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daki

Weekend Tester
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Everything posted by daki

  1. daki

    semi realistic combat

    As Pivke said If you are referring to torpedo "aim assist", they would become completely useless unless you come at below 1 km, so no your suggestion is not a very good idea as it would completely break the destroyer class.
  2. daki

    Mingles about Ji.. Clanwars

    Well, read again... I meant what I wrote - as in Carrier Vessels or Aircraft carriers if you prefer. As they allow for a better strategic overview and more time to coordinate teammates (e.g. during return and reload of planes), they might be popular for that role.
  3. daki

    Mingles about Ji.. Clanwars

    If you are referring to commanders who will lead the battle, I suspect T10 CVs will be popular. Speaking of ships in different tiers, it remains to be seen as there will likely be a lot of re-balancing and ships being moved from one tier to the other before CW is launched.
  4. daki

    When do you get a Invite Code

    Invite codes are very hard to come by. Some streamers are having giveaways so you can try your luck. The only quick and certain method now is to buy a premium ship in the gift shop. Edit: I am not sure what is written in the gift shop, but do not believe everything WG writes If you buy a ship you immediately have the option to download and no codes are needed. You may just need to re-login after purchase to make the download available
  5. daki

    Turkish officials too bad

    Yes, just buy any you like, log in again to main site and you will have the option to download the game. Small advice, first play ships of lower tier (to learn basics) before playing the the premium you bought.
  6. daki

    Turkish officials too bad

    Your only quick option now to get in the game is to buy a premium ship. Edit: forum activity will no longer get you access. That was for alpha test.
  7. daki

    XVM... for WoWs?

    I also hope that there will be no XVM in WoWs, not because there is anything wrong with stats or efficiency ratings, but because too many people lack the statistical literacy (defined as lack of ability to understand statistics which is understandable since statistics are a very complex field). Consequently, they misinterpret and infer things they should not, which in turn affects not only their playstyle but also behavior towards other players. This then leads to increased toxicity in the community and finally decreases the enjoyment and fun in the game for the majority of people. Due to the mentioned lack of statistical literacy, when being able to see teammates and opponents stats during the game, a large population starts making bad decisions. All people with experience in WoT have seen more than enough of players focusing on opponents with good stats instead of dealing rationally and intelligently with the situation on the battlefield, as they perceive them as either the main "threat" or as a "trophy" to be collected no matter the outcome of the game. Similarly, players with bad stats tend to be disregarded as little or no threat again leading to bad decisions. On forums, the matters are further complicated by those little signature pics in rainbow colors which, again due to the lack of statistics understanding, become the main measure of the validity of ones opinion. I have seen more than enough times on WoT forums the stance "I am right because I have good stats and you are wrong because you have bad stats" or "players with bad stats are idiots" - like stats in an online game have anything to do with either the validity of arguments or intelligence. Not even to mention the continuous epeen contests and people getting obsessed with them. Again, there is nothing wrong with stats, but lets use p0rn as example: nothing wrong with p0rn, but that does not mean small kids should be watching it
  8. daki

    Dud Torps'

    Hahaha, good one! In game I can even imagine not being able to maneuver the ship for say 90 seconds during mutiny and developers introducing the activated ability of throwing mutineers overboard as well as introducing captain skill of reduced mutiny chance by 20%
  9. daki

    Hiting ships and getting hit

    @OP The trick? There is no trick as it is impossible to always hit at such ranges - RNG anyone? Joking aside, good players who have enough experience and sense of predicting your position will manage to hit you more consistently. Similar effect can be achieved by players using the aiming mod as a crutch, but only in case the opponent does not change direction / speed. So in order to reduce the chance of being consistently hit by good players or mod abusers, try to make your maneuvering as unpredictable as possible and in case of BBs shooting you at long range, watch for their moment of launching salvos and then start changing speed/direction. From the point of view of shooting, practice, practice, practice, and you will see the results eventually. Please just do not overestimate the usefulness of max range fighting since now and then everyone has a lucky salvo wrecking the enemy at 20km, but on average only a few shells tend to hit. The ability to hit greatly increases at ranges below 15km, and if you are bold enough go for very close range where your damage output can be significantly increased with secondary guns.
  10. daki

    Purpose of secondary turrets is?

    As they turn on automatically, tons of flying shells are a good enough indication . I would rather have the option of a small circle on the minimap (same as it already exists for the main batteries / torpedoes ranges). By the way for those who may not know it, you can choose the target of your secondary guns by ctrl+clicking the ship you want to attack (the same as targeting planes with AA). It comes in very handy when you have for example a battleship and a destroyer in the range of secondaries, in order to shred the DD and not waste secondary shells on the BB.
  11. daki

    Auto-Pilot ?

    Auto pilot works well (meaning setting waypoints), but as already said it is the collision avoidance system that does not. Just turn it off in the settings / controls tab, as you will always be better at avoiding islands than it.
  12. I have been mostly playing DDs and CAs, but the more I play BBs the more I tend to agree with you While in BBs it is still easier do at least something compared to DDs since the big HP pools allow for at least a few hits (so they are a bit more noob friendly than destroyers), it is actually harder to have a material impact on the match as it requires more forward thinking and planning.
  13. daki

    Aren't battleships kinda underpowered right now?

    While I find BBs already balanced enough and any issues players are having rather coming from the way they play this class than from the BB characteristics, please note the future changes announced for the 0.3.1 patch: Armour: Many testers voiced concern that armour played an insufficient role in the game. Having studied the feedback and compiled the damage statistics, we decided to make a slight change to the armour calculation—now it takes into account the plating and construction steel. This provides a moderate defense boost for a number of cruisers and battleships. Damage Control Party on Battleships: As you know, due to its size, speed characteristics, and potential threat to the enemy, a battleship is a high-value target. In Version 0.3.1, we’ll test a readjustment of the Damage Control Party feature in battleships: now it will work longer due to a slowdown in its reload rate. We believe this change will expand the scope of the Damage Control Party application, and this feature will be used not only as quick repair, but also as short-term defense from module damage, fires, and flooding, enabling battleships to stay in the battle for a longer time and survive under intense attacks. I hope that with this reduce the whine and camping as in my experience so far most games lost or ending in draw come from a poor BB use.
  14. daki

    Lag after todays patch

    You can check http://forum.worldofwarships.eu/index.php?/topic/11613-patch-0305-coming-tomorrow/
  15. daki

    Purpose of secondary turrets is?

    They may not be the most precise guns, but they can make a noticeable difference and deal some good damage if you remain within close range of enemy long enough. As an example you can see the 42k dmg my secondaries made on a BB - not too shabby Of course, if you want to maximize their usefulness, make sure you choose the proper upgrades and captain skills which can extend their range up to approx. 6.5km (on e.g. Nagato, Amagi) and increase their accuracy and effectiveness. Great investment for dealing with those pesky American destroyers
  16. daki

    Let's talk about the water

    While I fully support the idea of rough seas as visual effect, I am afraid that it would add an additional randomness which would break the gameplay. When added to an already existing RNG element related gun dispersion, shooting would end depending too much on random factors completely outside the ability of a player to predict them. Lets be honest, no one would be able to predict the vertical movements due to rough seas. I can only imagine the rage&whine it would create here on forums If adjustments to aiming mechanics are made to compensate as response, then we end up with vertical movements due to rough seas being again just a visual effect in essence. In other words, existing aiming mechanics are working, so why fix them if they are not broken I fully agree that the game needs more depth, but it should not be achieved by introducing overly complex mechanics which make the game less accessible. Additional depth should come from new and improved game modes, maps, graphics...
  17. daki

    [Suggestion]Battleship re-"balance"

    Calm down matey its not good for health As you feel so emotional about your opinions, I will no longer post in "your" topic in order not to aggravate you further. Lets just say that we agree to disagree. Cheers and no hard feeling
  18. As I understand with the number of offenses the penalties gradually increase until full ban. So if the guy you saw continues with such toxic behavior he will be permanently banned. If your suggestion is that players are immediately permabanned after even the first offense (depending on the content), then no such line will be drawn by WG. The system in WG titles works based on the number of repeated offenses and not the content.
  19. daki

    [Suggestion]Battleship re-"balance"

    Because in the first line I quoted, you are trying to pass your opinions as "facts". And the second line shows that you are yet to understand the BB class (otherwise you would not even try to compare BB play with arty play in WoT). With such misconceptions, the wall of text (which I read thoroughly) and hence suggestions loose "weight". Sorry to say, but if you close your introductory remarks by concluding that current BB gameplay lack skills (or that it does not make enough difference), I do not understand why you feel now bothered when I am trying to argue otherwise. If you really wanted to just discuss long range gunnery mechanics, you should have avoided those dubious and simplistic comments about "skill".
  20. daki

    [Suggestion]Battleship re-"balance"

    Then you should have been a bit more precise in your original post and not make statements such as (and I quote): "This is a fact that currently battleships, just like artillery lacks the "skillz"." "They play quite similarly to artillery in World of Tanks." It seems to me that you (as most other players do at this moment) think that the role of BB class is long range fighting while staying in the back of the map. As that is not the case since the CV class is responsible for long range fighting, I hope you understand why I have issues with your logic and approach. The fact that most players in beta are playing them passively and long range, does not mean that it is how its meant to be played. To joke a bit, if you are driving the car poorly it does not mean that the car needs fixing
  21. daki

    [Suggestion]Battleship re-"balance"

    Well, with that logic the same can be said of CAs... I believe that the main problem is the overly simplistic view on the "skill" subject. While shooting shells is a very important aspect of the game (speaking from the point of view BB and CA classes), skill wise it is not all about shooting. For BBs and CAs besides shooting, I believe that for "skill" it is equally important to have developed: - Situational awareness (tactical perspective, referring to the ability to track developments in the vicinity) - Maneuvring - Team awareness (strategic perspective, referring to awareness of both your and enemy team) As I see, in overall BB player skill, there are 4 main skill components and shooting constitutes hence maybe 25% of total. Out of these 4 components basically only shooting is affected by RNG and not fully for that matter. Assuming that shooting is now 40-50% affected by RNG, we end up with RNG participating roughly 10% in total (0.25x0.40=0,10). In other words I believe that currently playing BBs (or CAs for that matter) is 90% about "skill" (if all components are taken into account) and 10% about "luck". I can live with that, and believe it is a good balance
  22. My setup on Amagi: Upgrades: - Main battery mod. 1: to reduce the chance of turret crits (happens often) - Secondary battery mod. 2: I like aggressive gameplay, i.e. to get close & personal. Just love to watch those secondaries firing - Damage control system mod. 1: kinda obvious - Steering gears mod. 2: A little bit of extra maneuverability comes in handy against those pesky torpedoes - Last one empty atm since concealment is already non existing on Amagi and I do not know what target acquisition system does (and its 600k credits) Commander: - Basic firing training: better AA and lower secondaries reload as I prefer shorter range fighting - Aiming expertise: small boost for big guns (+0,7deg/s aiming speed), but at least some compensation for not choosing Main battery mod 2 as upgrade in 2nd slot - Repair work: obvious - Advanced firing training: even more buff to AA and secondaries (and it stacks with upgrades) - Not yet at level 5. Choices are rather poor taking into account the points needed to get the skill. I will probably go with Jack of all trades. Hope this helps
  23. daki

    Where's the fun?

    The fun for me is independent of ship tier and rather depends on the quality of teams in the match.
  24. daki

    Victory, defeat or draw?

    THB I am afraid that introducing victory in case of ship advantage would just further promote camping. I can already imagine teams which achieved numerical superiority in early-mid game starting to run away in late game (instead of attacking to "seal the deal")
  25. daki

    Ship modification upgrades

    Some of them definitely stack. On my Amagi, with Secondary battery modification 2 (+20% range) and captain skill Advanced firing training (also +20% range to secondaries), they start engaging at around 6.5km. By far the best upgrades for BBs
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