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Everything posted by Benser33
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ST 0.9.12, balance changes and changes to test ships, removal of Somers (DB 106)
Benser33 replied to Tanatoy's topic in Development Blog
Almost all steel ships do outperform others on average because their average user is more qualified, experienced, more likely to play in a division, etc, than those of other ships. -
ST 0.10.0, changes to new skill system (DB 104)
Benser33 replied to Tanatoy's topic in Development Blog
On a further note, if I did share a thought of my own. It would be of great benefit to players if it was possible to train a commander to use a ship just once and then not have to retrain them, just pay a cost to train them for another ship without forgetting how to use previously trained ships. Perhaps even a "premium retraining" with increased cost that would then never be forgotten. Or the ability to promote a standard ship so that commanders treated it as a premium for the purposes of retraining. -
ST 0.10.0, changes to new skill system (DB 104)
Benser33 replied to Tanatoy's topic in Development Blog
Here's a sanitized snapshot of tier 9 cruisers listed by winrate. This is stats for the last 2 months on EU, courtesy of http://maplesyrup.sweet.coocan.jp/wows/ The top 6 cruisers are all large cruisers, when sorted by winrate. When sorted by damage, only Drake makes it into the top 6, the rest are again large cruisers. The top 6 listed by kills are again all large cruisers. If you rank them by potential damage received, 5 of the top are large cruisers, unsurprisingly Azuma comes in below Riga and Drake. As far as cruisers go, large cruisers outperform normal cruisers quite a bit. While their ability to deal and survive damage being greater should be expected, since they are larger ships, their winrate indicates they may be too much stronger when they can multiply their increased survivability with powerful skills like FP. They will still have their firepower advantage, and that may well end up stronger than ever, but as you can see large cruisers on average deal 30% more damage while surviving 40% more. Although this is not inherently a problem, it is when it concerns the power of a cruiser slot in a game. A team with a Neptune on and a team with Kronstadt on the other are not equal or balanced despite the class compositions of the teams being the same. The dubloon cost to retrain is the same as it is now, 500, the dubloon cost to respec skills will increase though. The exp cost to retrain has been halved since they removed the credit option so under the new system you essentially get the half training for free now. We're also going to see commanders produce 5% of their commander exp as elite commander exp when they are not already maxed, the same way free exp works. Once they reach 21pts theyll contribute 100% into elite commander exp like they do currently. This could be a big change for players out there atm who don't have any 19pt commanders yet and so do not ever accumulate any elite commander exp to use for resets or to accelerate retraining or boost skills. This is true, I personally will make little use of the ability to use commanders cross-class for premiums because I already have 65 dedicated 19pt commanders for different ship lines and premiums. It may be something that impacts new players in the future, having one normal commander they can train for one standard ship line who can also then be used on other premiums of the same nation. A US BB commander can still have a cruiser, destroyer and CV spec for use on other US premiums. It also makes it easier to buy a premium for a nation you already play, even if you don't play its particular ship line, or a premium that does not even have an equivilent standard ship line like EU BB Viribus Unitis, I can just take my 19pt unique EU DD commander, Swirzky, and give him a BB spec as well, now I can use him on VU instead of the 10pt regular commander it has atm. -
ST 0.10.0, changes to new skill system (DB 104)
Benser33 replied to Tanatoy's topic in Development Blog
Demolition expert always worked this way, now you get 1.5% fire chance for secondaries for only 1 skill point compared to the existing DE skill that gives 2% for 3 skill points. Secondary BB builds are the only ones who would consider this skill. This affects damage control and repair party, and I feel like for a standard BB build this is a better option than Shell Switching/Fire Chance/Special Consumable Reload/IFA/Incapacitation Protection, although I could understand people preferring to protect modules instead of taking a DCP/RP buff much like how players currently a split between taking PT or PM as their 1pt skill. -3% is admittedly very small, even on a standard 80s cd repair party it is -2.4s, but it is a 1 point skill and can only be quantitively compared to other 1pt skills. It is entirely possible that WG considers the survivability of large cruisers too high and that that is a problem they wish to resolve with this rework by denying them FP. Compensating that with firepower seems fine. Lets hope they get new ones, the only comment on the matter so far is that unique commanders won't be more powerful as a result of the rework than they were before, but no news on whether they won't be weaker. -
You have probably bought them in the past, mounted them on a ship and then sold the ship while choosing to pay 25 dubloons per upgrade to transfer the upgrade into your inventory rather than simply scrap which loses you 50% of the upgrades credit value instead of 25 dubloons. If you really have never bought them they could have been awarded for completing missions or other tasks in the past, it is not unheard of for common upgrades to be given as rewards, although it is increasingly less common. Often overlooked, it is worth browing the Inventory for things that you have obtained but are not necessarily using. The Inventory lists your stock of Modules; ship modules like guns, torpedos, hulls and fire controls) Upgrades; which should list upgrades such as the 2 Main Armament Upgrade upgrades that you own) Signals; which lists your consumable combat, economy and special signals Flags; where you will find your collection of commemorative, event and reward flags and Camoflages; which displays your current stock of camoflages. The inventory uniquely displaying their credit value and allows you to sell everything (except for premium ship modules and flags) if you own things you no longer need. I would generally recommending checking to sell stock ship modules for ships you have already researched better modules for and upgrades if you feel you have an excess of a particular type of upgrade you will not be using in the future, but selling signals and camos for credits directly is typically much less efficient economically than using them so I would advise against selling those.
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Because the 300 pack is the best value for a basis of comparison (it is -30% off the base price of such signals), smaller packs are even less economical. A pack of 20 of all 8 signals really would cost about 20-25eur, and that is still 20eur for essentially one full day of signals... I would hate to think there would be people out there paying such an amount on a weekly, or even daily, basis because they didnt feel like they were progressing fast enough otherwise. You can buy camo for coal in that armory, costing nothing. And the only camo pack you can buy is 350 camos for 75eur. This is equally poor value and not an advisable purchase, it contains a few good camos including the 3 "special" camos but since camos can only be equipped one at a time, unlike signals, the average total modifiers for the camos included is lower than the regual economy signals combined and again 350 games worth costing 75eur compared to 300 games worth of economy signals priced at 25eur... this bundle seems to exist only for people with money to burn who already bought their fill of signals. Few of the options available are very viable from an economic standpoint, which is the point I'm trying to make when you suggest making the most inviable option of all present in the premium shop in perpetuity. Unfortunately the sales for fxp conversion seem to have stopped long ago, the last time it was present was when a fxp conversion booster could be bought with the EU DD "early access" package which was clearly only designed to bait whales into spending even more on dubloons than they had already. This means we're most likely going to only have the 1:25 ratio the majority of the time. I never said anything about it being cheating, if anything the person spending money to partake in the transaction is the one being cheated, for 25eur you can barely convert enough fxp for the ~250k exp needed to research a tier 10, it is as you descrive a very expensive way of doing things, even for people willing to spend large amounts of money on the game you receive comparitively little in return. Of course, and because of the may modifiers work, stacking as many modifiers at once is the best way to make the most of them (economy signals, special signals, camo with a high modifier, premium account and even a newly purchased premium ship with an exp bonus mission) Apologies, you are indeed free to play in your own way and it was not my intention to be derogatory. I've spent enough money on this game myself, I should know I am not a good average for comparison to anyone. We both play at different ends of the spectrum, I've playing lots of ranked, clan wars and randoms which are competitive, stressful but great for income and you have played hundreds or even thousands of games enjoying your favourite ships in coop, which is much less frustrating but does come with slower income, especially if you prefer lower or middle tiers where income is already naturally lower. I can understand why leveling commanders under those circumstances can be a struggle though, the difficult economy is the great pitfall of coop mains. But I don't think adding relatively expensive packs of special signals to the premium shop is really the solution, it only helps people willing to spend excessive (and potentially harmful) amounts of money on the game. For the average player it would make no more sense to buy such a pack than it would to buy the existing bundles or to convert free exp.
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If you take part in the naval battle your rating increases, there is no way to lose points as far as Im aware and the only way to get +0 rating is to not take part. Your rating goes up more with greater activity and success, which is what forms the rating used to decide who you should compete against.
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You can also buy regular economy signals for dubloons ingame or from the shop with money, including the +50% exp and +50% cexp signals. And in that context, 300 games worth of those 5 signals costs 25eur. Based on that I might assume that 300 games worth of 8 signals that are mostly 5 times stronger could pressumably cost almost 200eur In order to buy 2400 (300 x 8) of the special signals via mega santa containers, if you got only special signals as drops and nothing else, would cost 231.04eur I think that buying special signals is highly economical from a practical standpoint and for that ~200eur. I'm not sure I even want to see WG advertising such a thing for sale. This is a lot of money that someone could spend to give themselves a massive boost to economics for 300 games, and they will probably feel the rate of progress difficult to adjust to after that ends and feel compelled to invest further... It seems very unhealthy. Once you already have all of your commanders are 19pts then all of the commander exp and cexp bonuses on camos and signals in the future becomes essentially worthless, causing you to accumulate millions of cexp with little value. Paying real money to vastly expedite the process or rendering gained elite commander exp redundant would also seem inadvisable. Theres also nothing to stop you from accumulating special signals and commander exp buffs and preserving them precisely for the reason of boosting a new commander quickly when a new line of ships or a premium demanding a unique commander does come along.
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Making special flags the standard for progression would disenfranchise those who could not afford to regularly purchase special flags via the shop. Special flags are available for purchase, randomly, via containers during special events, such as the new years event. These signals do work best when stacked up with other modifiers for maximum effect (since exp increases also work to include the base amount of commander exp earned, which is then further multiplied by commander exp bonuses) and can provide a lot of exp in a very short period, but it would really devalue and trivialise the process if it was readily available to buy the signals needed to max out a commander in 30 or so games. As someone who has raised 51 commanders to 19pts in "only" 14k games I don't really understand how you can be struggling with it after 17k games... Usually once you start accumulating elite commander exp it becomes easier and easier to get other commanders to reach 19pts. With the upcoming commander skill rework the exp requirements are going to increase further but commanders will also produce 5% additional elite commander exp at all levels (much like how ship free exp works now). Regardless, I don't feel like everything should just be available for purchase in the shop all of the time.
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No, WoWS does not support Dx12.
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Does anyone know why this is happening with aircraft reticle?
Benser33 replied to shugendo's question in Q&A Section
Make sure your graphics drivers are up to date, could potentially be the cause. -
An encouragement to ask for a santa crate refund (and possibly a class action lawsuit)
Benser33 replied to Hirohito's topic in General Discussion
It was rigged last year, just with different ships. Data from 900 containers 2019 Top 30 ships by total drop -
ST 0.10.0, changes to Austin, adding upgrade for skip bombers (DB 105)
Benser33 replied to Tanatoy's topic in Development Blog
Compared to having 25mm bow armor the 16mm plating only adds 228-357mm vulnerability, which as you listed is RN 234mm guns, Henri 240mm guns and large cruiser 305/310mm guns. The guns of Spee, Scharnhorst and 356mm guns are mostly irrelevant since Austin will never face these in battle. What makes smolensks armor trolly is that despite being so thin that it is easily overmatched and penetrated it is also so thin that many shells do not actually arm upon contact, resulting in most shells passing through the ship before (or without) arming. We will need to wait to see the full armor scheme before we can really determine how squishy the ship is, the size and placement of the citadel will be important but considering that is had 16mm plating and 30k HP it is another super light cruiser like Mino, Smol and Colbert regardless. Unlike those cruisers though, this one is capable of bursting 75k damage with >30mm of penetration out in the space of 15 seconds. It also has better range and concealment than Smol or Colbert, 10 torpedo tubes with over 10km range, a base speed of 35knts and when the SAP is not enough it can fire over 115 rounds per minute with 12.5% fire chance, which increases 4x with MBRB active. Used properly this ship has the potential to be very dangerous and I imagine the armor will be somewhere between Smolensk and Colbert, potentially with 27/30mm casemate due to the lack of smoke to enable some level of survival without smoke. -
ST 0.10.0, changes to Austin, adding upgrade for skip bombers (DB 105)
Benser33 replied to Tanatoy's topic in Development Blog
That is something of an exageration, as smolensk frequently demonstrates. -
ST 0.10.0, changes to Austin, adding upgrade for skip bombers (DB 105)
Benser33 replied to Tanatoy's topic in Development Blog
It has 16mm. -
Does the collaborations filter correct names?
Benser33 replied to anonym_nJTNbMhF8nvJ's question in Q&A Section
The names of the ships have never changed with the filters unless that was achieved via some sort of mod. -
is there any improvement in Container Section..?
Benser33 replied to _MP13's question in Q&A Section
Container trading will almost definitely never happen, as WG has purposefully segregated all player economics from each other to remove the possibility of RMT. Choosing what container you get as your daily containers and seeing the containers currently stockpiled, ready to open, are suggestions that could go here -
ST 0.10.0, changes to new skill system (DB 104)
Benser33 replied to Tanatoy's topic in Development Blog
What WG will need to do to make this succeed is buff the niches of niche ships. It is clear players are not content to let certain commander skill features be taken from their ships so those ships will just have to receive buffs that restore that function. -
ST 0.10.0, changes to Austin, adding upgrade for skip bombers (DB 105)
Benser33 replied to Tanatoy's topic in Development Blog
Oh I see, somehow I missed that it has SAP and HE instead of SAP and AP like other SAP ships. What a pity the US DDs don't get this 127mm HE shell... Yes, that does change things, I see what you mean and why they change the charges to unlimited... I still feel the MBRB is too strong though, maybe like Pete suggested it should just have a regular reload booster. -
ST 0.10.0, changes to Austin, adding upgrade for skip bombers (DB 105)
Benser33 replied to Tanatoy's topic in Development Blog
Paolos 135mm SAP has 38mm of penetration, I believe we can expect 127mm SAP to penetrate at least 32mm, and for the 15s window of MBRB the guns can currently deal over 75k actual damage. -
Dealing damage by itself rarely does win games, thats why people refer to ships like Conq and Henri or glass cannons like Slava and Champagne as ships that dont win games. They can farm a ton of damage, but they cant easily make any other sort of decisive maneuver that creates a win or flips a loss. Pommern has that ability, but identifying how and when it can do that is a difficult skill to learn, it requires a lot of mechanical, map and ship knowledge, good spatial awareness, foresight and patience.
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ST 0.10.0, changes to Austin, adding upgrade for skip bombers (DB 105)
Benser33 replied to Tanatoy's topic in Development Blog
They can't buff the reload but they can give it at 4x MBRB? I think allowing the ship to boost to almost 1,000,000 dpm for 15s every 2 minutes is a silly idea. -
On average Pommern wins more games than it loses. If your winrate is below that then you are apparently not a representative example of what the ship can do. Maybe Pommern varies wildly in its winrate, with some players having 40% winrate and some easily getting 60%, this would indicate an issue with the skill floor and skill ceiling of the ship. You are punished much more for playing such a ship wrong and there is a skill in using the ships strengths to win games that is not simply dealing damage with it.
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ST 0.10.0, changes to Austin, adding upgrade for skip bombers (DB 105)
Benser33 replied to Tanatoy's topic in Development Blog
Why not just remove the MBRB and buff the reload instead?- 33 replies
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But are your replays actually enabled? Over the years replays have changed including a limit of only 30 games stored at one time.
