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Everything posted by Benser33
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Some planes will do like a full 90-180° turn right after being launched as well for no apparent reason and if you hit the border planes are forcibly turned away.
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ST 0.9.6, changes to test ships - FDR + Slava
Benser33 replied to Tanatoy's topic in Development Blog
This is still an improvement, since the "25mm bow" concept is somewhat pointless when the half of the bow that mostly protects the citadel is still 32mm. -
The BBs mentioned never had Concealment Systems Modification, as previously stated. Battleship concealment increased back in Patch 0.8.0 from Jan 2019 when the Concealment Expert skill concealment bonus for BBs was reduced from 14% to 10% (it was standardised to 10% concealment reduction for all classes). Prior to this Hoods concealment was 13.51km with Camoflague and Concealment Expert. Other than that, the concealment of none of the ships you mentioned has been changed.
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It says 0.9.5 because it is implemented in the 0.9.5 supertest, this has no relation to when it will go live, if it goes live at all.
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Or mount the dispersion one and make the most of each shot, since reducing maximum dispersion is a guarantee that shells will not deviate so far and the dispersion will be valuable for the very long range shots that Minne and Vermont are likely to take.
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I wonder if they intend to use the triple 380mm turrets from Pommern on something at tier 8 like a Gneis hull.
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You are insane. Give it to me now.
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Changed Mods Z-52 - I still probably wont use this mod because Z-52s torps just are not a good baseline for torpedo oriented improvements. Grozovoi - It's a fair nerf I suppose, the mod is still worth using for those who would have considered MBM3. Moskva - Is it still better than other mods? I think so. Minotaur - This is still a niche that I don't think many people will use but I guess this change makes it better than it was? I just think people would rather have better concealment outside of smoke rather than augment how the smoke works. Zao - Ouch. Well you certainly balanced this mod, I think this really makes it an even decision between this and GFCSM2. Yamato - So the decision boils down to 7% dispersion or 12% reload. That's quite a difficult one. Like Zao maybe this mod is actually balanced now. These mod changes mostly make more sense than the first batch that was published. But now, other than Minotaurs which changes some functionality, these "balanced" mods are not worth 19,200 RP to get something that is equally effective as existing mods. Z-52s is still not worth the investment, Moskvas is still strong, the rest are not worth the effort. I think the concept of Grozovois mod, which provides a stronger bonus relative to existing mods but adds a new penalty that polarises the upgrade makes them more compelling to use. Zaos mod, for example, is just not really worth the effort... New Mods Daring - A torp mod for a DD with 35knt speed and 10km torp range which requires it to play with 6.6km concealment. Not for me. Kleber - What on earth is this. 6.2km concealment but reload time of 12.6 seconds?! That is ~77k DPM, this is absurdly low. To have the concealment to deliver 6 torps from either side? This is an absurd gimmick. Harugumo - So this converts Harugumos smoke from 20s action time 97s dispersion time (for a maximum total duration of ~117s) into 40s action time and 126s dispersion time? @Tanatoy I think this is a typo, if this was meant to become a creeping smoke surely this is meant to be +30% dispersion radius not action time. Kremlin - Reduce the gun range from 20.68 to 18.20 in order to reduce the reload from 33s to 27s. Under the right circumstances this is absolutely worth equipping. I'm not sure reducing consumables is the right way to lower this ships survivability as this penalty will not even take effect until later in the game... Increase consumable reload time instead. Audacious - +20% engine boost duration versus +5% plane speed... I am not sure which is worth more. The improvements for the CV hull are minor but are all still beneficial... Midway - This is a mandatory UU, it is easily better than all other options Hakuryu - Again I would gladly take this over FCM2. But no one cares about any of these because we won't regrind them via RB anyway.
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Then kick those people from the clan?
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What would be the point of that? Everyone gets a container
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It used to be believed that there was some sort of linearity between a ships height and its concealment but with the advent of ships like RN BBs who have significant better concealment than similarly sized ships that theory, if it were ever true, was proven not a constant rule. Other than that, height is only a factor in terms of creating a direct line of sight to a target over terrain. Since, in order to spot or be spotted there must be a clear line of sight between the heightest point of two ships a taller ship can spot, and be spotted, more easily when there is some sort of terrain or obstable between the two.
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Disappointed that this line is being introduced over other nations like Italian BBs but bit late to be complaining now they're modeled and such... This tier 10 looks like an attempt to crowbar a Tillman class into the game. Vermont is pretty thicc but jeez... 732m/s shells? 40s reload? Does it even get a deck over 36mm? Whats the TDS on a ship that is so huge and moves 23knts? Where is the citadel on this thing, this looks like all or nothing, the citadel extends half way up the bulge on this? I guess USN BBs finally retake their title of heaviest broadside in the game since GK tied itself with Monty...
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Nice.
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At best you may be waiting some time to see them again. A lot of collab ships have come and gone over the years and most have returned... eventually. Mostly on an annual basis.
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You have to start the attack before he is spotted, sure, but what if he isn't spotted until after your reticle has already passed him? If the rockets strike 3km ahead and you dont see your target until youre within 2km wont that mean you have to fire them blind?
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30s of smoke while travelling at 55knts to deliver 4km torps, with no ability to provide vision to yourself. Being countered by Hydro that at this tier will outspot the ship itself 1km before it is in torp range, at least. What will it do while it cant suicidally rush at people to torp them? The guns are pretty hopeless now, the DPM dropped from a Daring level 222k to a Shimakaze 130k when firing the SAP.
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This new concept Paolo is... interesting. Making it tier 9 would be necessary, I barely see it working at that tier let alone tier 10.
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The concealment change certainly makes no change in a CVs attack pattern. However, if some DDs newly halved concealment is as little as 1.6km will a CV even be able to spot them before they come within minimum striking range?
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True, and that means that AA DDs can wait longer before activating their AA.
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ST 0.9.7, "German aircraft carriers. Part 2" event, changing the order of consumables, ranked sprint, and other news
Benser33 replied to Tanatoy's topic in Development Blog
I'm excited to see the german alternative camo scheme. I wonder if it will be some sort of alternated monochrome or perhaps a baltic blue scheme? I am not someone who would actually change the consumable order I dont think except for maybe the RN cruisers since they have the same consumables as other cruisers but their heal goes elsewhere for some reason. It is a nice quality of life change to finally arrive... 3v3 ranked sprint, I wonder if I can div up for this... The new signals are interesting, I'm surprised not a single person has mentioned them so far. The 15% increased smoke action time will be particularly valuable on ITA cruisers and those with creeping smoke, and 10% longer hydro duration is nice too. A pity that DFAA only gets 10% cooldown reduction but I guess an AA signal already exists. That Atlanta camo is the cutest thing I've seen in a while, I love it. -
Also true, there are but a few exceptions, ships like Yugumo, Fletcher and Jutland have 5.8km AA range but cannot really justify turning their AA on against a t10 opponent.
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Compared to the existing game. DDs that don't have AA capable of shooting down an aircraft that could spot them will be slightly better off because they will be a little harder to pinpoint. It would also help to remove the sixth sense from aircraft. DDs that do have AA capable of shooting down whatever is coming for them can turn their AA on to attack the aircraft. The extended bloom time makes no difference if you successfully shoot down the aircraft or force them out of your aerial spotting range (since they must remain in your AA range to spot you) because then the aircraft won't be in range to spot you anyway. For the DDs that cant shoot things down, this is a minor improvement. For DDs that can, nothing has really changed. The negative component of this is if you enable your AA when you cannot shoot down the aircraft spotting you, then you will be punished with being visible for 20 seconds. So, while this change attempts to improve things for players of DDs that have weak AA it actually creates a scenario where those players are punished even harder for not turning that AA off. Which seems extra bad since even bad AA is enabled by default.
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Consider a comparison between Ludendorff and Alsace. Both t9 both 12x 380mm guns (though 4x3 and 3x4) 20.3km range (A) and 21.3km range (L) 32s reload (A) and 33s reload (L) both 36°/sec traverse both 1.6 sigma Slightly better dispersion on ludendorff. Their main batteries are quite similar, the most significant difference being the layout. In other departments Ludendorff has the superior secondaries because even though Alsace secondaries have only 100m less range, start more fires and do ~33% more DPM they cannot penetrate enough armor even with IFHE to make use of the guns, they're only useful for starting fires which Ludendorff can do almost as well in addition to penetrating 26/38mm of armor without IFHE. Alsace has the superior AA because it has more DPS at longer ranges that Ludendorff does and Alsace also has a fighter. Ludendorff has superior survivability because it has a lot more HE resistant armor on its deck and icebreaker armor on its bow and stern, better turret HP, more total ship HP, thicker total citadel protection and hydro. Alsace has the superior mobility because it goes 1knt faster and has a +8% speed boost, it turns tighter, has slightly better rudder shift time, has slightly better concealment (~300m). All in all, they both seem to have their similar guns with strengths and weaknesses in other areas that lend them towards somewhat closer range brawling and more open water fighting respectively. If anything Ludendorff may still be a bit stronger than Alsace overall because of how its various strengths mesh together and the inherently greater value of added survivability on a BB, but this may speak more to Alsace being slightly undertuned at present.
