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Everything posted by conductiv
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Farming damage mentality: a problem to teamplay
conductiv replied to OVanBruce's topic in General Discussion
its a valid concern, one that will probably be more prominent during the open beta and release...well depending on the games popularity. more players you don't know, generally means less teamplay but more focus on individual performance, with individual performance being measured in kills, experience, credits and damage that will be what the average player (me included) is likely to go for. that a individual ship can't carry a game...I don't know. I havn't played CV's yet. CA's seem to weak to do so when I see them in my games but some people seem to praize them to the stratosphere (all I see is a paper class that supports battleships as bonus AA support and a extra close range gun), DDs seem to be capable of doing so due to their insane firepower, high speed and stealth options..but their fragility makes it rather iffy. and BB's well they do have the power, and I have the highest damage averages on them...but they just seem soo slow. But I do know that I hardly ever trust a random on my team to do what his ship class is supposedly good at, its too often that I see them doing what I consider "dumb" or "ineffective" like sailing a BB all the way on the map edge to the other side of the map..as far away as possible from the fight. so I generally feel that I have to bring the decisive contribution to the fight (when playing a DD or BB)...and I measure that contribution...well either in point totals and cap points held/taken/defended(domination) or damage and kills (standard) -
So my friend says "Just turn into the torpedoes to evade them...."
conductiv replied to Aphraid's topic in General Discussion
yup that was wrong on my end, 30 knots is about 15 M/s, not KM/h...need to be careful with those unit buggers... but still 168 KMPH might not be that far off. it makes the numbers a whole lot more to what the CV crew is saying...because my accident it roughly triples the speeds again. look at the pic in the spioler, its the distance covered by a "37 knots top speed" ship during a game. time and distance block...I lasted a whopping 8 minutes and 28 seconds...but somehow covered 46.85!! km in game. what the hell is powering my ship...I dare say that's a bit faster then 37 knots -
So my friend says "Just turn into the torpedoes to evade them...."
conductiv replied to Aphraid's topic in General Discussion
based on the vid..it takes roughly 30 seconds to cross 5 KM, set up the attack, drop and hit the torps. (5:06-5:36 in the vid) during the 5KM approach..the player can abort the attack..the "forced" window (where the player that dropped the torps has no control over the torps or planes) seems to be about 7-8 seconds long. time of torps in the water is about 4 seconds this seems rather fast, now lets run some numbers benifitting the BB rutter shift time on high tier BB's is 9 seconds, turning radius of a high tier battleship on full rutter is close to 900m...this means that the BB will have moved close to 1.4KM if he was already on full rutter...naturally this is longer when he still has to turn the rutter. okay the BB has a speed of about...30 knts...lets triple that to 90 knts or 45 KMPH (this is closer to the speed actually used in the game... that is unless my ships are all running on turbo-diesel) this means that it would take close to 120 seconds for the BB to make that 90 degree turn.. okay maybe the developers didn't mean turning radius...but actual turn distance...thats about 70 seconds...well thats about half of a turn before the torps hit, if you are already at full rutter. not looking just looking at the results...but do these numbers seem right? when you are turning a battleship do you keep that button pressed for over a minute to make a 90 degree turn? -
judging by the losses I take it you point blank manual torp dropped his ship... and I take it he was very very dead after that run.... seeing as he was beached, you could have dropped the torps from a safer distance..... as the most effective AA has terrible range.
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So my friend says "Just turn into the torpedoes to evade them...."
conductiv replied to Aphraid's topic in General Discussion
OR looking at other people "countering said vehicle". you don't have to play the vehicle to see someone else exploit its weaknesses -
yes, however a CA needs a long time to wittle down a BB (in general...exceptions like (possibly) the des moins and its insane DPM or a perfect torpedo run do exist), and a single BB can get lucky once to sink the CA. given that the BB gets a lot of time to place effective return fire..he will get lucky sooner or later. I tried it...but more often then not the BB gets a hit in. imagine not having 1 but 6 BB's trying to pick up the "easy kill" that way...giving multiple BB's the chance to shoot you at that range would be ludicrous. no I'd more likely sit behind my BB wall landing occasional max-range shot on the front enemy. at least until the numbers have wittled down a bit. also...while some people might want to claim that the BB is more likely to target enemy BB's rather then CAs because of the higher chance to hit. In my experience, people tend to go for the easy kill. this means that they will aim for DDs, CAs and even CVs that have no planes left before trying to land a shot on a BB. especially if the CA/DD/CV is closer then the BB.
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Ye quick beginners guide to World of Warships
conductiv replied to Adwaenyth's topic in Newcomers' Section
hmm, personally I though muzzle velocities of around 2000m/s didn't seem that surreal so I didn't really look into that...on top of that the game gives you the intercept time. but yes speeding up the shell makes the game a tad easier as well. it isn't a bad thing, you just have to remind yourself that the listed speeds in knots don't correlate with the KM distances when calculating travel time (of shells that's a moot piont, but with stuff like torps) -
we'll see, though my general experience is telling me that its a patch somewhat benefiting the BB, vastly increasing their AA protection makes them a better stand alone platform, and forcing enemies in the open where they out-range or out-slug anything that isn't a BB on wide open maps. about CA survivability on open maps, well the most survivable ships are -BB's, huge hitpiont pool, difficult to citadel, and self repair abilities, offensively they have the biggest long range cannons in the game and longest range. while a BB cannot engage from safety, it can engage from effective range, and when damaged badly retreat out of the enemy range to force target switches -CV's are generally not in range of enemy guns...until the later stages of the game, CV's offensively use bommers and while these planes can inflict devastating damage and can be replaced after destruction a few times, a CV is at risk of running dry when the enemy has high amounts of AA protection -CAs while they can take a few hits more then a DD, they lack the stealth ability and are the most likely class to catch citadel hits. its low defensive capabilities are balanced out by accurate high RoF cannons, but these cannons cannot engage enemy ships beyond LoS without drawing possible 1-hit-KO return fire. -DDs have no real HP count, but can at least rely somewhat on their stealth, small size, high agility and smoke screen ability. IJN DDs can "safe drop" torpedo's and hope for a lucky hit. but once spotted they will die pretty quickly
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nope when WoT went from CBT to OBT it did not have a soft wipe, there was talk about it but it eventually just didn't happen (I remember because I was setting up for it...only to get a big fat "nope" when the moment hit..there was NO wipe atoll at that time)...it did have several soft wipes during its CBT time though. I have no idea if WoWs is going to do a soft wipe from CBT to OBT, but since OBT isn't even announced yet its a bit too early to "worry" about that but from OBT to release...there was a hard wipe, and I assume there will be a hard wipe at that moment in WoWs as well.
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Ye quick beginners guide to World of Warships
conductiv replied to Adwaenyth's topic in Newcomers' Section
lead changes if the speed of the projectile isn't constant over the LoS..this means that you don't get a lead angle that fits all. and mechanically its what makes gunnery a bit more difficult. this is extremely notable even at rather "short ranges" most of all with ships that have a poor maximum range (like DD guns) about the torps, well the easiest way to see that would be to take any ship and play a game (as I feel the same "boost" has been given to ships) ...the game tracks the KM passed stat. just play as normal, and check what speed your ship had on average at the end of the game ((km*1000/min in game*60)*2=knots/s..roughly)...if speeds are doubled or more, you will generally get a speed number greater then the top speed of the ship (unless you spend exceedingly large amounts of time stationairy or at half speed...but then one would know that as well) so far in my games, the ship calculated speed was generally higher then its listed top speed...this can mean a few different things, either the ingame KM isn't a KM but a kilo-knot, the vehicle speed is higher then listed or the distance traveled stat is borked. for the game it makes it more playable even though you hardly notice its there...it does however become a lot more visible when you start trying to calculate how much time a vehicle has to escape your torps and all the insane numbers start rolling out -
IJN destroyers have terrible turret traverse rates, USN destroyers have insanely fast turret traverse rates. I tried the IJN DDs, and while they have decent and fast long range torps from tier 2 and up (something my USN DDs get T8+) being able to use the guns made me favor the USN DDs. because in DD vs DD, or even DD vs badly positioned cruiser,or near-death battleship,or annoying CV well practically anything if they run away from your torps, miss the torps or are outside of torpedo range..the guns help out...a lot. I've plinked a lot of ships to death with those popguns. I will go back to IJN eventually to see if they get some hidden bonus somewhere on their guns besides the better torpedoes
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Ye quick beginners guide to World of Warships
conductiv replied to Adwaenyth's topic in Newcomers' Section
easiest way to get a lead on the target is to zoom tall the way in on it...fire 1 gun (tap LMB) and see where the shot lands on the bar (keep aiming at the piont you want to hit). then place that piont of the bar on the target and fire all other guns. works if the enemy doesn't change course, zig-zagging and turning enemies will have to be dealt with another way later on you aquire a feel and you will be able to guess quite well on the first volly works with constant shell velocity, and is generally accurate when firing within optimum range. this game seems to have inconsistent shell velocities..as in past a certain distance shells seem to travel a lot slower and the game seems to move from direct fire shots to plunging fire also different guns have different muzzle velocities, this is most obvious when you look at the yamato (that has notably faster shells then the currently common battleships) this is however true with torpedo's, as their speed is constant (but keep in mind that while the game states knots, the actual speed of ships and torps is higher, otherwise it would take close to 2,5 minutes for a torpedo to move 5 KM (66knts=34m/s 5000/34= about 150 seconds slightly less)..and I can tell you my torps are still reloading after hitting something at 5KM) -
The latest carrier gameplay meta. Parking planes over DDs to keep them perma-spotted.
conductiv replied to Highway_Star's topic in General Discussion
yup, well I'm often stalked by fighters but its the same deal..and its a smart move from the enemy CV....provided he can risk the plane like that...because you can call in assistance from your own CV or allied CA's that are nearby about AA, well you don't have a lot of AA guns, and only general 1 perk adds effectiveness boost of 10%..and: practically nothing X 1.1= still practically nothing -
Dive Bombers in need of a buff?
conductiv replied to Thenoobonyourteam's topic in General Discussion
as a target to them, the thing I notice most of all is their significantly higher accuracy, higher health pool, and very high chance of causing multiple/higher level fires. they deal less damage then torps, but the higher accuracy, greater toughness and annoying DoT status effect shouldn't be that far off balanced ( a double/lvl 2 fire deals close to 20% of the targets HP in damage.) if they add AP bombs, please remove their ability to light stuff on fire.. -
love the commentary, explains what he's gonna do and why he is doing it
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in WoT, CBT in WoT had several soft resets in its early stages (all items sold back at full price, all research undone and refunded in free experience) CBT to OBT was no reset, originally planned to be soft but cancelled just before the opening of the flood gates OBT to release was a hard wipe, and every player that had 1000 or more games during the beta was given a reward tank. for WoWs up to now -Alpha players have apparently been given a minor gift (unsure of that as I'm no alpha tester) -CBT players are getting hints of a toy premium tank for them after release or OBT (no promise has been made)
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SPG and carriers have 1 major thing in common, the ability to attack cross map from relative safety with a disposable asset. and 1 minor thing in common, they are both vigorously defended during the closed beta. personally I don't think the current incarnation of carriers is OP, while 1 shots are possible (piont blank cross manual drop...guaranteed torps in the flank)..they are unlikely (as they are very micromanagement intensive, and likely to lose some of its power during the strike due to evasion or losing planes) the amount of management required will also keep them safe from all the "easy to play/low skill" comments.
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suggestion looks great and I love customization options (currently developing a wide range of skills to see how they work, however for the somewhat more difficult to see effects of skills and equipment (-% fire, +20% damage against aircraft, fire chances, improved accuracy)..I would need a training room and a willing victim to shoot at), naturally the skills and selected tiers should be tested thoroughly
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I like ribbons and medals...but I would like them to be more like the early WoT medals, not as insanely abundant and many medals as there are now.
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some BB players are, much like some cruisers and ...lots of DDs (somehow high risk classes tend to attract a lot of kamikaze actions) I play lots of cruisers, and sometimes I feel like I pretty much have to take a insane risk in a attempt to save the game...generally to defend the base from a obvious push, or cap something in domination...or do something before the game ends because the BB I have been supporting with AA decided to sail around the edge of the map for 15 minutes. taking on full health BBs isn't my preferred course of action, but I seem to get pushed into such situations an awful lot. DD's are an odd lot, you basically have 2 options the japanese snipers or the US knife fighters, and while the torps are the main weaponry, its hard to use them effectively when they have insanely short range or have very low hitting odds. I tried both...the USN have my preference, but I'm very keen of using their stealth and decent guns to annoy the crap out of cruisers, carriers and DD's. (fire chance is eliminated by the damage control equipment, but the AP is strong enough to citadel hit most IJN and weakly armored USN cruisers/carriers...module damage is adequate against destroyers of any kind) using the torps only if the enemy is insanely close, beached, trapped by the area or otherwise hardly able to avoid. because practically any ship can avoid a volly from further then 5 KM away (you get spotted at 7km unless you are within smoke, within smoke the enemy will generally stay outside of 8KM, get a ambush around an island too close and secondary armories can shred you at 4,5KM or less..and that is without + secondary armory range skills/equipment) ....no...in my opinion using the guns is definitely a viable option...just don't try to torp them when doing that...unless they chase you around an island. the IJN's well, its a chuck and roll of the dice...get awesome games once..and horrible games the next...the guns and AA are terrible, stealth and torps are good but long range torpedo's are easily (accidentally) avoided
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- CV division
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Carriers to have smoke? Or decrease to fire susceptibility.
conductiv replied to J1mb0's topic in General Discussion
it is important to note here that the yamato has a range exceeding that by quite a bit, and that 15KM at tier 10 means you are within range of most other ships. mainly saying this because the guy that replied to me was very adamant about out-ranging stuff from a safe zone. this is different from using a optimum range like you are implying. -
Carriers to have smoke? Or decrease to fire susceptibility.
conductiv replied to J1mb0's topic in General Discussion
why would a BB captain not opt to always use its range advantage: because of game restrictions: aka time, as in you don't have time to wait for the enemy to move in the open so you can shoot it, you have to move up or the game will time out because of game mechanics: BB guns are insanely inaccurate, sitting at max range means a abysmal hit rate. and more game mechanics: aka hitpionts, you have more armor and more hitpionts then any other class of ships and you have a self repair ability that recovers hitpionts besides a insta-fix all module damage ability. there is no shame in moving in closer so your guns can actually become effective as long as you don't overdo it. you will see once you actually play the game. -
it won't fully repair the flood, I only barely survived that because I used the self repair ability. and it definitely took more damage from the flood then the repair ability recovered. it does out repair a single/lvl 1 fire
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from the receiving end perspective in BBs, DDs and cruisers. -use manual drop, the AI seems to drop torps 4-5KM out, this gives me more time to avoid, and a wider fan to avoid into.. manual users generally drop them within 1KM giving me only 1/5th the time to avoid, and the spread is tighter giving me less room to sail between torps. downside is that I will generally shoot down a couple of planes, while the AI drop distance is safer. (that is assuming that long range drop is AI) -use the bloody dive bombers, they might deal cr*p for damage but they are harder to avoid, light me on fire and tend to break AA/sec guns...fire deals about 10-12% of my total HP in damage unless I extinguish it. when I do, the torp bombers can hit me...If I get flooded then, I can't repair it and flooding damage is at least twice as strong and the flooding condition slows me down to half speed. ( an enemy CV took a massive amount of health off me with that trick...while I only got hit by 1 torp for 4K damage, the flood took about 15-20K HP off me) -keep an eye on allied DD's, CV TBs and any cruisers that have torps. The hardest times to dodge torps is when you are already dodging torps from a different source. (especially if you can "cross" them in, forcing the ship to turn about 90 degrees in any direction to avoid, usually results in a few hits) -skim the distance with your planes, AA can reach up to 7KM (slightly less then 8KM only in tier 10)with all perks and equipment invested, the AA that can shoot that distance is usually the least effective. so you can spot ships from safety, you can also engage most ships from relative safety if they are 4KM removed from their allies. (very annoying if I can't help allies because the enemy is at the edge of my AA) -if your fighters have no capability to fight enemy planes, use them to stalk DDs. DD's have pathetic AA and rely on stealth...stealth they can't use with a flipping aircraft chasing them around. (even with the AA off and in a smoke cloud, a fighter will spot the DD. been there done that...having to avoid constant shelling because some fighter is chasing me around is bloody annoying, the only way to temporarily remove the plane is to try and hug a allied ship) -always try to bomb BB from the direction of your allies, the most common counter is to turn into the spread. if your allies are behind the planes they will turn into your allies sights (I tried turning away from a manual drop only once in a BB, the large turning circle and relatively low speed of the ship and the torps resulted in me catching all torps...even though I started the turn when the aircraft where 7 KM out, they dropped at 1,5KM mid-turn) from the direction of a island is also a good idea as it improves the odds of the BB beaching himself to avoid torps. (though unlike my mate, avoid dropping the torps on the island...even if you hate the wildlife) -you can fly around in the 7-5KM range from cruisers without committing to a strike in a attempt to bait their flak burst skill, if you see the planes panic, retreat to 8KM, count to 20 and you can strike while the "flak burst" is on cooldown. (naturally this doesn't mean you should get closer then 5KM to a cruiser at any time...the most effective AA guns open fire at 3,5-4,5KM so you want to limit exposure to that distance as much as possible)
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the weight has fairly little to do with it, density does as density...being a material property...doesn't change relative to the medium. provided the 100 gram and 1 ton projectile are made of the same material..something they most likely arn't what slows a object moving through a liquid or gaseous medium is friction, major factor influencing friction is the mediums viscosity, the viscosity of water is ~800 times higher then air. friction also depends on the cross section, material adhesion, speed and shape of the object...now pistol bullets usually don't have a optimal shape to move through air...artillery shells usually have nifty features like boat tails to reduce drag, and significantly higher muzzle velocities this allows them to fly further in air..and hence also further in other mediums. (this does not apply to all projectile shape and speed combinations) 1 ton shells that fly straight through 20KM of air before losing lethal velocity would go through about 16M of water... less as it would be slowed down a considerable amount by the waters surface tension (water becomes hard as concrete when hit at high speeds) terminal velocity in water is also 800 times slower then in air..hence plunging shots that work in air...won't work in water.
