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Nechrom

Beta Tester
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Everything posted by Nechrom

  1. Nechrom

    Pls buff income on Atago.

    Probably why I love the Atago and Tirpitz both as ships and credit grinders. Not being bad at the game helps.
  2. Nechrom

    Gold from other WG Titles?

    From Wargaming's official website regarding WoWS: But in reality... nope.
  3. Nechrom

    My Two problems with this game's economy.

    Atago is better at grinding credits if you have premium running and use signals. If you know how to play the Atago you will get more base income than you will get with the Murmansk and that is important when you add bonus modifiers like premium and signals, even if the repairs are higher.
  4. Conway has been posting on the WoT forums quite a bit since he joined. Not sure if he's allowed on the WoWS forums.
  5. I did. But since I missed with one of my 6 awesome torpedoes, my target survived and I died before I had a chance to ram him. But the game is fine, especially DDs.
  6. Nechrom

    Why has Tirpitz destroyed the current meta?

    Of course you don't need a certain amount of cruisers, but battles tend to go in very strange directions if there are an overabundance of other ship classes instead. Too many BBs and the battles have a tendency to be longer and the risk of draws higher. Too many DDs and I think you can imagine the issue of fighting a mostly invisible fleet. CV hard limits are already in place because they were even worse at messing up the battle when you got too many. The cruiser is the equalizer, it's decent at everything and master of nothing. As for "facts", I'm mostly going by how the MM puts together battles during optimal condition when it can pick basically any ship it wants and there are no special circumstances like after a new premium ship sale.
  7. Clearly the game is good to go for launch.
  8. Nechrom

    Why has Tirpitz destroyed the current meta?

    The game is designed to have more cruisers per battle than other ship classes.
  9. Nechrom

    Why has Tirpitz destroyed the current meta?

    It's pointless making these topics for every new premium ship, because this will always happen and then get better over time. Especially with ships that are timed exclusives. No reason to analyze something that is this temporary.
  10. Nechrom

    Torpedo Loading Times

    Depending on the ship layout, reloading torpedoes was a big undertaking and wasn't really something you did during combat. In-game I can agree that tier 2-5 torpedo reload is too fast, but on the flip-side the reload for tier 6-10 is too slow.
  11. Nechrom

    So sort range BB damage is still pointless.

    _x_Acheron_x_, never change.
  12. I get that the game can't be perfectly balanced from the get go. I'm okay with Cleveland, Murmansk, Izumo etc being OP/UP. Whatever, those are individual ships. What I'm not okay with is that basically an entire class and a half is pretty much food for the others. DDs past tier 5 and to a lesser extent CAs are so far from okay that it's incredible that the game is going for release in just a couple of days. DDs as a whole need a massive overhaul. Start by normalizing torpedo reload speed to start higher than now at low tier and slowly increase between tiers to a lower max point than we have now. Fix the detection of torpedoes so that it doesn't get easier and easier to evade them the higher you go in the tiers. Also change it so that torpedoes don't stay spotted indefinitely, because that makes no actual sense. Both the DDs themselves and their torpedoes also need to be a lot more difficult to spot from the air, I'd say by half of what we have now.
  13. Nechrom

    Noob question incoming!

    One reason is that most ships don't have very good accuracy at their max range. Another reason might be that you are not in a good position at the time, and shooting will most likely draw counter-fire. If you want to be really tactical you could even hold fire in order to lure the enemy closer because they haven't spotted you yet.
  14. They would have to really pull something amazing out of their hat to get me to spend more money at this point. On that note... gief Oyodo plz.
  15. Nechrom

    Mogami and 155s

    I don't really see the problem. The 155s still have slower traverse speed than the 203s, even if it's not by a lot. Having both guns be viable is, I think, a good thing. Using the 155s gives you more predictable damage output and with a well trained captain also better range. The 203s on the other hand gives you the possibility for higher alpha damage against other cruisers. Not being able to score citadel penetrations other than on very rare occations where you are both close to and able to hit a cruiser at a 90° angle, is a major downside to me. You also have to keep in mind that they also made the 155s way more fragile. Getting hit with BB HE shells permanently ruins the turrets.
  16. Nechrom

    Mogami and 155s

    ^ This The patch basically just made sure that the perk wouldn't give you hilariously fast turret traverse with the 155s. Now you end up with pretty average traverse speed if you include the perk.
  17. While using smoke to support your team may be a nice gesture, sacrificing one of your tools while sailing the ship lowest on the food chain might not be the best course of action. DDs are weak enough as it is. Not having smoke available when you need it is another major handicap.
  18. I'm running a GTX 980, it's not a hardware issue.
  19. Nechrom

    Border Hugging

    In the first figure that ship would stand completely still. You have to turn the ship to one side or the other to start moving. The more you turn your ship the faster you can move along the border until you have your second figure at which point you are going full speed and no longer into the border. Ships move across your field of view just as fast regardless of if they are sailing into the border or not. If a ship is showing you a 45° profile he will be moving across your field of view along the horizontal at a set speed whether he is against the border or not. As you can see in this image, the speed vector perpendicular to your point of view is the same for both ships.
  20. Of course you can have national characteristics since this isn't a nation v nation game, you just have to balance them and fix rewards for support activity.
  21. Nechrom

    Torps ghosting through ships

    I don't think I've ever had that happen with torpedoes. I've had plenty of shots phase through ships in the CBT, but that hasn't happened since. I'd chalk it up to lag either on the server side or yours. I won't rule out a genuine bug, but like I said it hasn't happened to me yet.
  22. Nechrom

    Border Hugging

    I'm about to say the same. Clearly what I'm saying is just going over your head. How can you not understand that a ship against the border and an identical ship in open waters with identical heading and speed will move just as much "sideways", show just as much or little of the ship and also move in a direction perpendicular to the border. If you can't grasp that then there is no point continuing as my entire argument is based on that simple fact.
  23. Nechrom

    Border Hugging

    But that's the direct opposite of this situation. Mines is factually (or statistically if you will) unbalanced while players might not perceive it as such. The border on the other hand does not give any actual advantages (aside from the aforementioned torpedo bomber issue), but some players still perceive it as such. Let's turn it around then. Let's say Mines was perfectly symmetrical in every possible way so that neither team has any advantage. But if some players got it into their heads that one side was OP and through defeatist attitude managed to make one side win more often. Would you say that WG should alter that map to compensate?
  24. Nechrom

    Border Hugging

    Yes they are moving sideways but the sideways movement is still tied to the speed of the ship in a very predictable and logical manner. They aren't breaking any game physics laws. Same rudder shift time, same turning, same inertia, same acceleration etc and the only thing you have to do is aim along a line. It reduces the possible locations you have to aim at to hit him, which makes it easier not harder. If you can't predict your firing solution on the fly, just aim where you would have aimed if he was moving in open waters and then from that point follow an imagined line perpendicular to the border until you get to the border, there is where you have to fire to hit him. It's all about splitting the original lead vector into two and using the one parallel to the border to lead your target.
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