-
Content Сount
2,314 -
Joined
-
Last visited
-
Battles
15966 -
Clan
[COMFY]
Content Type
Profiles
Forums
Calendar
Everything posted by Benser33
-
T10 guns look like theyre just straight up inferior to Zao other than 2% extra fire chance and 150 extra AP damage. They do turn twice as quickly as Zao which is an interesting feature, 10°/s turning is quite fast on a CA (The fastest of any t10 CA infact) but 800m turning with 12.5s rudder shift matches the performance of Hindenburg. The tier 10 looks pretty hideous, not sure why they allowed that barbette for the B turret but oh well, judging by the size of it the less surface area at this point the better. The citadel appears to be quite low though, barely peaking above the waterline in the center. I'm interested to see exactly how their inflexible armament and maneuverability work out in randoms.
-
Luigis commander skills are interesting but dont sound gamebreaking, I think they've been well thought out. Odin looks interesting although like any "well armored" BB I would prefer to see the armor scheme in detail before drawing any solid conclusion. The guns look pretty good, the secondary battery with 6x 150mm and 6x 128mm looks interesting, perhaps even better than the secondary battery of Bismarck/Tirpitz. The torp angles look like Graf Spees which could be interesting too. And then it gets to also have Hydro? It certainly seems to have plenty to compensate for its 305mm calibre. Siliwangi however (why this name? Why not Sultan Iskandar Muda?) is similar to Ognevoi for comparison; Siliwangi has; Hull - 1,100 more HP (but no heal), 100m worse surface concealment, 400m worse air concealment. Armor is pressumably the same. Maneuverability - 0.5knts slower (and no speed boost), 0.8s faster rudder shift, but 50m worse turning circle. Guns - 500m more range, traverse 0.67°/s faster, AP does 100 damage less, velocity 30m/s less. Torps - Cannot hit DDs, 2800 more damage, 5knts faster, detectability 300m less, but 41 second longer reload. AA - It does 106/106/0 dps at short/mid/long and Ognevoi does 91/52.5/45.5, Ognevoi also has flak though just 1 cloud. Consumables - Loses the option for heal and the speed boost, so it is forced to take smoke and has hydro. Siliwangi is much more of a traditional torpedo boat than Ognevoi, although its survivability looks impaired by its reduced speed, worsened concealment and lack of heal, although the greater base hp and AA might help slightly its overall a less durable ship than Ognevoi. The torpedos are a step up from Ognevoi, they compare well with the torpedo armament of Benson, Kagero and Hsienyang with good damage and speed, but the reload time reins in the overall power. The guns are not significantly worse than Ognevois, only the traverse speed is likely to be noticable and that is an improvement for Siliwangi. Other than the torpedos, the most impactful change is the consumables, the loss of heal previously mentioned reduces the survivability considerably and forces Siliwangi to take smoke, although this may play better with the more Torpedo centric ship (the 10km range of the torps makes them usable with Siliwangis 6.1km concealment) and the speed boost is replaced with 5.5km hydro, similar to that available to Loyang. However, Loyang can take better advantage of this with guns that work better at knife fighting ranges, a situation that Siliwangi would be uncomfortable with, I'm not sure how well Siliwangi will take advantage of that.
-
You have a chance to get a SC per every container gained, not per every game played. How many containers did you earn over those 228 games? Are you able to understand that in your intial post you claim that WG said SC drop rates were increased which is not true? Equally untrue is your claim that SC drop rate has been decreased. And you think that none of the members of any of your 4 clans got any super containers at all? My own clan likes to post on our discord when we get SCs so that people can bet on what the contents will be, I see them quite regularly. Especially this update, since WG are giving so many away, but I have received them myself consistently and have seen others receive them on a regular basis as well.
-
According to the description of Dev Strike, no; Kill must be caused by guns, torpedos or aircraft.
-
ST - Aircraft carrier detection mechanics in Clan Battles.
Benser33 replied to Tanatoy's topic in Development Blog
Would this change be with a view to potentially implementing this into randoms? -
Can you access it here https://armory.worldofwarships.eu/en/ If not do you get any sort of error message? Are you logged in? Can you access it ingame? If not do you get any sort of error message? Are you playing via Steam or standalone launcher? Have you tried while launching the game in safe mode?
-
Submarines Beta Test: results of the first session
Benser33 replied to anonym_hGVXy1D22hW1's topic in Development Blog
Then it might apply to IJN subs with 100mm guns then, which to my knowledge was only the I-165 class. Sure I like fun. The guns can cause damage and start fires. But 76 and 88mm deck guns dont need special rules to ensure all submarines can finish low hp targets. And making guns viable on some ships and not others is the same as making secondaries viable on some BBs but not others. The guns can function, they dont have to be made a guarantee. I've never played Steel Ocean and I don't care how it works, because this is WoWS not Steel Ocean. A suicide means killing yourself, not having someone else kill you. An SS can deny enemy teams a kill out of spite by remaining submerged and waiting for his HP to run out. It's like the WoT arty that would decide a game is lost and throw themselves off a cliff or drown themselves to deny the enemy from killing them before they had ever been spotted. It's not the dying part, it's the part about denying the enemy the kill, especially for a class that could potentially go an entire game undetected. -
Submarines Beta Test: results of the first session
Benser33 replied to anonym_hGVXy1D22hW1's topic in Development Blog
Harugumo has nothing to do with this. Ships have special rules when they are gunboats that use the the smallest main calibre guns in the game at tier 10 and need to penetrate things. Not when in game they are stealthy torpedo focused vessels with a single 76mm gun. I understand you think that just because it would be beneficial to SS in that scenario that that justifies it. It does not justify it, why should SS have this? Why should an SS be able to surface against someone with like 5% hp left and have a good chance of killing them with what should be a pathetic deck gun? IJN 140mm guns will penetrate 22mm of armor, no special rule required. Surcoufs 203mm guns will penetrate 32mm of armor, no special rule required. The guns will already be as viable as cruisers guns on an SS should be. ok And if the totally undamaged SS decides that the stomp isnt worth playing and he should just kill himself and go back to port? I'm just not going to endorse any mechanic that enables someone to suicide tbh. If BBs and CVs deserve any tool to counter SS with it shouldnt be something that works against basically everything, just because it makes the capitals on both teams stronger doesnt make it balanced, because the cruisers and DDs who are facing those BB who now have smoke now have to contend with those ships having smoke. Having BBs that can smoke will just render other classes less viable by comparison. And what about if there are modes like the current ones that dont have CVs where SS are not included? Now you just have smoke BBs. Its not even clear yet whether capitals need a tool, they already declared balance changes to reduce the damage to larger ships. -
Submarines Beta Test: results of the first session
Benser33 replied to anonym_hGVXy1D22hW1's topic in Development Blog
SS should have regular gun performance imo, not any special rules like 1/4 pen to ensure their guns are effective. They are not killing machines who should be able to coup de grace anything with incredibly low HP unless they are one of the rarer submarines with medium calibre guns. So that SS can just suffocate themselves and deny kills to the enemy? No. Smoke on capitals is an absolutely ridiculous idea that would have far more use against other surface ships than it would against any SS. Capital defence against SS should be intelligence and situational awareness. -
https://www.reddit.com/r/WorldOfWarships/comments/d9i1dv/st_balance_changes/
- 12 replies
-
- kremlin
- sovetsky soyuz
-
(and 2 more)
Tagged with:
-
The Italians did not implement the aerial identification stripes until 1940, so the 1930 Gorizia would not have them.
-
Am i missing something here?(German 128mm secondaries penetration value)
Benser33 replied to Atorpad's question in Q&A Section
128/4 = 32 is the shatter threshold, the minimum armor that will shatter your shells. (128/4)-1 = 31 is what you can penetrate. -
Legendary Upgrades - Stage 5 - Earn 40000 Base XP
Benser33 replied to Maihon's question in Q&A Section
They didnt expire last year. -
The changes to Poltava sort of make sense, but making her a normal BB both sort of justifies her existance while also making me wonder why you would want to make a "normal" premium RU BB. But I'd have to look more closely at her armor scheme to understand more. More sigma is exactly what I thought Cali deserved and quite a substantial increase of range. I'm pleased to see this and keen to see whether this is enough.
-
Anniversary Missions, other missions/tasks.
Benser33 replied to Migantium_Mashum's question in Q&A Section
To drag the event out over the period of a month. "Gated content". -
Nice to see Blyska getting some attention. This has certainly appeared necessary recently. Why is Kremlin not sustaining a sigma nerf on top of these changes? Kremlins accuracy is far too reliable for guns that produce such constistent results and I highly doubt the damage and penetration changes listed will do of anything to alleviate that. Why are Sinop and Pyotr Velkiy still unchanged? Both were more in need of nerfing than Vladivostok and if anything reducing Vlads sigma down to 1.6 makes Kremlins 1.9 seem even more questionable.
-
ST - Italian cruisers Part 2 and British Heavy Cruisers
Benser33 replied to Tanatoy's topic in Development Blog
First Thunderer and Ark Royal and now british CAs, what a time to be alive. -
Can you still not see them in the OP? Does a forced refresh with ctrl-F5 or clearing cache change anything?
-
They are embedded from
-
I agree with using the module that benefits either the dive bombers or torpedo bombers, depending on which is better on the CV in question. Attack aircraft have such little HP and are typically better against DDs who tend to have low AA and isolate themselves so the extra HP isn't really that beneficial.
-
collections No collection item from daily crate
Benser33 replied to lossi_2018's question in Q&A Section
Go to Profile, then Collections, the 3rd year anniversary collection should be there. I don't remember if this collection can be obtained via daily containers or not, so it may not have the button to enable collecting from daily containers. -
The -50% discount to a ship post battle repairs (which is available on all tier 10 permanent camoflagues) reduces the standard 180k credit repair cost of a tier 10 ship to 90k, guaranteeing that you'll earn 90k credits per game more than you would have without it. (The only exception being Salem which is already halved to 90k so it's permanent camoflague reduces this to 45k). While the post battle resupply discounts are nice, they don't do as much to increase your income as modifiers which increase credit gains.
-
Certainly London and Hawkins but based on Exeter these would be only mid tier cruisers.
-
I don't think anywhere has actually datamined the values so we don't know for certain. And some of them have different modifiers just because they have varying degrees of performance. Premiums make more credits, as expected, and this modifier increases with tier. Missouri was the first tier 9 premium and its credit modifier seems to have been set quite high for the debut of tier 9 premiums, although other ships like Jean Bart have seemed to perform quite well. The tier 10 premiums don't seem to have any exceptional credit generation, although this is likely because WG has always maintained that tier 10s should not be for activities like credit farming to prevent saturating the active playerbase with tier 10s. However, while earning exp is increased by various tasks like spotting, kills, base captures and defense, credits are only generated by causing damage. So, BBs and cruisers are generally better than DDs when it comes to earning credits.
-
Buy the [edited]Thunderer then, jesus.
