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Benser33

WoWs Wiki Team
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Everything posted by Benser33

  1. Benser33

    ST 0.9.7, changes to test ships (DB 62)

    Atm it does not compare that favorably to Balti when you look at Baltis parameters, but Anchorage has features Balti doesn't so it's difficult to compare the two. They are, of course, supposed to be even, but currently Anchorage is worse than Balti in almost every way; HP, concealment, gun DPM, gun range, AA, turning, it moves 0.5knts faster and has 2 more secondaries... All that Anchorage has is a higher alpha when it shows all of its guns, fletcher torps and the ability to smoke itself (albeit with 8km smoke concealment) and those last two are not so easily quantified in a way that can be compared to Balti who entirely lacks both features, bringing radar instead of smoke and having much better gun performance because it does not have torps. Having the ability to smoke itself and torp out to 10km is going to change Anchorage into something that plays very differently to Balti though, Balti has a lot of requirements to stay safe and relies entirely on its guns to deal damage, naturally its DPM is higher. Anchorage will probably be able to play in the open much more easily and wont be entirely dependent on map geography for positioning.
  2. Benser33

    ST 0.9.7, changes to test ships (DB 62)

    The guns are tier 8 and 9. The shells are tier 6, 7 and 8. Pensacola fires 40 of these Mk19 shells per minute with 46k alpha. New Orleans is a tier higher and can fire 42 of them per minute (with more of them available at the front) with 42k alpha. Wichita is another tier higher and can fire 54 of them per minute with 42k alpha. Anchorange is also tier 8 and can fire 46 of them per minute with 55k alpha. How is this not competitive and outperforming tier 7?
  3. Benser33

    ST 0.9.7, changes to test ships (DB 62)

    Small guns? They're all 203mm. The guns are the same as buffalo (and balti and wichita), only the reload time and the shell is different. American 203mm CAs only have 2 AP shells, the Mk19 and the Mk21. Anchorange now fires the Mk19 instead, which is a faster shell with less damage and penetration. Tier 8 Baltimore fires Mk21 Tier 8 Wichita fires Mk19 Tier 8 Anchorage will also now fire Mk19 instead of Mk21. And the smoke is worse than Flints, all the US smoke is basically the same except for the duration. US DD smoke at tier 2 is 450m, 30s emmission time, 106s duration. Every tier the duration increases by 3s to 130s at tier 10. Flint smoke is the same but lasts 121s, the same as Mahan. Anchorages 104s smoke will be the shortest duration of all the US smoke but is otherwise the same (and allows a 27mm armor cruiser with 12x203mm guns of improved angle AP threatening a salvo of 55k damage and with 10.5km torps to conceal itself).
  4. Benser33

    ST 0.9.7, changes to test ships (DB 62)

    ...because it has 12 of them and smoke?...
  5. If you could set a default state that the game would remember you wouldn't have to check at the start of every game because guaranteed you forget and your Akatsuki starts pre-firing on enemy planes at 7.5km, revealing your position.
  6. Just makes ships spotted by planes only visible to the aircrafts owner. Only share the minimap icon with others, dont render it for the rest of the team.
  7. Worcester example, same numbers as Mino. 6.9km AA range, 8.97km aerial concealment with AA active, 3.45km aerial concealment with AA disabled. Keep your AA turned on with Worcester and youll get spotted at 8.97km by aircraft and wont deal damage to them until they come within 6.9km. I assume from the post that AA DPS does nothing and the flak works although above/below targets so unlikely to result in a collision. Turn your AA off and you have to wait 20 seconds for your concealment to drop because of the previous change to detectability with AA firing so if the CV is just spotting you youre stuck spotted for 20 seconds most likely while unable to return fire. I hope this change is instead of the previously mentioned change. Turn your AA off in advance you have to turn it off 7 seconds before planes get in range in order to prevent them from firing and revealing your ship. Against a CV running CE or CSM this is effectively impossible because you outspot planes with 9km concealment by just 30 meters. Successfully turn your AA off while unspotted reduces your concealment to 3.45km but if you do get attacked you have 7 seconds before you reach full AA again (and should therefore delay reinforcement and DFAA by 7 seconds as well). The first attack can probably be made with little repurcussions, allowing a followup attack more easily. I feel like you are punished whether you keep it turned on or off, I can't imagine this scenario in my head and feeling like the concealment situation as the defender is in any way improved unless the CV has absolutely no idea I am there and I can remain unspotted (not knowing if aerial concealment range will bloom when firing main guns when the concealment is 3.45km). This change does not go well with the AA firing detectability change which already penalises having AA on as long range AA cruisers which will prefire as far as 9km will prefire on some planes the moment they are spotted, preventing any chance to disable AA. Ships that have good enough AA to justify having their AA on will want to keep it on to shoot at aircraft but this will cause them to be spotted while not being able to shoot back unless the CV chooses to attack instead of spot. If the CV chooses to linger and spot instead of attack you could turn your AA off, but then the CV gets a window of opportunity to attack you without consequence unless you have some sort of AA screen from others and want to be a more difficult target. This is a very complicated set of rules to take into consideration. Will be annoying to have AA "prefire" at someones catapult plane and get aerial detected because of it. Maybe we need a button in port that lets you set the AA on/off status default for each ship individually so if you never want your AA on from the start of a battle with Lightning you can just set it to default off at the start. WG needs to focus some attention on AA skills. AFT is not even considered by most to even be an AA skill since increasing flak damage by 15% does almost nothing. A good CV player will avoid most flak and, unless a ship has DFAA then hitting flak once rarely results in any losses. DFAA already promotes flak damage from like 50% damage to instant kill on contact, increasing either by 15% is either not impactful or just overkill. This extra damage is just a nice bonus to AA for secondary spec BBs. MFAA is a useful AA skill but only for about 4 ships in the game, for everyone else it is useless and even for the ships it could be considered a viable choice for it is a waste of 4 points compared to everything else available. It is only viable on DDs (who double their instant HP damage from 5% to 10% unlike other classes) but which have such little DPS that pressing O to deal 10% HP damage every 15s is better than the DPS gain of sector reinforcement and even then it is a waste of points better spent on more valuable skills.
  8. Hello all, With the upcoming anniversary event there is an opportunity for some of us to get a great many Supercontainers (I'm hoping to get around 45) and with these containers having a chance to drop premium ships I thought it would be a good time to confirm what ships exactly drop from these containers and which do not. I extend my thanks to @MrConway and @LittleWhiteMouse for helping me compile and confirm the list Any ship not listed here cannot drop from Supercontainers as of the current date (19th August 2020). Link to Google Sheet list Text List Ships that cannot drop (not exhaustive);
  9. So all ships becomes more difficult to detect when their AA is off. And all ships become detectable at 130% of their AA range when it's turned on. Mino for example, assuming it gets a 50% reduction; Before: 6.9km aerial conceal with AA off, 6.9km aerial conceal with AA on After: 3.45km aerial conceal with AA off, 8.97km aerial conceal with AA on And then some penalties to stop people just turning AA on and off instantly. Players who are not smart enough to determine if their ship has AA worth turning on are going to become a lot worse.
  10. They stopped awarding steel for snowflakes last year, I think we got steel for them on tier 8-10 in 2018 but 2019 gave gift boxes instead.
  11. It's based on collaborated data, I believe the was an official 2% rate presented by WG in the distant past but the contents of SC changed significantly in that time.
  12. Steel is a potential drop from supercontainers so I don't see why not, the anniversary SCs are not different to normal SC.
  13. Most of this info was provided from WG so I believe it should be correct.
  14. Drop chance of a ship is apparently around 1.5-2% The contents of the container are decided when you obtain it, not when you open it. If you already own the ship chosen when you receive the container it will reroll another ship until it picks one you don't own. If you obtain the ship in the container before you open the container, you will get dubloon compensation.
  15. I'm hoping this attacker aircraft launch mechanic can be used to bring Tone and Ise into the game.
  16. Benser33

    RECORD REPLAY

    That's a shame, I do not have any other ideas right now I'm afraid...
  17. German, American and Russian at first release most likely with Japan being the most likely 4th line later on.
  18. Benser33

    ST 0.9.7, changes to test ships (DB 62)

    Minnesota isn't affected really because she is like 60% torpedo bulge, not the same for Vermont; This highlighted part will go from 32 to 38mm too, giving it resistance to 152mm IFHE shell penetrations. The only shells that previously needed IFHE to pen the 32mm plating that can still pen the new 38mm plating are Mogamis 155mm shells. CA guns (200/203/220mm) could pen the 32mm before, now they would require IFHE to do so. This 38mm plating that only appears on USN BBs isn't common enough to ever justify taking IFHE on a 203mm gun though. And the deck obviously increases from 32 to 51mm giving resistance to most HE shells smaller than 305mm except the british 234mm and german CA shells. So, I would not say this changes nothing for them, this is still 30% of their surface area that can no longer be penetrated by IFHE 152s and regular 203s. And by being 38mm instead of 32mm this eliminates overmatching by 460/510mm guns on the deck and exposed sides.
  19. Benser33

    RECORD REPLAY

    It could be that your preferences for replays has "Reduce GUI refresh" enabled, since the client during replays does not use the same preferences file you use when logged in and playing. Start a replay, go to settings and under Graphics check that "Reduce GUI refresh" is disabled.
  20. Benser33

    ST 0.9.7, changes to test ships (DB 62)

    Florida has a 25mm bow, which is quite a weakness for a tier 8 like Champagne or a tier 10 like Slava, but at tier 7 it's only 1mm less a standard tier 7 BB. In practical terms it means that Floridas bow and stern can be penetrated by non-IFHE 152mm shells from tier 1-7 cruisers. That's about it. Florida has Large Cruiser dispersion, which is great, but doesn't have exceptional penetration (it's the same as New Mexico and California) or an exceptionally high salvo despite the 12 guns, nor particularly fast reload. Its best qualities are the dispersion, which is very good for 12 guns, the 1.7 sigma which is also quite high for 12 guns especially with this dispersion. A generous 64k health pool with a citadel belt just 20mm thinner than NoCar. It's concealment can get to an amazing 12.1km (which is almost as good as GC) and it has frankly ridiculous AA suite which competes with JB in terms of DPS (~800dps for JB, Flo is ~750) despite being 2 tiers lower and also has DFAA. Not to mention that 8 of its 12 guns are at the front so it can deliver 2/3rds of its firepower when bow on unlike other american 12 gun BBs. Sounds like it will be strong on paper, so I'm not too surprised to hear it is getting some nerfs.
  21. Benser33

    IFHE on CV's

    I was able to easily test ingame by putting an IFHE commander on a premium CV, the penetration of HE rockets and bombs was not affected.
  22. Benser33

    Replays: How do I open them

    Finding the WoWS executable Go to your WoWS install directory. If you don't know where that is, open WGC, click settings and select "Show in folder" From this folder you will need to navigate to \World_of_Warships_EU\bin\2744482\bin64 The 7 digit number is a build number and may change, but it should be the only directory in \bin\ In this folder you should find WorldOfWarships64.exe, the is the game client and this is what you use to open replays. Opening the Replay To open a replay you can simply click and drag a replay file ontop of this .exe file, which will open the replay. For a more long term solution, you can right click on a replay file, select properties, next to "Opens With" select "Change..." The Windows 10 "Default app" selector will open, select "More apps..." and then scroll down and choose "Look for another app on this PC..." You can now browse to the WorldOfWarships64.exe that you found earlier and select that as the default app to open replay files with. Now you should be able to open them by just double clicking any replay file. Note that you cannot view a replay while the game is already running.
  23. Sonar Ping changes This seems like an improvement for both sides in my opinion although one of the main issue with pinging was more to do with how easy it was to see how your ping traveled to your target so you could correct your aim. Battery Mechanics changes Penalising SS with low battery seems logical but I still feel like there should be a point where SS are forced back to the surface. ASW on BB and CA This seems good, an option for the bigger ships is better than no option at all and the actual mechanics of it seem interesting. Hydrophone changes Solid improvement here, but why is hydrophone now 7km? Should it not scale a bit with tier? Detectability changes This sounds beneficial but confusing... are players going to have another minimap ring now so they can see their surface SS concealment? How does this work underwater? Other changes The surface layer is still 6m but projectiles can hit up to 10m down now, is that right? Only testing will prove if this is sufficient
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