fight. Killing Tirpitz doesnt seem to me piece of cake.
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From what I'm seeing Tirpitz and Atago often fight each other. Tirpitz players put themselves just behind the cruisers screen and, thanks to Tirpitz guns range, they can engage enemy cruisers very soon. Tirpitz seems very good at killing CAs.
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Any better skin than the official rusty one?
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Well, Italy could have had nothing but I'd pay for a Zara class cruiser or a Littorio class battleship .....
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They WANT 40% of players on CA? Are you kidding me? Take a look at stats on the NA forum about the horrible WR of CA at high and very high Tiers. Gamers go were the fun is, not where developers want. They want to keep the CV as a niche for very skilled ppl? With the actual Torpedo Bomber flight and drop model? Dont make me spit my coffe on the keyboard.
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True. However, those 20 years old guns were still the most powerful the Royal Navy could use. A cruiser close to the scene reported that some shells from Rodney went literally thru the Bismarck and landed in the sea on the other side. What I meant is that Rodneys almost ran out of shells before ceasing fire against Bismarck and that it took torpedos to sink the german BB. So, nothing strange in what the OP is reporting.
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Well, not even HMS Rodney (BB) had been able to sink the Bismark firing at point blank (less than 3K yards) with all his 16-inch guns.
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After the Furutaka everything seems fine. Jokes apart, the Aoba is a fine Tier VI cruiser.
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Planes taking off into mountains with no problems (the Cv had her nose stuck into a mountain). Planes dropping their torpedoes almost vertically. I was steering very close to the rocks (to get protection from torpedos). They dropped the torpedos almost vertically, with no problem, as if they were bombs, in the little space between me and the mountain. Any plan to fix these weird things?
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CV's planes ... any plan to fix their UFO flying and fighting?
Gatt replied to Gatt's topic in Archive
Well, now after being sunk I usually look what happens to other fellow ships under torpedo attack in spectator mode. If you steer towards torpedo squadrons they usually dont attack you, even if you are on their path. However, if you are their primary target, it looks much more difficult. Moreover, if the torpedo squadrons are two, they do a "pincers maneuver", often from opposite directions. In this case, the ship dont have a chance to survive. I remember Pacific Air War. A naval simulation of the 90's. Their planes, in Commander mode, flew, fought and drop their weapons much better than WoWS's ones. I mean, without snap turns. Does anyone know how badly a plane fly with a torpedo under the belly/wing? This means looong and slooow turns. Very predictable. Moreover the UFO flight and drop model allow CV captains to throw up to 2-3 torpedo squadrons in the middle of a naval close fight, where usually torpedo planes should not find any place/space to drop their torpedos. Does (making a better flight model and torpedo run) it mean nerfing CV's? Well, then nerf the AA. Find a balance. We are in a Beta. WG designer can try whatever they want. I think that finding a good balance for CV and their torpedo/dive planes means finding a solid future for this game. Actually, when there are no CV in the game, I feel like when there is no arty in WoT. I feel free to play using normal ship vs ship tactics, without the fear of an UFO/Pershing coming out of the blue and destroying me and the fun. Without actual CV model (and arty in WoT) I actually have much more fun. -
CV's planes ... any plan to fix their UFO flying and fighting?
Gatt replied to Gatt's topic in Archive
And, just for your info, this is only one of tens of original attack sketches. The very last run was at least 3.000-4.000mt long and the drop was almost always at about 1.000mt from the ship: -
CV's planes ... any plan to fix their UFO flying and fighting?
Gatt replied to Gatt's topic in Archive
How can you avoid a torpedo planes attack when they fly almost over your head doing unpredictable insta/bat turns, then drop the fishes vertically at a boat lenght from you? This is far worse than arcade, The truth is that WG decided for this kind of flight and drop model becouse it probably makes life easier for their programmers. It surely is working as intended, as the border hugging. -
I stopped the grind at New Mexico, Kongo, Furutaka and Omaha. Getting the Kongo and the Furutaka was a real pain. Too long and boring. Its a game, it should not be a pain in the arse. And it is a beta test. Besides, the actual DD and torpedo planes game engine is a fun killer, in my opinion.
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CV's planes ... any plan to fix their UFO flying and fighting?
Gatt replied to Gatt's topic in Archive
Mind you, the high water splashes of the big guns (120-150mm) were used by gun crews to scare the torpedo pilots while they were concentrating (they had to do some calculations) during their (quite long) runs against ships. -
So where are the carriers now? - CV almost disapeared.
Gatt replied to Finnka's topic in General Discussion
I still see 1-2 CVs in Tier V-VI games. And I still see their bat planes doing Star Wars maneuvers and droppings. -
Add an option to disable the Domination mode
Gatt replied to Swen_rudobrody's topic in General Discussion
The only BB I see closing to enemy are Myogi, Kawachi, Wyoming and SC. As soon as they get to Tier IV, players (too) often steer away from the enemy, get alone and eaten alive by DD and CA in the very end of the battle. These BB are real bullet magnets as well. As the Kongo. Wonder why? They reminds me some mid/high Tier heavy tanks of WoT. -
CV's planes ... any plan to fix their UFO flying and fighting?
Gatt replied to Gatt's topic in Archive
A more correct torpedo run would allow the ship more room for maneuvering and the ack-ack would be more effective. As it is now, with the torpedo bombers dropping vertically and too close to the ship, there is no time to maneuver and the ack-ack is almost useless against torpedo bombers. In the real thing the torpedo bombers begun their run about 10.000mt from the target. On the defensive side, 150mm pieces begun to fire from 10.000-15.000mt, mainly to show all the other guns and ships where the threat came from. 130mm pieces opened from 8.000 to 10.000mt. 40-60mm at about 3.000mt. This way the ship could defend herself and not be a silent target. -
CV's planes ... any plan to fix their UFO flying and fighting?
Gatt replied to Gatt's topic in Archive
Yes, but the aerial trajectory of the torps is almost vertical, while in the real thing (according to a document of the Regia Aeronatica for SM79 and SM84 torpedo pilots) they had to drop from an altitude between 30mt to 130mt, at speeds from 285Km/h to 360Km/h. Between these values the aerial run of the torp was from 198 to 515mt. I mean only the aerial run. Then there was the run in the water: from 193mt (dropping it at 30mt of altitude) up to 3000mt. The smallest combination (aerial + water runs) was never lower than 400-500mt. Add the plane speed and you have values much bigger for the whole thing. And all this, in case of a free trajectory, without hills or mountains. If you add even mountains you can understand how long the total run should be. In my case the planes dropped over mountains, almost vertically, in a tiny space of water. Now, it seems to me that a boat-lenght space for dropping and let the fish swim to the target is a low, too low, value. The maps with islands should provide cover, if not from dive bombers, at least from torpedo bombers. I cant risk to go ashore for being safe from torps. Again, this not arcade, this is wrong. IMO. P.S.: and six torpedo planes all flying side by side and dropping simultaneusly? C'mon .... this looks like Star Wars. -
CV's planes ... any plan to fix their UFO flying and fighting?
Gatt replied to Gatt's topic in Archive
I understand the arcade factor. However, planes are the CV main asset, as well as the guns on my Kongo. If I cant see or fire with my guns thru mountains, then the CV should not able to launch them thru mountains or their planes be able to drop torpedos vertically, without a run that is. They fly like bats over my head then drop torpedos. Those fishes follow an L pattern: first vertical, then horizontal. Well, in my opinion this is not arcade, this is plain wrong.
