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Everything posted by Benser33
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Why do the hybrids use CV controls when they could just use the controls that CA/BB will get for ASW that was announced in https://blog.worldofwarships.com/blog/60?
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Will there ever be another chance to buy the HSF ships?
Benser33 replied to Cloud_Striker's question in Q&A Section
With the Arashi looking suspiciously like a HSF collaboration ship, although silently sat in development for some time, it will likely return eventually. -
Oh I missed that entirely.
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Where do you get this sigma value from?
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Not yet, no other ships are known regarding other resources at the moment either so it's hard to say.
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The main difference is that one is designed to strike underwater but they are essentially the same.
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Skip bombing is a technique using regular bombs. The dam was probably destroyed by a depth charge "bouncing bomb" which is slightly different, but utilised a similar technique.
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500m would equate to 1.3km ingame, but yes, WoWS was never an attempt to simulate history, it is an arcade game based on real world ships and weapons. This concept is based on the technique of skip bombing and has been designed with impracticalities that make it distinct from existing CV attack methods.
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Skip bombing technique most commonly used by Americans, Commonwealth forces... ...and Italy. It looks as though the concept was considered for German CVs as a way to AP bomb with a different method to that of existing AP bombs, but I guess it didn't work out? Skip bombing was done with more agile bombers than the Lancasters most would associate it with from the above mentioned Dambuster, like Ju87s, A-20 Havocs and IL-2 Sturmoviks. The dispersion area and low number of bombs, looks like they will be less effective against small ships even if you can take a more direct route and bomb them in a conventional manner, and against ships with good AA you can attempt to strike from a greater distance utilising the skipping (looks around 4km?) but the bombs take ~8s from release time to reach their maximum range which, combined with the 3s wind up time and the approach time, this can be quite a long reaction time. Curious ordnance indeed.
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ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
It's just how theyve grouped the consumables into two skills. Some consumables get reduced cooldown, some get increased duration instead. -
Each of the bombs can citadel for 8.8k each 17.6k with 2 citadels 26.4k with 3 citadels. So it would seem you took two hits, not one. This is Richthofens primary strength, it does have other weaknesses.
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ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
And remove the slot 5 mod as well so that the other mods in slot 5 are actually viable alternatives. The only time you dont run CSM in slot 5 is if you're in one of the few ships that runs double rudder mods. -
ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
The skill reduces secondary reload time by 10% which is the same as what you got from BFT. It also reduces primary reload time by 10% while there is someone in secondary range. Unlike BFT it does not increase AA DPS. Current BBs take skills like 3pt BFT = -10% reload speed 3pt DE = +2% fire chance 4pt AFT = +20% range 4pt ManSece = -60% dispersion 4pt IFHE = +25% increased penetration In total if you wanted all of these skills it would cost you 18pts and you can't realistically take all of them in the same build since you need at least a 1pt and 2pt skill to pick any. Although, as you pointed out, IFHE isn't very desirable on most BBs. Most other skills were not directly impacting secondaries. WG proposes the following; BFT was replaced with a 4pt skill that provided -10% reload speed and a further buff for the main guns when the secondaries are being used but with no AA buff DE was replaced with a 1pt skill that only provides 0.5% fire chance AFT was replaced with a 3pt skill that is exactly the same but with no AA buff ManSec was replaced with a 4pt skill that provides a -35% dispersion buff to all tiers (worse for tier 7-10 but better for tier 1-6) and no longer prevents secondaries from firing at other targets. IFHE was replaced with a 2pt skill that is exactly the same AFT and IFHE are the same but cheaper. DE is cheaper too, but less powerful. BFT is more powerful but more expensive. ManSec is the same price and overall more powerful, but for high tier BBs specifically the loss of dispersion should really be compensated for. In total you could take all of these skills for just 14pts, easily fitting in the extended 21pt commander build and that's if you want the questionable IFHE. By being cheaper, secondary BBs will be able to obtain their secondary build skills and have (without IFHE which is mostly unnecessary) 9 points left to spend on survivability skills which is a lot more than they get at present. Plus, WG have already stated that most BBs will receive a secondary range increase. If they can compensate for the lost dispersion at high tier I think that secondary BBs may be even better off than they were before. -
ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
At a glance... NEW +5% AP damage NEW -20% engine boost cooldown NEW +15% torpedo protection penetration NEW +5% bomber speed NEW -10% torpedo arming distance NEW -33% flak damage NEW +10% fighter area NEW -80% fighter engage delay at cost of -25% duration BUFF +2% rocket fire chance (was 1%) CHANGE +5% torpedo speed (less speed than Torp Acceleration had but no loss of range) -
ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
The respecs will be free once the change goes live. -
But sheffield herself was used to test a radar system on RN cruisers, and she would fit in at tier 8 just fine alongside Edinburgh.
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ST, changes to the commander skills system (DB 70)
Benser33 replied to Tanatoy's topic in Development Blog
Attempt to display the information in another format And dont forget about these other pieces of relevant information and changes; Base concealment is the detectability range by sea indicated in the ship's parameters section in Port. It's affected by modifiers given by signals/skills/upgrades/camouflages. It's not affected by dynamic changes in battle, such as special commander talents, smoke, fire, firing, or local weather. Base firing range is the firing range value indicated in the ship's parameters section in Port. It's affected by modifiers given by signals/skills/upgrades. It's not affected by dynamic changes in battle, such as special commander talents, or the Spotting Aircraft consumable. The mechanics of critical damage to the engine were changed - now, when dealing critical damage to the engine, its power doesn't go down to 0, but descends to a particular value. This will increase the survivability of destroyers without the "Propulsive" skill mastered. Steering gears still can be incapacitated. Due to this, the "Propulsive" skill works the following way: when dealing critical damage to the engine, its power reduces slightly less than without the skill. The mechanics of the Manual fire control for secondary armament skill were changed. Now, secondary guns fire all the time and in all directions. However, the bonus to the the accuracy from skills is applied only towards the target designated by the player. Furthermore, we are planning to increase the base secondary armament firing range for the majority of battleships. Detailed information will be announced at a later date.- 209 replies
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I guess they won't necessarily use the same commander. Also, Belfast '43 should be Sheffield imo...
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ST 0.9.9, new permanent camouflage for Bismarck (DB 69)
Benser33 replied to Tanatoy's topic in Development Blog
Revolting. -
ST 0.9.9, The "U.S. Battleships, Part 1" event, mercenaries, and other new features. (DB 68)
Benser33 replied to Tanatoy's topic in Development Blog
You could consider it a buff if this resolves problem with the aiming reticle jumping all over the place. But ships shouldn't be balanced by having buggy interface elements... -
ST 0.9.9, The "U.S. Battleships, Part 1" event, mercenaries, and other new features. (DB 68)
Benser33 replied to Tanatoy's topic in Development Blog
It says in the post. It is a visual change, the aircraft will work the same mechanically. -
Belfast '43 probably lands before Plymouth.
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ST 0.9.9, The "U.S. Battleships, Part 1" event, mercenaries, and other new features. (DB 68)
Benser33 replied to Tanatoy's topic in Development Blog
This took long enough, but only main guns? Not secondaries and torpedos? -
ST 0.9.9, The "U.S. Battleships, Part 1" event, mercenaries, and other new features. (DB 68)
Benser33 replied to Tanatoy's topic in Development Blog
Who is ever going to complete this? -
Mostly against bad CVs yes, but as long as it is still bugged to cause some flak to unavoidably spawn inside planes the damage is still relevant. Plus, another ship nearby can add enough flak to make avoiding it enough to negatively impact the attempt. Her newly buffed armor and massive bulge space makes her actually quite resistant. 203s and IFHE 152s cannot pen most of it now.
