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Everything posted by Nechrom
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Probably why I love the Atago and Tirpitz both as ships and credit grinders. Not being bad at the game helps.
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From Wargaming's official website regarding WoWS: But in reality... nope.
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My Two problems with this game's economy.
Nechrom replied to Andreevson's topic in General Discussion
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. -
Where are the WG employees, community managers,...? Ectar? Tuccy? Ph3lan?
Nechrom replied to MrFingers's topic in General Discussion
Conway has been posting on the WoT forums quite a bit since he joined. Not sure if he's allowed on the WoWS forums. -
Issues Before Release - Game is not yet ready
Nechrom replied to Aerroon's topic in General Discussion
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. -
Why has Tirpitz destroyed the current meta?
Nechrom replied to Rem3mberMe's topic in General Discussion
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. -
Issues Before Release - Game is not yet ready
Nechrom replied to Aerroon's topic in General Discussion
Clearly the game is good to go for launch. -
Why has Tirpitz destroyed the current meta?
Nechrom replied to Rem3mberMe's topic in General Discussion
The game is designed to have more cruisers per battle than other ship classes. -
Why has Tirpitz destroyed the current meta?
Nechrom replied to Rem3mberMe's topic in General Discussion
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. -
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.
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So sort range BB damage is still pointless.
Nechrom replied to _x_Acheron_x_'s topic in General Discussion
_x_Acheron_x_, never change. -
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.
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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.
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What changes will the official release bring?!
Nechrom replied to 22cm's topic in General Discussion
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. -
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.
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^ 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.
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Destroyers - is 'smoking' it up a selfish habit?
Nechrom replied to Shaka_D's topic in General Discussion
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. -
What changes will the official release bring?!
Nechrom replied to 22cm's topic in General Discussion
I'm running a GTX 980, it's not a hardware issue. -
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.
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Cvs and different caracteristic depending on nation, is it viable?
Nechrom replied to Tsavinski's topic in General Discussion
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. -
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.
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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.
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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?
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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.
