Vaderan
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Everything posted by Vaderan
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Persönlich halte ich die Nagato für ein absolut großartiges Schiff. Meine ersten Gehversuche in ihr hatte ich noch im CAT, und anfangs war ich am Fluchen! Allerdings, wenn man sich mal an die Nagato gewöhnt hat, kann sie einem viel Freude bereiten. Viele wichtige Merkmale wurden ja bereits hervorgehoben: relativ schnell und wendig, starke Sekundärbatterien. Außerdem ist sie im Verhältnis zur Fuso stark gepanzert. Das Hauptproblem der Nagato liegt in der großen Streuung der Hauptbatterie. Hier kann man allerdings sehr gut mit "rollenden Breitseiten" gegensteuern, also die Geschütze der Reihe nach feuern lassen. Die 40,6er der Nagato haben eine sehr überzeugende Durchschlagskraft, sowohl im Infight auf kürzere Distanz, als auch auf lange Reichweite, sofern sie denn treffen. Mit dem heutigen Patch sollte die Hauptbewaffnung mit AP nochmal effizienter geworden sein. Ob das so ist, kann ich noch nicht beurteilen, da ich auf Grund des "Schiff im Gefecht" Bugs derzeit nicht spiele...
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Ship remains in battle after battle is over: hotfix required ASAP
Vaderan posted a topic in General Discussion
Greetings sailors! As already has been mentioned before, there is a new bug ingame, which refuses ships to return to port when the battle is over. The bug seems to occure randomly, since some players report this bug happening after getting their ship sunk but win the battle. Now, to me it happened aswell, but i won and survived the battle, even without any significant damage. Since i knew the ship won´t be available due to this bug for at least some 15 minutes or so, i left the game, but not without remembering my credits and XP value on the affected ship. When i returned, my ship was back in port, just as expected. However, i neither received XP or credits for that victory (and it was a nice victory, with several citadel hits etc.), and my ships captain was still being retrained, instead of being fully retrained. So, basically, this bug doesn´t just block your ship for a while, but also deletes/forgets the achievements of the recent battle. For that, i consider it a gamble and a waste of time to play at the moment, since you just can´t be sure when you will loose your next victory-achievements... Please, WG, take care of this ASAP! -
Ship remains in battle after battle is over: hotfix required ASAP
Vaderan replied to Vaderan's topic in General Discussion
I don´t use any mods/mod packs for WoWs at all right now, and i didn´t so far. So, yes, i consider it a bug! -
Sorry, but i have to disagree! The Wyoming itsself is a great ship, and receiving a free tier IV battleship to farm money and train your BB captains, that´s a dream! Also consider, that Wyoming and Arkansas saw several refits during their career, and while the standard Wyoming ingame sacrifices almost all of its secondary batteries in exchange for some AA, the Arkansas seems to provide both, some AA and a massive secondary armament! I am looking forward to that jewel, seriously!
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Thx, Sigimundus, i already got it! The question that now remains: how many battles/tier X ships are required to reach the maximum of the head start bonus (account lvl, flags, captain)? From CAT to CBT, i missed the maximum headstart by only a few battles, which was very frustrating. I´d love to have some information about that...
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In case this is true, and we are going to see a CBT wipe and the start of the OBT: are there any information about the requirements for the (closed) beta reward ship? WoT just saw a beta reward tank, so it was possible to achieve the requirements during the open beta stage aswell. I´ve been quiet occupied by RL for the last months, and i just recently returned to the game, with something around 100+ battles each in PvP and PvE, and i just don´t want to miss the opportunity to gain the beta reward... Okay, i should have read the article before posting: it seems to be 50 battles for the reward ship...
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From my personal impression, i´d say that at least a kind of that suggested mechanic is already implemented. During the last days, around the latest patch, i did a lot of tinkering with several types of ships, and with that, different calibre guns. Yesterday, i had some battles with US DDs of tier 3 & 4, aswell as with my tier 6 Cleveland. The calibre was 102 and 152 mm. I recognized, especially with the small 102mm guns, that just spamming HE on well armored targets (mostly BBs), doesn´t work that well anymore. Usually i aim for hull and citadel (used of firing AP), but when my small HE shells hit the hull plating, i received several no damage reports. However, when i raised the gun elevation to aim for the superstructure, damage and critical reports on the very same targets started to show up, aswell as fires. This would match the proposed mechanic almost completly, if i got it right...
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Why was the Musashi ,Shinano,Warship Number 111 not a tier 9 IJN BB?
Vaderan replied to Dbars_eu's topic in General Discussion
As a Tier 9, i´d have chosen the projekt 16 (or was it "18"?) of the IJN "8/8" plan. It would have been a completly different design to the Izumo or Iowa class, to deliver some vatiation for the tier 9 level (considering the fact, that the KM H39 and the RN Lion class will have 16" layouts aswell. However, regarding the Musashi: she could be a variant of the Yamato, as we know her in the game. Musashi and Yamato were almost similar in design, but when the Musashi was sunk, the Yamato received a refit, replacing her tripple 6" side turrets with additional AA guns. Maybe, we will see the Musashi as a tier X reward ship some time... -
Der deutsche Tech Tree im Blick - potentielle Schiffsnamen
Vaderan replied to x_Hasso_von_Manteuffel_x's topic in Allgemeine Diskussionen
In den 90ern gab es mal ein PC Spiel, das nannte sich Burning Steel. Zu diesem Spiel gab es ein Addon, welches die Schiffe des Z-Plans enthielt. Die H(39) Schiffe war da die Hindenburg Klasse, mit den Schwesterschiffen Ludendorff, Moltke und noch einem, dessen Namen ich vergessen habe. Das Schlachtkreuzer Projekt O Klassen lief meine ich unter der Bezeichnung Barbarossa Klasse. Muss mal schauen, ob ich das Regelbuch von dem Spiel wiederfinde... -
Schiffsschraube immer kaputt DD's CA's
Vaderan replied to LadyButterfly's topic in Allgemeine Diskussionen
Das "Schraube" Symbol repräsentiert den Antrieb. Der Antrieb besteht bei allen Schiffen bekannterweise nicht nur aus der Schraube, sondern aus vielen weiteren Komponenten, wie Gestänge, Getriebe, Turbinen/Motoren, Kesseln etc.. Kessel, Turbinen/Motoren und Getriebe liegen zwar in der Regel in der Zitadelle, aber da Zerstörer und einige leichte Kreuzer über kaum oder garkeine Panzerung verfügen, würde es mich nicht wundern, wenn bei entsprechenden HE Treffern auch deren Hitzones getroffen werden. Jedenfalls, wann immer insbesondere HE Geschosse einee Komponente des Antriebstrangs erwischen, hast Du halt einen entsprechenden Ausfall. Ohne Panzerung sind DDs und CLs halt dafür prädestiniert, solche Schäden häufiger zu erleide, als gut gepanzerte Schiffe. -
Noone tolde me. It´s the the experience of two days tinkering and testing around with HE and AP. Those tests might not be representative for the complete beta, but they show the effectiveness of HE on small/lightly armored targets. Hitting a DD with a BB is difficult enough (since they are obviously not supposed to hunt DDs). But there are situations, where BBs are forced to defend themselves, and smart DD captains won´t allow the secondary batteries of BBs to do their job. So, if a BB has to defend itsself against a DD, a HE shell should leave a mark. Not a oneshot, not even a two shot, but at least significant damage. If it is required to hit the DD in the middle, okay. Then WG obviously has to increase the accuracy of BBs main armament, at least to cruiser level, so the once every 30+ seconds fired broadside has some value. But, i bet my Clevelands two rear turrets, DD players won´t like to see a change like that for BBs. It could threaten the DDs dominance...
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155mm & 203mm AP test on various targets. I don´t understand the results...
Vaderan posted a topic in General Discussion
Greetings sailors! I have been reading, and in fact, writing a lot of comments concerning various game mechanics, especially the use of HE and AP ammunitions. Today, for some reason, it came to my mind i could start a row of PvE battles, focused on the mechanics and use of AP ammunition. For this, i took two more or less representative cruisers, a fully upgraded Cleveland, and a fully upgraded Furutaka. My objective was to find out, wether and when AP is of more use, compared to HE, regarding the following guidelines, taken from various threads on this forum, or of own experience, gathered since closed alpha test. For the first runs, i decided to use AP only, just to get a (renewed) feeling of the mechanics since the latest patch. However, i tried to stick to some basic rules: 1.: use AP on short range, when the shells have a flat trajectory line, or use AP on long to maximum distance, to achive plunging fire hits. 2.: On long to maximum distance, aim for the citadel, on short distance, aim below main armament or armor belt, right above the water line. 3.: when shooting at the hull of an enemy, avoid steep angles, try to hit flat angles. 4.: try to avoid overpenetrations. I started with the Cleveland. 155mm guns, AP only. To gain as much information as possible, i fired on various targets, on various angles. The toughest target was a tier 8 North Carolina, followed by a Nagato, various Fusos, New Yorks, and smaller BBs. Of cruisers, i had to face anything between tier 8 and tier 2. These are my personal results: 1. i still don´t get these "pling" and "clang" and "swush" sounds. Or better, i don´t get them every time, since i cannot tell wether it was a penetration or overpenetration, just by numbers and sound. 2.: No matter what i tried, i wasn´t able to score a single citadel hit. Not a single one. No matter if DD, CA, BB or CV. This worries me, since i had no problemy at all to harvest citadel and ammunition hits during CAT, at any distance, at any ship. My aiming is reliable, especially with the accurate cruiser guns, usually scoring 3-9 hits with the Cleveland, even on 14km range. What troubles me even more: at 10-14,6 km, the Clevelands AP shells come down in a steep angle, so i would expect deck penetrations. Maybe no citadell hits on most BBs, but at least at cruisers. Instead, i score low damage rolls, i´d say 320-700 per shell. Or i do zero damage at all, so i have to assume my shells just bounce. The thing is: since i consider myself as rather well informed about distance and angles and stuff, i followed the above rules. But anyway: Wyoming on 14 km range, AP, straight on topp deck: bounce or low damage. Cleveland on 14km: perfect plunging fire on a stationary target: no penetrations. Kuma, a lightly armored japanese tier 4 Cruiser: flat angel on medium distance, perfect hits, but only 320 damage. Smells like overpenetration. Target turns slightly, so the angle changes: bounce, no damage at all. Cleveland, short range brawl, within secondary range, aiming below turrets and for the armor belt. Penetrations, but no citadel hits. 5-6k damage with 5-8 hits. These were just examples. Basically, i tried to shot on all targets of all classes, but i failed to do halfway reliable damage to any enemy. The only thing that seemed to work, was hitting soft spotts on BBs, avoiding the citadel and other thickly armored surfaces. What am i doing wrong? Is the 155mm calibre that useless? i just found no rule, for when to use AP, or, against which armor thickness. HE almost seems to be the only choice. But... There was the Furutaka test: 203mm AP rounds, again against BBs and CAs (i avoided DDs as good as possible, since the Furutaka turrets are slightly...slow...) Again, not a single citadell hit. No matter, if Kawashi, Wyoming, Fuso, Clevelend or Furutaka. The 203mm shells are supposed to have a higher penetration and damage value. Very disappointing, frustrating and enraging for me was the following situation: During my first Furutaka battle today, i encountered the bot driven Cleveland. AP was loaded, turrets ready. My first and sacond broadside scored 4 plunging fire hits on 11-13 kilometres, without doing any significant damage. At around 10km, the Cleveland turned, so we were broadside vs broadside. I scored a 5 out of 6 AP series, causing some 5000 damage. The Cleveland managed to hit aswell, some 5-6 hits for 10k damage. A third of my HP lost, i obviously took at least one citadel hit. Meanwhile, the Cleveland managed to run into an island. Stuck, she was a sitting duck. At 8,2 km range, i aimed for the citadel, which was rather easy, since the Cleveland didn´t move at all. 6 hits, right above or into the belt, 6k damage. The returning broadside of the Cleveland, though i was constantly changing my course and speed, took my remaining 20k hp. Since my ship didn´t break, i assume several citadel hits. The following game, i encountered my evil twin, the "mirror" Furutaka. Although i hit her frequently, i wasn´t able to repeat the Clevelands performance prior experienced on my own. No citadel hits whatsoever. So, what am i doing wrong? I calculate the angles, i know where to aim (heck, i farmed citadel hits during the CAT, what has changed?). I try to avoid overpenetrations, i try to trigger the fuse of the ap shells, with different spots on the ships, different angles. But it just doesn´t work out for me. Is it just bad luck with the RNG, or is there a mistake anywhere else? But if i constantly fail to score citadel hits against bots, i seriously don´t need to return to PvP... -
I think, that adding flooding damage as a side effect of AP (over-)penetrations would be a valuable and realistic addition. Right now, if a 14" shell goes one metre too short on it´s target, it gets lost. No hit, no damage. Causing flodding should be a privilege to torpedo armed vessels only. I always read about nerfs and handicaps, especially to the DD class. You can´t do this, because it nerfs the DD. You can´t do that, because it nerfs the DD. As i have read somewhere in this forum, we already have a system implemented, that causes flooding vessels to loose speed. So, in total, DDs have the ability to ignite their target with their guns (if they dare to fire them) with HE shells. They have the ability to cause the flooding debuff, together with significant damage with their torpedos. They are stealthy. Most IJN DDs are able to fire their torpedoes without moving into detection range. If detected, the DD can pull back and go stealth mode again with his smoke screen. DDs are the smallest, fastes and most agile vessels in the game, hard to hit, especially with high calibre guns. When hit with high calibre guns, AP is almost sure to overpenetrate, while HE, with the current mechanics, is likely to do low damage, if the HE shell doesn´t hit lucky. But first, it has to hit... All these advantages at the price of some fragility. I don´t play DDs, so i am not allowed to speak? I did during CAT. My friends do, i´d like to, but i lack the space in my port, and the gold to buy new slots. And, of course, i have to fight them in almost any battle, so i can at least speak for the results and the effect playing against them. Adding a flooding effect to AP rounds is overdue. It would at least add some tactical depth to the choice of ammunition. It could/would make overpenetration an option, to cause an enemy to slow down or use the repair crew. I agree, a 7,6 cm shell might have difficulties to overpenetrate, but considering the rate of fire, they can be shot, they would still be able to cause a whole bunch of little holes into soft areas of any ship, doing this with a high frequency. Overpenetrating high calibre shells on the other side would cause huge, ribbed exit holes...
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I´ve seen HE shells of higher calibre doing less damage to softer targets... i don´t say, it´s fine, but to be honest, there is nothing that can surprise me in this game, at least in terms of being ridiculous. Especially torpedoes are one of these things. I can understand, from a DDs player point of view, that you are unhappy when you manage to hit a target after 7 km range, but torpedoes are prone to be much more trolling to the target, usually. You complain about that hit (which seems to be strange), but i bet, you won´t complain for a full or average damage hit of your torpedo, if it hits the target in a way where it is not supposed to detonate at all or do significant damage. Once i turned to evade a spread of torpedoes. I managed to do so, at first sight, but my ship was drifting sideways, and it managed to hit the rear of the torpedo juuuuuuust very slightly, like a little "ding" on a glass of wine. However, the torpedo went "boooom", and dealt a great ammount of damage. Another one? I tried to escape a bunch of torpedoes with my New York. I almost made it. The last one, however, managed to hit the very tip of the rear of the BB. The very, very rear, almost the tip. "Booom" aswell. This doesn´t explain that 118 damage hit (sure, it wasn´t just a HE shells of your guns...?), but as i said, sometimes, rng is with you, sometimes, it is against you.
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Of course it applies to all classes! The DD torp might roll bad. But the same goes for all other ships aswell. Torpedoplane Torps might roll bad. CA and BB guns might roll bad. BBs suffer additional from a dispersion of their shots, so ridiculous two shells of the same salvo might end up in two different postcodes. This game favours gamble, lottery and luck. There is so much RNG, that skill and tactics become a nice addition, but not a requirement. In addition, it´s always a question of a personal point of view! Since i lack the ability to play DDs these days, since i cannot afford the required port space, i am forced to stick with my CAs and BBs. I do not rely on my torpedo damage, as a DD might, but i rely on my guns to defend myself against DDs, and to do damage at all. I can recount countless situations, where RNG trolled me, and where it cost my life, or that of an ally. Take that one, where a 1800 HP Gremjatschi is sneaking up to my platooned friend in His Nagato. He is inbound in a gun duell with an enemy North Carolina. A scoutplane spots the DD. Although i am more than 10km away, i open up with HE on that DD, knowing that the DD wil Shotgun my friend right in the face, since he wont be able to turn his ship and guns fast enough. I manage to score 1 hit on that range, for some 870 damage. The DD laughs at me, goes "smokescreen" and opens up on the Nagato, which is still lit up be the NC. Though he doesn´t sink him, since the Nagato dodges a few torpedos, he takes significant damage and gets taken out by the heavily damaged NC. The DD gets away and is spottet next time right besides our last remaining CV, reducing my allies to zero. One bad RNG roll turned the game. I could go on with other stories, but the point is: if we are successfull (or just blessed by the RNG god), we take our one shots, citadel and magazine hits for granted. We aimed for that spot, and it was supposed to happen. If it fails, we blame the RNG god. If we get spanked instead by our target, especially when we didn´t expect it, we start cursing. If it was another class, maybe one we don´t even like, that class must be totally op, or our (favoured class) must be up. I dare to say, that the classes between theselves a rather balanced. It´s the damage mechanics and the rng system, that make things difficult and frustrating from time to time...
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RNG might be annoying, but it applies to any class/shiptype. Ask that BB captain, who manages to finally score some HE hits with his slow firing main batteries on a DD, scoring 500 per shell, although the shells are supposed to do 5k+ damage. Ask that full health Yamato, struck by a single DD torpedo, right into the magazine and blowing up (funny video, can be found on youtube...) The whole damage system seems to be somewhat broken since the latest patch. Let´s just hope they fix it again, or explain "how it works" at least...
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155mm & 203mm AP test on various targets. I don´t understand the results...
Vaderan replied to Vaderan's topic in General Discussion
And again, i return from another testsession. Focus this time was on long range BB engagements. I had ridiculous results, in a bad way. Several games in my New York saw me firing AP on 15-17km range. At this range, prior to the patch, i scored penetrating citadel hits quiet frequently. This time, i wasn´t able to score one. A very disapointing moment was, when i scored a 5 out of 10 hit barrage at 15 km (this is supposed to be regular max range for the New York). 5 shells plunged down on the stock bot New York, with a total of 0 Damage. 0! Zero! 5 plunging hits, hitting the middle of the ship, between bridge and C turret, and they do 0 damage! This can´t be working as intended! It´s ridiculous. In the very same battle, 5 minutes later, i met an enemy St. Louis. It was on full HP, so was I. After 2 Salvos, which means around one minute of engagement, i had lost 17k HP to HE and fire damage, while i managed to score some 8k damage, on that cruiser 2 tiers lower. After that series of very confusing tier 5 BB menace, i went to the Nagato. 21km of range, 40cm guns. I scored a bunch of long range AP hits on enemy BBs, all above 17km range. Not a single penetrating hit, only low rolls below 1,5k damage. Then i went into several brawls. 8-3 km range. This was my favourite distance during CAT with the Nagato. Secondary battery range and perfect distance to aim for the magazines. I forgot, how many enemy BBs i oneshotted on that distance. Today, nothing of that. Not even a citadel hit. With rolling fire, on a distance of 6 km, with perfect aim and lead, the shells managed to fly over the enemy, left and right, but not into the target, as if the basic 200+ metre spread always applies, no matter the distance. The shells scattered randomly, on absurd angles. Funny though, my fully upgraded secondary batteries did serious damage on those closed in targets. However, at around 10 kilometres range, the Nagato found it´s sweetspot. Relatively reliable aiming, and several citadel hits. So, basically, it seems that WG wants to force the BB into medium combat range, denying them to take full advantage of their long range guns, without any compensation for giving up the advantage that defines the role of the BB... -
155mm & 203mm AP test on various targets. I don´t understand the results...
Vaderan replied to Vaderan's topic in General Discussion
I wasn´t refering completly or just on your post, and to be honest, i don´t know if there is (or will be) a modell viewer as we know it from WoT. I have quiet a collection of literature at home, with blueprints from battlecruisers, BBs of all nations, aswell as blueprints from german DDs, CA´s/CB´s and CV designs. If you want to finde the data concerning shemes, there are numerous sources to find them, i guess. However, aspects like steel quality add a completly new level. As i said, i am not yet convinced that WG will transfer all the different armor layouts, aswell as i doub´t they will simulate steel quality. For now, all i would like to have, is a damage system i can understand, so i can make use or work with it. Right now, all this HE and AP things seems to be nothing else but a pure gamble, a lottery. I just return from a few test games (pve) with my New York, trying to figure out how those 14" guns can be brought to work. I scored several AP hits, on cruisers and BBs. On long range, none seemed to work. I received "dings" and "clangs" on 16 km (New York with range extender), but no penetrations. On below 10km, the AP ammunition did it´s work on a Pensacola, with some massive citadel hits. The bot New York suffered aswell from AP hits, but no citadel hits were achieved. More confusing: when fighting a tier IV Kuma, i wasn´t able to inflict reliable damage. AP overpenetrated, as expected, HE (with supposed 5k maxdamage) hit for below 1k average, making it a real pain to fight that little thing. 1-2k HE damage every 30+ seconds just don´t compensate for the battering and fire of HE shells, the 15 cm guns of the Kuma inflicted. During the shotout, i suffered more damage from that Kuma, then i was capable to return with my main batteries. To this, i don´t take into account the torpedoes of that little cruiser. At last, i had to fight a remaining tier 3 DD. Also i managed to dodge most of it´s torpedoes, my ship NY was almost useless against it. 3 secondary batteries are nonsense, and the main 14" guns were a good laugh aswell. I scored several hit´s on that little DD, what was quiet challanging, but none of the 14" HE shells managed to score above 1k damage. I am still not sure, if this is working as intended, or if i just suffer from bad luck. But despite the troubles with the AP ammunition, i dare to demand more impact from high calibre HE shells on unprotected or soft targets. 900 average damage from 14" HE shells on light cruisers or DDs is too low for that rate of fire, especially in consideration to the HE effect of the high RoF small calibre guns... -
155mm & 203mm AP test on various targets. I don´t understand the results...
Vaderan replied to Vaderan's topic in General Discussion
The question i dare to ask: will WG seriously go the hard way, and implement these complex protection systems? And if they do so, for what good? It would add a high degree of simulation, and it will make some of the more advanced BB designs really hard to penetrate, leading to the necessity of keeping the damage value of HE shells high, and the function of torpedoes unrealistic. DDs and cruisers will suffer the most, since they will just be good enough to trigger the AP-fuse, once an armored part of the ship has been hit, while BBs will sustain tons of damage, especially when being hit by low calibre AP shells. Although this would add great to the realism aspect, it would bring huge drawbacks to the arcade-factor, and with it, a lot of problems for the casual players, since most of them just won´t understand these complex mechanics. I wouldn´t be too surprised, if we would end up with a system like: shiptype A had a value of x of overall armor on that section, with a complexity of y in terms of layers, angles and so on. Then, x will be replaced with the overall ammount of armor to penetrate, while y becomes a variable for the RNG calculator for the pentration effect. Less simulation, but more arcade, more rng, less complex... -
155mm & 203mm AP test on various targets. I don´t understand the results...
Vaderan replied to Vaderan's topic in General Discussion
Alrright, thanks a lot for the answers so far! i really was doubting my skills (or mind). During CAT i used to explain AP mechanics to other players/newcomers, but these days, i obviously require aid myself. I totally go with those who claim HE more efficient these days, at least, with DDs and CAs! During my tests, i had a friend with me in similar vessels, shooting HE only. He did twice to four times the damage with HE and fire, compared to my AP attempts. Well, it´s still beta, and it´s up to us to test these mechanics. I just jope, WG gets this worked out properly. My personal conclusion of this is: there is no real armor penetration system. At least none like we know it from WoT, with overmatching armor and stuff. -
So just another RNG copy from World of Tanks?
Vaderan replied to cuddlesRO's topic in General Discussion
In my opinion, RNG is a compensation for the lack of skill. Bad aim, bad lead, both are influenced by RNG, for the better or the worse. However, it reduces the effectivness of good/experienced/skilled player. It just doesn´t matter, how good your aim or your lead is, when RNG decides your shots have to go wide or short, or just that one metre above the citadel, where your aim was placed. It is just highly frustrating to see your perfectly lead and aimed shots scatter that much around that enemy battleship in 22 km distance, spread to 50% short, 50% wide, but none on the target, just because of the RNG, not because the ship was maneuvering. Besides that, DMG RNG is confusing aswell. There are these moments, when you hit that DD with 4 14" HE shells and do 2k damage, and the next time, in another game, your 8" HE shell hits a DD for 6k (no citadell hit!?). Are there any information, how much penetration specific AP shells have, by the way? -
RNG als Nachteil von Schlachtschiffen
Vaderan replied to Mr_Aufziehvogel's topic in Allgemeine Diskussionen
Genau da liegt ja im Prinzip irgendwo der Hund begraben: die sekundärbatterie war, Upgrades und Skills investiert, effektiv in der Zerstörerabwehr. Sie funktionierte mit den Upgrades so, wie vom Konzept her gedacht, um kleine, schnelle Ziele zu vertreiben oder zu vernichten. Sie funktionierte, also wurde sie generft. Die Hauptartillerie der Schlachtschiffe funktionerte (in der closed Alpha), also wurde sie generft. Zwar auch wieder gebufft, aber prinzipiell ist sie noch immer signifikant schwächer, als früher. Die Funktion der Panzerung wurde verbessert, also wurde auch die HE Effizienz drastisch gesteigert, um kleinkalibrigeren Geschützen eine Möglichkeit zu geben, Panzerungsschutz zu umgehen. Hinzu kommt die erneut aufgetretene Brandproblematik. Ohne jetzt wieder auf die armen Zerstörer zielen zu wollen, aber man kommt nicht drum herum, den Eindruck zu gewinnen, dass viele Änderungen dieser Klasse in die Hände spielen. Auf der einen Seite verfügt diese Klasse über einen naturgegebenen Wendigkeitsvorteil. Dazu ist sie sehr schwer auszumachen, meist erst auf zu kurze Distanz. Um Vergeltung zu entgehen, verfügen die Zerstörer über ihren Rauchvorhang. Ihre Torpedos, sofern sie treffen, verursachen zuverlässiger Schaden, als AP-Geschosse der Schlachtschiffe, ihre Geschütze sind Nutznießer Nr. 1 der aktuellen HE Mechanik. Der einzige Nachteil: keine Panzerung, wenig HP Dagegen das Schlachtschiff: langsam, groß, schwerfällige, wenn auch theoretisch schlagkräftige Bewaffnung. Auch wenn die Wendigkeit der BBs verbessert wurde, um wenigstens halbwegs gegen Torpedos agieren zu können, so fehlt ihnen die Fähigkeit, sich effektiv gegen Zerstörer zu wehren. Jetzt heißt es, klar, DDs sind Counter gegen BBs (wobei, sind das nicht erst Recht die Carrier, so vom Design her?), aber sollte eine Klasse, sofern der Spieler halbwegs fähig ist, sich generell verteidigen können? Ein fähiger DD Kapitän weiß, wie er sich anzupirschen hat, wann er schießt, wann er Torpedos wirft, wann er Nebel legt, und er wird in der Regel gezielt außerhalb der Reichweite der Sekundärbatterien bleiben. Ein fähiger BB Kapitän darf sich nur entscheiden, abzuhauen. Seine Waffen sollen vom Konzept her den DD nicht treffen können. Und wenn sie es doch tun, ist der Schaden selbst mit HE Geschossen überschaubar. Im worst case haut das BB dem DD ein paar Module kaputt. Dann repariert der DD und ist weg, bevor das BB nachgeladen hat. Versteht mich nicht falsch, ich finde die DD Klasse spannend, und hätte ich ein paar zusätzliche Hafenslots, es wäre die nächste Klasse, die ich seit dem CAT wieder spielen würde. Ich vertrete nur die Ansicht, dass die aktuellen Spielmechaniken unter Abwägung der Möglichkeiten der Klassen den DDs die größte Anzahl an guten Karten an die Hand gibt, gefolgt von Kreuzern und Trägern. BBs sind aktuell eher Cash-Cows mit großen Kanonen, die theoretisch viel können, aber am stärksten von allen Klassen unter der RNG Lotterie leisten... -
RNG als Nachteil von Schlachtschiffen
Vaderan replied to Mr_Aufziehvogel's topic in Allgemeine Diskussionen
@ Softradar: Dir ist klar, dass das von Dir gezeigte Bild ein Screenshot aus einer Computeranimation ist? Nicht unbedingt historisch korrekt, eher für den amerikanischen casual Fernsehzuschauer "spektakulär" in Szene gesetzt. Meine Aussage bezog sich darauf, dass WG im Spiel zu jeder Hauptbewaffnung im Schiff auch einen (kuriosen?) Abweichungswert angibt. Dieser Wert steigert sich in der Regel von Tier zu Tier, was meistens auch mit einer Kalibersteigerung einhergeht. Lustig ist nur, dass beispielsweise auch die US Kreuzer mit ihren 15 cm Kanonen abweichende Werte haben. Klar, hier steigert sich auch die Rohrlänge (wobei entgegen der Realität die Abweichungswerte bei den moderneren, längeren Kanonen höher ausfallen), aber selbst bei den low tiers, die teilweise identische Ausführungen an 15cm Geschützen aufweisen, nur eben in unterschiedlicher Anordnung, gibt es signifikante Abweichungen. Kreuzer sind hier ja zum Glück noch spielbar, aber bei Schlachtschiffen, die ja über nochmal signifikant höhere Abweichungswerte verfügen, ist der Einfluss des RNG einfach zu hoch. Ich kann mich ja damit anfreunden, dass die Granaten auf 16+ Kilometer eine relativ große Abweichung haben, aber bei >10 Km sollte selbst ein Schlachtschiff relativ zuverlässig treffen können... Richtig lustig wird es ja, wenn man sich die Sekundärbatterien anschaut. Die greifen bei niedrigen Distanzen (>7 km) ein, und schaffen es immer wieder, ganze Schiffslängen abzuweichen... -
What's the point in playing a battleship?
Vaderan replied to Swen_rudobrody's topic in General Discussion
I think, what players bothers so much about BBs, is their unreliable damage output. You can lead and aim properly, make the right choice of ammunition and still fail to do adequate damage. It is rather frustrating if you hit a DD with a bunch of big 14"+ HE shells, and they do merely 2000 damage. Talking about the sweetspot of ~ 10 km range. If that is the prefered range for BBs, what´s the point of the long gun range? On 10 km, you still have to roll the rng lottery to score citadel hits, taking the risk to bounce the belt, hit the water or an unimportant section for a low damage roll, not to speak of a overpenetration. Then you will have to wait 30 seconds for a reload. CAs, especially with the actual HE mechanics, are the by far more dangerous and reliable damage dealers at 10 kms, i´d say. -
Buff the turret traverse of the Furutaka, and it will do okay. There has to be a drawback for having 6 203mm guns on tier 5, but of what use are these guns if it takes ages to bring them to bear? They either need to buff the turning rate, or increase the range of the guns. Defending or fighting cruisers, not to speak of DDs, is a pain in the Furutaka, once the enemy made to close the range, or you have to dodge torpedoes...
