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Everything posted by Nechrom
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Leaked info about new RB rules. Interesting!
Nechrom replied to Babykim's topic in General Discussion
That's going to be one empty ranked season. -
According to my calculations you should be able to fire hidden down to 10.23 km with the Benson.
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Probably that red arrow. Or is that too obvious?
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I'd go with St. Louis or Tenryu depending on how you prefer to play since they are very different. If you prefer DDs then Wakatake is a solid choice, basically a Minekaze-light.
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After the end of the event assuming we get to 10 mil before the deadline.
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[Premium Ship Suggestion] USS St. Louis CL-49/USS Helena CL-50
Nechrom replied to SeaMonsterUK's topic in Archive
I didn't know Cleveland and Myoko had a baby. -
It's mostly a Japanese thing since they didn't carry scout planes on their carriers, so other ships had to store, launch and tend to those.
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What he also didn't mention is that the detection range penalty while firing is 5.9 km with the Anshan and only 3.8 km with the Gremyashchy. Which is massive considering that the Anshan also has 0.2 km higher base detection range.
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If you get outplayed you lose. Or are you trying to tell me that two DDs getting in position from two different directions and perfectly synchronizes their torpedo spreads which have a 2 min reload time isn't outplaying stationary Yamatos? I watch iChase's streams regularly and see this happen once in a blue moon. It's the same thing as ending up broadside to a Montana in a CA. You f*** up and get punished for it. Some players seem to think that torpedoes are inherently unfair and OP no matter how little damage they do for each DD who launches them. No matter how much the target fails it's still unfair when he gets hit by torpedoes. Notice how iChase and other good players don't lose their mind when stuff like this happens. They just appreciate the crazy situation of two torpedo waves coming in from different directions and laugh. They say well played to the DDs and move on.
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An answer to what?
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I'm looking at the pre and post patch citadel models and I honestly can't see any difference. I'm not sure the notes mean what you think they mean.
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Premium camo price is too high for the same function not like premium ships
Nechrom replied to Link_L_Zero's topic in General Discussion
I think he's referring to the permanent premium camo you can buy for some regular ships. The reason it's this expensive for high tier ships is because they have higher base rewards, which makes the % bonuses more valuable. -
The severity of a fire on a real ship is rarely dependent on the size of the shell that caused it since it is not the contents of the shell that is burning but whatever it ignited on the ship. The current mechanic fits this pretty well since smaller explosions will have a lesser risk of igniting something, but once it's going it doesn't matter what started it.
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Seeing as the Midway's torpedo bombers got a buff (including health) and the Montana's AA was unchanged and remains pretty weak at long range, this makes a lot of sense if you just went straight in and straight out without loitering within 2 km.
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Until recently with the introduction of the Soviet DDs the Shimakaze had more or less the worst concealment of any DD, only trumped by Mahan. I want these DDs you keep mentioning. "huge waves of 20 or more..."
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No it would be: (base detection * camo * mod * captain skill) + firing penalty Just pull the "firing penalty" from my first post. EDIT: Fixed an error in the formula.
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It's not a linear price increase from tier II-VIII, or you wouldn't pay 62% more for an Atlanta (tier VII) than a Murmansk (tier V). The fact that it is a copy paste of a great DD should count towards being more expensive.
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Then it's expensive for a tier VII not a tier VIII. For a tier VIII it's the least expensive ship yet. Doesn't matter where you live. You said it was expensive for a tier VIII DD and I disagree, because it's not at all expensive compared to what these ships normally sell for even without a bundle.
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There is no formula. The specific increase in detection range when firing is not based on the gun, it's just loosely based on the gun caliber but varies even between two destroyers with the same guns. Here are the general detection increases while firing: Japan: tier 2-6 +3.6 km, tier 7-10 +3.8 km. USA: tier 2-4 +3.1 km, tier 5-10 +3.8 km. Russia: tier 2-4 +5.1 km, tier 5-10 +5.9 km. Premium ships: Gremyashchy +3.8 km, Sims +3.8 km, Błyskawica +3.6 km, Lo Yang +3.8 km, Kamikaze/Fujin +3.6 km, Anshan +5.9 km, Smith +2.3 km, Tachibana +3.6 km. Those are for surface detection. Detection by plane while firing varies much less and is generally +2.4-2.6 km.
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The Shimakaze doesn't get access to the new torpedo reload consumable. I'm not sure what you're referring to with "buffed torpedo armament".
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A tier VIII DD for 30€ is too expensive? A premium version of arguably the best tier VIII DD in the game.
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Torpedo boats! This is how they'd work...
Nechrom replied to SonofaSailor's topic in General Discussion
"Launch" more as a gameplay mechanic than actually storing and launching the ships. The main vessel would be a support ship which maintains its own sub-DD size ships and also helps other players ships. They would switch between controlling their different ships much like a CV, but unlike a CV they would have to control each ship individually as you would a normal ship. Top down mode would be limited to only simple move orders like you can do with every ship currently. You can't really balance smaller ships as being worth the same as a BB, CA etc without making them insanely stealthy or some other annoying feature. By having one player able to use several of these smaller ships you avoid that issue and they don't have to be individually balanced against other ships. I don't think it's necessary to have squads of the smaller ships (like planes from a carrier), as long as you can launch new ones if they get sunk. I imagine being able to have 2-3 smaller ships active at one time, but only being able to actively control one at a time. So a good player could perhaps be able to coordinate an attack with more than one ship at a time by quickly switching between them and micro-managing. An average player would be able to maneuver them all into strategic places at the same time but only focus on one at a time while engaging an enemy ship. A below average player would control one ship at a time and only switch to another if the first one got sunk. Aside from the controlling of smaller ships I also see the main support ship as a kind of support for other players ships. Something to make it useful to have close by and not just sitting in the back like a CV. -
Meanwhile if you want to keep your 3rd gun turret on the Kagero, you are stuck with a grand total of 36 dps with a max range of 3.1 km. If you drop the turret (C hull) you can bump that up to 54 dps. *golfclap*
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Torpedo boats! This is how they'd work...
Nechrom replied to SonofaSailor's topic in General Discussion
Torpedo boats would work but not as a researchable ship class. They would be like planes from a carrier, but instead they are launched from an auxillary ship with other abilities as well. You would be able to launch torpedo boats and corvettes, in addition to buffing/repairing other ships. -
Torpedo speed is very important for DDs at long ranges, because even small speed differences make for big changes in the time they take to arrive at the target. The less time between the launch and getting to the target the less chance that the target will have changed speed or heading and the impact of such changes is lessened. To me it's the most important torpedo stat in any situation as long as the other stats are at least within a reasonable limit. Of course a 20% range decrease will have no negative impact on torpedo bombers and melee range DDs, so it's clearly a no-brainer either way.
