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Alpha Tester
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About Vaderan

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  1. Vaderan

    Anti-Aircraft Visuals and Sound

    AAA display appears to be "balanced" for "russian high-end-PC hardware". Just kidding. But if i remember correctly, AAA effects are indeed limited, to reduce impatct on bottom end spec PC´s. What i don´t get: why don´t they simply offer an option in the game settings, so each player can decide by himself about the quality of AAA effects. Maybe with a function, that will let the client check for the PC´s capabilities and automatically deny higher quality AAA effects, if the system is too weak. Or, at least, make those visuals/soundeffects accessable to modders, so we can have a visual mod, transforming the poor AAA effects into something more cinematic...
  2. Vaderan

    US T7 premium BB options/proposals

    I think, all of those could be turned into an interesting premium choice. Maryland with a 1945 setup could probably be turned into some kind of brawler, West Virginia and Tennesse would make great AAA platforms. Considering their low speed, i would not expect any of them to come out as op/p2w, since the can easily be outrun by basically any other ship. Washington and the design ships are a different story though. A downtiered Washington would still be a tier 8 BB, just with less AAA, though it´s AAA might still be in acceptable regions. It would most likely outclass the Colorado in almost all aspects, with exception for AAA and turning circle. It would maybe turn out like a tier 7 Musashi with better AAA and "balanced" guns...
  3. The biggest flaw/issue/drawback with BBs just comes in the most noticable in operations: gunhandling. In combination with their (relatively) poor agility, BBs need to be positioned well in operations and also require to land punishing hits on targets frequently, to be of value and fullfill their role. As already has been pointed out, missions without "repair spot" require BBs to "tank" damage. This requires the BB to play aggressively and make it´s stand. This again requires the BB to be able to effectively deal with enemies, firing at the BB, so the BB stands a chance to actually reduce the enemies, withering the BB down. With the ever present BB-RNG lottery, BBs usually fail to deal damage reliably. Especially in escort missions (like raptor), this RNG can be (and often makes) the difference between victory and defeat. I cannot recall the times, i lost raptor (or at least one or several stars for victory), just because my BB shells refused continiously to score crucial citadell hits, while the bots were showing broadside. Especially in the final stage, when the Raptor moves towards the escape point, and 2 BBs show up, effective damage on those is elementary. Missions like raptor, where players are depending on "allied" bot behaviour, factors that limit the impact of players skills (=RNG) turn out to be highly frustrating. I can somewhat understand (but not support!) the requirement of the "RNG-balancing-factor" within the PvP gameplay, but vs. bot/ai, it is completly misplaced. This goes for all classes in operations/coop/PvE gamemodes. A drastical reduction of RNG for PvE gamemodes on all classes would be enough, to make these encounters less frustrating. Especially in operations, since all players in all classes, need to make their actions count. At least, for the regular PvE/operations game mode, because there will always be those pro-players, who desire the challange provided by RNG, so the increased difficulty game modes might remain untouched...
  4. Vaderan

    When are the meaningful Battleship nerfs?

    OP is either trolling, or has no clue what he is talking about... vote for close, since there is nothing of value to be expected in this thread... Everything of matter regarding BBs is being discussed elsewhere anyways...
  5. Vaderan

    Can you please fix CVs?

    I´ve been no particular friend of CVs back since alpha. They still hold a little too much of strike power, in terms of potentially instant deleting any target. However, on the other hand, i consider CVs the most challanging class in this game, if you want to master it. Compared to the "easy access" to other classes (don´t put too much weigth in this, it´s just for comparison reasons), CVs are really hard to master. All classes bear responsibility and require some degree of skill and intelligence, to be successfull with them, but the micromanagment, the increased demands on map awarness, the skill/experienced required for well coordinated, manual drops on target, thats a complete different level in comparison to sitting in a cloud of smoke and spamming shells, or "sniping" from the borders of the map. I dare to say, that CVs are the last, real skillbased class in this game. I tried both lines several times, but i never got comfortable with the playstyle. In my opinion, one real dicrepancy between CVs and the rest of the classes is, that skill in a CV actually can make a (game carrying/match ruining) difference, while all other classes are exchangable and expendable in these terms, because game mechanics/RNG more or less balance them out towards each other. Even the most skilled BB/CA/DD captain will be balanced by RNG sooner or later. The biggest difference might be, that CVs are the class which can choose their fights, and can fight them on their conditions. They set the stage. DDs can do this to a certain degree aswell, but most BBs and cruisers are more or less forced to make their stand where they are confronted, since they lack the mobility to quickly move accross the map unseen. Less RNG on all classes, and more impact of player skill could be a solution.
  6. Vaderan

    AP Fix?

    I required HDD space when uninstalling the game, so i deleted all replays with it. The ribbon system is flawed, but thats no secret. It can display ribbons that do not corelate with the inflicted damage. It has something to do with armor layers. AP might overpen the first layer (triggering overpen ribbon) but then again penetrate another, inner layer of armor plating and trigger the fuse to "detonate" the shell, resulting in "regular penetration" damage. Its about doing the correct math. If you know the modificators and do the numbercrunching correctly, things are easy to explain. However, i also took the time and went through some youtube replays, focusing on replays with lots of AP use. I did not find a single case of "wow, how did that happen?". If anything was really remarkable, then, how much damage was lost through "damage saturation". But i could not make out a single case of extraordinary, "multiple" damage. This, in the end, leaves me exactly at the point where i came from: my initial posting. The logical conclusion: your lack of knowledge doesn´t make it a fact! So, unless you can provide something really groundbreaking that prooves me wrong, i consider this done. No need to go any further with this.
  7. Vaderan

    AP Fix?

    I played my last game like 2-3 weeks ago, i doubt the game has changed in a revolutionary way since then. I missed that citadell below waterline penetration issue, and the introduction of french BBs. Anything else? Even if i read your quote 10 times, it doesn´t change a thing. You are still sitting there with a theory, you obviously cannot proove. If our topic in here, the multiple damage of any AP hitting any ship, would be a real issue, and not just simply one of imagination, why is there nothing to find out there, that actually confirms this? And, just to make it clear: even IF BB AP vs low HP DDs is only the "most noticable case", where are all the other cases? And what do those cases look like? Could you finally provide anything to confirm your claims, instead of act lecturing, arrogant and delivering empty words? Proove me wrong, or at least show anything that supports your theory, and i will shut up, i promise.
  8. Vaderan

    AP Fix?

    I am reading very carefully. Thats why i don´t see anything beyond wild speculation, theories and a failed attempt to proof any of this. Don´t try to lecture me without delivering something solid. All i can see until this point, is the desperate attempt to make a theory look valid, without providing anything that confirms this theory. Trying to make me look dumb, doesn´t help to support those theories. It just undermines the credibility of those who try. No facepalm-fish"required.
  9. Vaderan

    AP Fix?

    Just to get you straight: your point is, that a BB AP shell, fired every 25-35 seconds, deals too much damage when hitting a target with a low healthpool? Until now, we were discussing wether or not the 6k damage is a bug or a feature. Now, that we might agree that it is intentional, you consider it "too much"? DDs already get the special treatment of "no citadell", they have the best stealth, the best dodging capabilities, they can outrun most other ships and smoke up and go cloaked, if it gets too hot. Last but not least, they have these nasty things called "torpedoes", which on the other hand can end any target just as quick, as a devastating AP strike can on them. I require no lecture about countermeasure gimmicks, situational awarness, engagement distance and all the other stuff, since i am aware of it. And yes, i am just as freaked out in my DDs, when that nasty 50% hit strikes home. But whenever you decide to take out your DD for a ride, you agree to the tradeoff of survivability for all the other advantages, a DD brings. Demanding, that BBs should only do overpen damage, whenever they hit a DD (or AP, for that matter), is completly out of balance. Yes, many BBs feature 9-12, one even 16 guns, and with proper RNG, those can delete a DD pretty quickly. But there are enough BBs with 8 guns around aswell, and with an average hitratio of 1-2 shells per broadside fired on a DD, the demandment of, lets say 10-20 overpenetrations to sink a DD, is just ridiculous, considering the ammount of reloads required. DDs already have only limited respect when going against BBs. With AP permanently reduced to 10% damage on DDs, BBs would be almost incapable to defend against a dedicated DD, before the DD can brin in his torpedoes. Not to mention AP from cruisers, which would be reduced to a constant hail of just a few hundred damage per hit. I would agree to that 10% AP vs. DD mechanic, if, as a tradeoff, citadells on DDs would be brought back, with a mechanic that those DD citadells are only vulnerable to HE. This, in the end, would make switching between ammunition viable again.
  10. Vaderan

    AP Fix?

    Thing is, since i cannot test your theory, and since i never experienced it, i still consider your point flwaed. Nothing personal, but from Alpha to beta to release version, there have always been patch notes, and i cannot remember the installment of the 10/33/100 mechanic on DDs. I tryed to do some research on youtube on this, and the most renown video i could find, was one from Notser (6 months old, though), complaining about BB AP on DDs. Within the first minutes, he scores 2 hits with his GK on a Shimakaze for some 9000, with the ribbons showing one regular penetration and one overpen. The basic (100%) damage of his GC is ~12000. We now can take two approaches, on how the damage is applied to the Shimakaze. The first approach would be: ~1200 Damage from the overpen, and ~7800 mythtical damage from the regular pen. With this approach, the ~7800 damage cannot be explained properly, since 33% of 12k damage would be ~4k. Double damage from a regular pen would not match the number aswell, since the shell base damage is above 12000, so 66% would above 8000, not below. So, maybe the overpen then? But how? And how often? The second approach would be: we have a regular 50% pen for ~6000 damage. This hit causes the first stage of damage saturation. When the second shell (with the overpen ribbon) hits, it scores the damage saturated hitbox and triggers the false ribbon, displaying the overpen ribbon instead the regular penetration ribbon. Since damage saturation stage 1 reduces damage by 50%, the damage of hit two is reduced from ~6000 to ~3000 damage. 6000 Damage for a non damage saturation 50% hit, and another hit with 50% malus from damage saturation on the same 50% hitbox results in ~3000 damage, for an overall damage of ~9000, exactly the number of damage, the Shimakaze received. I don´t know about you, but for me, approach two appears to be much more reasonable, since it can be all explained by existing mechanics and maths, while approach number one includes the idea of bugs, broken stuff and mystical mechanic behaviour... Approach number 2 would also explain, why it is a feature.
  11. Vaderan

    AP Fix?

    Its always the question, where you are coming from. As an BT, you may know BBs from the point, where their Dispersion was at the worst state ever, as far as i can remember, at least. So, from your point of view, every change to BB dispersion can be considered as a buff. Now take a look at my profile. It marks me as an alpha tester. I remember BBs a a class, that could, the skill given, snipe another BB from 20km distance. Or aim straight for the citadell of an opponent and score the hit more or less, where it was aimed at. In other words: great aiming skills, big success, low aiming skills, no success, since there was almost no RNG to compensate for low skill. This made wiggeling DDs hard to hit, and straight forward charging DDs predictable and an easy kill. It was the time, when DDs also had a citadell, so it did take maybe 1-2 shells to nuke that DD out of the water, which was necessary and balanced, because, if you missed the DD, it would kill you with his torpedoes, since BB maneuverability was by far more sluggish back those days, and got buffed dramatically with beta. As a compensation for the citadell removal, DDs received a citadell similar hit zone accross the ship/modell. A hit into this hitzone would cause 50% of regular shell damage. I think, this change was subject to alpha, but i am not completly sure. As such, even an overpen at this section could cause that 50% damage, but since those (alpha) patch notes are several years in the past, my memories might be flawed. @wilkatis_LV : as i just wrote: DDs received a 50% damage hitbox back in alpha. Unless this hitbox has not been changed since back then (an i cannot remember a patch note that declared something the like), i still stick with the conviction, that this mechanic is still active. The regular 10%; 33%;100% mechanic for overpens; regular pens; citadells does not work with DDs. This would also explain MrConways "its a feature" response in the link, you provided. Just because something appears to be wrong, it does not necessarily mean it is wrong. Maybe, anyone can provide a replay link for youtube? I have WoWs uninstalled, so no chance to test your hypothesis. However, over all the time from alpha until a few weeks ago, before i uninstalled, i never ever had one of those "magical multiple damage hits", no matter which class i played or fired at...
  12. Vaderan

    AP Fix?

    Is this multiple hit issue officially confirmed by WG (source, quote?), or just imagination based on wrong information? Because, afaik, DDs, due to their lack of a citadell, have (or at least had) a different damage mechanic from all other classes. An AP shell which would cause 1k damage with an overpen can cause 5k regular damage on a DD, which has nothing to do with "mutliple time damage". This is simply working as intended. IF there is in fact a confirmed 2x/3x damage thingy going around with BB-AP exclusively, then, however, the OP did it´s best to make it look like a pointless, biased DD-fanboi rant, since he did not simply refer to this damage mechanic, but also complains about "BB accuracy buffs", which is simply hilarious, since, besides a neglectible, because absolutely useless, "below 3km engagement range" accuracy buff, BBs still suffer from the big, bad accuracy nerf-bat they received in alpha. Yes, there has been a time, where BBs were a respected, skill based class, not this rng based lottery game for everyone... So, if you could provide a source for this "2x73x damage BB-AP" thingy, please share, because i am always eager to learn. If nothing like this exists, there is nothing wrong with what i said before. Otherwise, i will freely apologize for my personal lack of knowledge.
  13. Vaderan

    AP Fix?

    Oh, look, another DD Fanboi complaining that BBs don´t simply sit in the water and wait for torpedo-yolorun-instantkills an perma-HE-spam + barbecue. If BBs are soooo OPOPOPOPOP powerfull, why do you focus on squishy cruisers and DDs? All i can read from your statistics, is a personal preference in playing the game as cheesy as possible, with BBs obviously being your prefered prey, and complaining because your prey actually can and will bite back, if RNG allows for it. No point in discussing anything like this from your biased position, sorry...
  14. Vaderan

    What is it with Battleship HE spam??!?

    Besides the obvious RN-BB example: HE is the easy way to play for simple minded players. To be successfull with AP, you need to aim properly (skill requirement). When shells are fired, you need gracefull RNG to connect with to the target (RNG requirement). If shells connect with the target, you once again need gracefull RNG to actually hit, where it hurts, no just simply overpen (RNG requirement). Last but not least, while AP might work wonderfully against targets showing broadside, AP can become useless, if the target turns into an angle that allows it to bounce/deflect AP shells (correct prediction requirement). All these requirements for the chance of scoring a citadell hit = max damage, and even this chance is a tradoff for the chance of causing fires and inflicting module damage. HE, on the other side and in comparison, requires less aiming skill (lower skill requirement) and more or less simply needs to connect with the target, to show results (RNG requirement). BB HE shells simply overmatch most lightly arored surfaces and are allowed to cause moderate damage that way, why still having the chance of fires and module damage. BBs and some cruisers/DDs might be able to repair fire damage, but the majority of non BB class ships cannot. So, while giong HE exclusively is the wrong way for maximum success with a BB, HE spam has become a viable alternative for those who seek constant progress with less effort, compared to the high risk - low yield - rng game with AP...
  15. Vaderan

    WG Please stop torpedo missions.

    In WoT, most regular "missions" are like "play (enter random number) of matches with (enter specific class, tier or vehicle), win the game and belong to the top (enter random number from 3 to 10) players of your team. I don´t understand, why WG does not follow this policy in WoWs. I think, the WoT way encourages for much better teamplay and contributional playstyle than "sink 3 cruisers with a BB" or "hit BBs 12 times with torpedoes", which primarily encourages selfish, achievement orientated gameplay...