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conductiv

Beta Tester
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Everything posted by conductiv

  1. conductiv

    Maybe the CV issue is an MM issue

    reads OP and watches video, then reads the last few comments. well I can see something in a CV balance, because they have a extreme power ramp every time they move up a tier. but I fail to see the need for all the buff requests. while they did not 1-hit-KO the tier 10 battleship, they did half its HP worth of damage.
  2. if you really want to demote the "crawling around the map edge to torp the carrier" strategy by using feul, it might be better to use a timer rather then range, as range should force the carrier to attack everything in a straight line..or still gain "indefinite flight" within a certain zone (somewhat weird when you use fuel). ..the idea of a feul gauge would be to have a limited time/miles past to engage targets...not range per-se (even though the distance a plane can fly on a feul tank, drop ordinance and return is called "operational range", or "combat radius"...this assumes the aircraft takes the shortest route to the target and back)...you just can't "waste" 5-6 extra minutes of flight time to get all the way around the map avoiding all hazards, or search for targets non stop....but you can fly all the way across and back in a straight line if you so wish. from the buff suggestions, remove the rearm faster...as the nerf, even when implementing range..isn't severe enough to warrant +travel time and +rearm rate. on top of that having less fuel doesn't suddenly mean that strapping a bomb under the plane is any easier.
  3. conductiv

    Question 'bout free XP

    its easier to read about the rewards from the devs themselves..here is the relevant link: http://worldofwarships.eu/en/news/common/cbt-rewards/
  4. as far as I know, when a ship is killed by any non-DoT damage source, the damage number that pops up is always the ships remaining HP..never more even if the hit(s) would have caused more...so it could have been that you detonated and the damage done and shown=remaining HP
  5. in this case I its wise to assume its true until proven otherwise, anyone have a screenshot where they got the "detonation" medal and still survived the game? (since 50-60K kills anything short of a top tier battleship) the forum is full of exaggerated claims, and some are really hard to weed out.
  6. what exactly does the artillery statistic measure anyway? I feel the value listed is arbitrary and only really useful for a comparison within the ships own class, the information tab however is very useful.
  7. conductiv

    Rudder jammed & disabled engines out last too long

    I know and the post turned into a discussion with myself if the actual suggestion would change the actual impact of the status ailment, the conclusion was that the ailment needs to have a decent duration to be noticeable, and this duration is currently longer then the DCP cooldown, hence a change to its duration could only really save a DCP use somewhere during the effect. (assuming everyone would repair this condition instantly during a fight) to be honest looking at my own conclusion, I personally feel that while it might be a odd duration I would not change it..since it probably won't change the in combat conditions unless you reduce the repair time so much that it would only be a nuisance. (keep in mind you can already reduce the duration by 35% (~40 seconds) for 1 effect, by stacking "basics of survivability" (15% global time repair reduction) with either propulsion 1 or steering 1, as both reduce repair time of said mod by 20%) assuming they work additively.
  8. quoted myself to show that I am talking about something I wanted to find out. so far......127mm AP guns doesn't penetrate jack in battle conditions, not even other destroyers at the mid-high tiers (6-10). 140,152 and 155 have yet to be tested...but for me at least, 127=HE. also how does AP plunging fire work, and at what range does a shot become a plunging shot? 60% of max range, 75...80%, doesn't matter as there is no plunging fire? does anyone have some numbers or experiences? will be ruining some of my games to try and find out.... edit: added the reason for the reply
  9. conductiv

    sniper mission

    looks at sniper mission "Get 500 Free Experience for 4 ship torpedo hits in 1 battle" now my sniper mission might be different then yours...but mine states "4" ship torpedo hits...not 3
  10. conductiv

    Rudder jammed & disabled engines out last too long

    I was wondering why these critical systems have such a long repair time, while a main gunturret or torpedo tube,when not destroyed..comes back in..15...20 seconds something like that and you have multiple of them. now I do get that they don't repair that fast...the ship would barely make a 90 degree turn or slow down a noticeable amount in 15 seconds. but 2 minutes is indeed a long time to be dead in the water. however...2 minutes is longer then the CD on the repair crew, so you can always "cut" ~25% off the duration. 90 seconds is still devastating, the only thing it would do is cause people to save the repair crew option when there is only a few seconds left on the status ailment counter. so the question remains is it worth it?
  11. conductiv

    Tactically boring

    depends,dealing with blobs is difficult...the distance between the ships is a couple of KM..meaning that torp spreads don't exactly have a massive chance of hitting anything (unless you have a lot of torps down a narrow passage...but this generally requires more then 1 ship, or you keep invisi-torping till you eventually thin out the herd with incidental hits), the combined AA shreds any areal attack and the combined gunfire makes long range attacks difficult as well. And the combined guns can focus down whatever side they are being attacked from first, meaning that even if they get flanked, its often in the disadvantage of the flankers as they end up severely outnumbered while the other side plays catchup with ships sailing away from them the there are always a few guys that don't join the blob is often to the downside of the few individuals..as they die to the enemy..and hence..the biggest blob gets a better chance of winning. this is also the main reason lemming trains tend to lose, as they split up due to the speed difference of its members.
  12. conductiv

    Advanced AA skill is totally redundant

    I only really get the upgrade because it reduces the cooldown of the skill, and hence gives me more moments where I can apply the inaccuracy debuff.
  13. conductiv

    Damn those torpedoes

    that too...but torps hurt more..preferably before he aims in and his secs are up to speed
  14. conductiv

    Balancing changes in 0.3.1.5

    WG is keeping a nice pace with the patches here. AA power, well the only real difference for most cruisers is the loss of the 50% AA effectiveness buff they got when the defensive fire skill was active. that's a direct global nerf to CA AA. but we got the 5DPS 127mm multipurpose guns that will deal...7,5DPS now..a 50% buff, that does...nothing really. USN BBs and the cleveland losing some AA power...no real problems there. another funny, description when entering a conquest battle changed, but conquest mode itself will be temporarily removed. I'm leaving out everything that refers to a supertest.
  15. conductiv

    Damn those torpedoes

    at 4KM...its hard to miss
  16. conductiv

    Ibuki.

    I agree, but the 155 is a lot better against DD's then they are against cruisers...the 203 is the other way around, easier to citadel cruisers...but you have less volume to deal with DDs even pre-patch they where very viable against DD's and cruisers, as the 155 has the tendency to score a massive amount of citadel hits that way (on cruisers). now the 155 has trouble penetrating equal tier cruisers and 155 AP lost its kick on destroyers...so it naturally moved to using the now viable HE ammo. compared to the 203, in the current iteration. the 155mm moves away from using its guns to penetrate anything, and abandons aiming for citadel hits and AP ammo completely. relying on the sheer volume of 15-fast-firing-guns-HE spam and the now significantly better chance of burning targets down.
  17. okay so if I read this right.... you got 5 citadel hits on the mogami with the ibuki's 203mm AP ammo but failed to deal 25% of the mogami's HP in damage. well you have to be confusing some tags then, because the mogami has less then 40K HP and every single 203mm AP citadel hit deals 5K damage...so 5 of them is 25K damage...thats over 60% of the ships HP. AP has a easier time scoring citadel hits and when you get such a hit you will see the opponents health drop like crazy...2-3 combined and you generally see the targets health drop below half deu to the combined citadel+normal hit damage, players that know how where to shoot the AP can remove most ships in a few salvos. significantly faster then one can kill them using HE+fire damage. even if the enemy doesn't have its repair crew up. hence I agree with this statement, at least with regard to battleship and heavy cruiser AP when used against cruisers. the only real thing I'm somewhat iffy about is the 127-155mm AP ammo's effectiveness vs destroyers. these "small caliber shells", should in my eyes be the CA's DPM option against mid and low tier destroyers, while the 203mm would overpen all DDs but the top tier and well armored destroyers and destroyer/cruiser hybrids. giving cruiser AP a slightly larger window of preference. however, I havn't properly tried these guns out post patch..so I might have to chance my current assumption that they overpen all DD's like they seemed to do before the last patch.
  18. conductiv

    Skill in the CV class

    I'm not English..and the difference between a paper and a essay are lost to me, the words do sound like you put a lot of work in it...and nothing breaks down work quicker then opinions people can and some will disagree with. Keep up the good work, when it comes to CV's, I follow the threads closely even though I rarely comment on them.
  19. conductiv

    Finding it hard to enjoy BB anymore

    1. react to the launcher, its generally unwise to wait until the torpedo alarm sounds 2. a single fire deals very little damage, and is out-repaired by a BB's heal. it is generally unwise to use your instant repair on a single fire unless there are no other threats nearby and it takes at least minute to get to the next fight. if a BB lights you on fire you should realize he does so on average once every 20 hits assuming a standard hit rate of 50% (quite high) and a 15 RoF (USN DD level) on 4 guns (standard DD loadout) you can expect it once every 30-45 seconds..so a second fire generally occurs at 1 minute to 1:30 minutes. cruisers are far more dangerous when it comes to fires..the 6" spamguns especially...but even the better ones generally reach double fire level after a minute worth of spamming. the next patch will change a rare bug where the pyromania skill allows every HE hit to cause fire (rather then its listed +3% fire chance)...no changes to general HE mechanics have been noted 3. it takes away about half your HP if you do not instant fix it, it is the strongest singular DoT..beaten by fire at level 3-5 (3-5 fires at once on your ship) 4. BB's generally use AP, as AP allows them to citadel hit cruisers (possible 1 hit KO without a magazine hit) and other BB's for massive numbers (30 odd K in a single salvo is possible) they should rarely use HE on their main weapons, as their slow rate of fire makes fires a less reliable damage source..and they deal far more damage then fire will ever do on a well placed hit, certainly after the recent AP changes that made citadel hits more frequent. 5. yes they are, its the reason they are being worked on..but don't expect them to become murder machines in the upcoming patch(es) 6. possibly...bugs do happen and even if it didn't happen to me it doesn't mean it didn't happen to you, but if it was a bug you should report it..keep in mind most people complaining about invisible planes just didn't pay attention, so when you report a bug be sure you can somewhat replicate the bug so you can define the conditions. 7. I don't have a opinion on your suggestion, I can tell you that sailing away if the enemy DD ninja's you like that is the best counter..he will be either forced to leave the cloud to chase you and risk getting shot, or let you go. once past 13KM you will generally be out of the effective range of DD guns.
  20. conductiv

    Skill in the CV class

    notes: the first piont (CV changed so it requires no skill) and the fact that only the skilled play it and hence excel are mutually exclusive, you cannot have a class where skill floor=skill ceiling (no skill/clicker) and have only the best excel..as the best requires a difference between a nublet and a pro..hence a skill floor and ceiling that are some distance apart. noted circle might be interpreted as DD>CV>BB>CA>DD, all these classes have both strong offensive and defensive options against what they counter while being of a different class (with the DD being both hard to hit due to its small size, and fast enough to catch any CV, its torp armament is also extremely effective against the generally bulky carriers)..most classes can "soft counter" another with defensive or offensive boosts and can generally effectively battle their own class as well. something that makes it viable to say CV>CV as they have strong AA and torps to engage bulky ships, or CA>CV as the CA has the ability to greatly reduce CV aircraft accuracy. There is currently no data that suggests it is the worst ship in the game, the low numbers might be because its simply boring or too demanding..this claim is very subjective and very difficult to prove beyond a opinion or gut feeling based on popularity for as long as no stats database is publicly accessible. be careful when tainting a "essay" with subjective claims. subtopic "no counter" counters are not that effective if merely defensive, claiming the best counter is to avoid and shoot down planes isn't all that great. while a CVs planes are limited, you shouldn't counter them by running them out of planes. I avoided all parts that have anything to do with CV gameplay, I did note contradicting claims, subjective claims and the way "counter" was used...while it can be limited to defense only as in "to nullify the attack", where dodge is the "universal counter" in this game it is generally more effective to be able to counter and counterattack as in both nullify the attack, and effectively engage the source...preferably the package used is better at it then the majority of other classes.
  21. conductiv

    Ibuki.

    what I find very helpful when using torps is that enemies do not expect you to launch them while they are still out of range...the ibuki has 10 KM range torps that are quite fast, so if the enemy is at 12 or so and closing, they will be well within the 10KM range by the time the torp arrives and the torp speed makes it hard to dodge when spotted with proximity detect...this hits remarkably often...even more so if you target a BB while trying to sail behind a island..breaking contact (as they will no longer try to dodge shots, and don't think you will launch until they clear the island) keep in mind the Ibuki is spotted at 12-13 KM, you can if you are ballsy and willing to long range snipe like a IJN DD..you can even torp approaching targets while hidden (with the +camo equipment you can throw out the torps at 12 and be unspotted) keep in mind that you will only hit 1 or 2 torps of the spread in this way...as the distance between torps is quite big...but still..with 10-15K damage per torp... the point blank spread is also an option...but when you try that on a BB you will take a lot of damage
  22. conductiv

    Ibuki.

    I feel the bonus range on a ship that already boasts 16KM range is a bit overkill. hitting at 16 is tricky enough...19 KM range did sound cool but I thought "how often am I actually engaging anything at that range, and do I want to blow my stealth taking these long range shots" as the ibuki has a respectable ~12-13KM detection range
  23. conductiv

    Scout planes - Still garbage

    I like the 180 or 360 suggestion...effective simple and easy. press button, select spread and location, much like a torp. range and time is preset. the no selection 360/180 and just letting it scout off the bow is also solid...but I can see it now. this is what I image after that happens: DD in fog CA scout in 180 from starboard to port off the bow, 3KM 6min CA spots DD, DD starts avoiding CA realizes he gets to close...turns CA cries to scout...why the hell are scouting out there you muppet, the DD is somewhere behind me scout to CA..because you told me so you [edited] to my knowledge scout planes are limited, every ship that has scouts has a hangar...usually with up to 3 planes. but since the scout duration is quite long and the scouts have a lengthy reset time...you hardly ever need 3
  24. conductiv

    BB AP to powerfull after recent patch

    to be completely honest I have 0 experience with aircraft carriers, and when playing my BB's they don't seem to be overly potent. but then as I don't like BB's that much I hardly play them...so... but I do see some basis behind that motivation..keep in mind CV's play a lot different then the other ship classes..and like any "special element" be they indirect fire weapons like artillery, noobtubes etc. you have to keep their special element in check when balancing..this means that some special criteria might be a necessity (double standards) and it also makes them a lot harder to balance. compared to WoT arty, they did a decent enough job on CV's so far. as I don't see "CV OP" threads popping up as frequently as I see "SPG OP" threads pop up. it is also..even by the naysayers with even a modicum experience seen as a class that requires skill to operate (something that plagues SPG's as they are portrayed as no-skill-clickers, even by the ones that play the first 2 tiers to make up their opinion) now the question is, how to balance this special element compared to all other ship classes while maintaining its popularity and skill ratings? ...without increasing its skill ceiling to insane levels where skilled players just insta-pop every non-CV ship in the game, or lowering it so much that its basically a click-roll-of-dice even for the biggest nublet in the game.
  25. conductiv

    Bug or not ? Modules

    you are not the first nor the last guy that will be confused by those modules. 1 improves the reload speed at the cost of turret traverse, the other improves turret traverse at the cost of reload.
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