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Everything posted by Ubertron_X
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That is a totally awesome 0.33 flag(s) per win. And as far as math goes 0.33 is a lot lot lot more than plain 0. So be grateful about your 'free' stuff citizen! /sarcasm
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[Suggestion] Alternative damage display
Ubertron_X replied to Ubertron_X's topic in General Discussion
We already do have penetrating hits for 0 damage, isn't that enough alternative damage?- 3 replies
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Dear fellow captains, As the title already indicated I am looking at alternative ways of determining / displaying captain, class and ship performance. One of the most cited data to compare captains, ships and classes is average damage: "Yada yada ... class Y does more average damage than class Z." "Yada yada ... ship Y does more average damage than ship Z." "Yada yada ... player Y does more average damage than player Z." However if looking closely average damage is a very imperfect figure for measuring performance due to the simple fact that ship HP are not the same in between ships and classes, so average damage is very much dependent on the ships and classes that are fought. For example looking at T10 a DD has approximately 25k HP (rounded up a bit for ease of figures) and a BB approximately 100k HP (also rounded a bit and not including heals). This means that every point of damage done to a DD is worth approximately 4 points of damage done to a BB (and even more if accounting for heals). So two ships/classes/captains with entirely the same average damage - lets say 50k each game on T10 - could have a very different influence on their individual battles. One ship/class/captain could be actively hunting and killing 2 DD each battle. The other ship/class/captain could be burning half a BBs worth of HP each battle. I therefore propose to enable an alternative display of damage done by use of 'sum of ship percentage points destroyed' which can easily be determined out of the data from the end battle screen the same way as XP is already accounted for. One ship is worth 100 ship percentage points (not counting heals, so BBs and high tier CA may be worth more than 100 percentage points). Again looking at above example, if a ship/class/captain manages to achieve 20k damage on a T10 DD and 30k damage on a T10 BB the total damage will add up to 50k and total ship percentage points destroyed will add up to (20/25 + 30/100)*100% = 110%. If same ship/class/captain manages 70k on the T10 BB next game but completely misses to damage the T10 DD the total damage figure will be higher by 20K, but the total ship percentage points destroyed will just be 70%. What do you think? Tl;dr: Average damage is not telling the whole story, so use average damage done *and* average ship percentage points destroyed to better determine if a ship/class/captain is over- or underperforming.
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Actually it is very difficult as the game client does not bring the feature as a default option. And being the lazy guy that I am I will never ever bother to enable the feature by hand. Screens on the other hand are easy to do and a totally different topic...
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There are some maps that have NPC plane squadrons flying around, but those won't spot anybody. So the question is did you see those squadrons on the mini-map too? If the answer is no than perhaps you observed said NPC planes while being spotted by an unseen enemy plane. If the answer is yes we cant help without a screen.
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Which forum members have you seen in random battles?
Ubertron_X replied to Cobra6's topic in General Discussion
Glad to had you on the team to tank and stop the enemy BB onslaught on our northern flank. Also I have to admit you managed to witness me in my best Neptune game ever (not quite at terms with it yet, it is so situational a boat). -
200mil and rising. Using prem account ever since the game started. Have a couple of premium ships but mostly bought them for their uniqueness, not to grind dem silvers.
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Could you please prohibit pinks to queue ranked?
Ubertron_X replied to Lord_WC's topic in General Discussion
Personally I blame the game engine for not correctly depicting ships and even whole isles while in sniper mode. Your move. -
The problem with sync dropping is that it is impossible to tell if it was a deliberate sync drop attempt or just random coincidence. WG can not determine in any way if players did sync drops on purpose especially if they do not share a clan tag. And as there is no way to determine if it really was a deliberate sync drop WG has to give all players the benefit of doubt. On the other hand just because something is not clearly forbidden - simply because it can not be enforced - it is still morally wrong.
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Super containers - What to expect
Ubertron_X replied to RenamedUser_92906789's topic in General Discussion
Judging SC's is perfectly fine in case they contain super crappy stuff, which they do. Even if all the good stuff is still in and even if the new modules just have drop chances in the range of few percentage points (which we don't know) those rewards are still crap and ruin the SC for those who have those unlucky rolls. -
toggle spotter plane point-of-view on and off
Ubertron_X replied to Cpt_Andre's topic in General Discussion
There are two and a half things spotter planes are good for. Applying citadels to lazy cruisers (or other targets) hiding behind isles, shooting into smoke and the obscure extra range. The trick with smoke is not the point of view (at least not for me) but the targeting/rangefinding of shots. Targeting/rangefinding the water from above is much easier because you actually target something, the water, than targeting/rangefinding from normal view. However I agree to OP that there should be a toggle, allowing players to choose their view for the next salvo. -
What is your problem? Statistically you will have the same amount of campers in both teams, so enjoy your 7 vs 7 (5 BBs assumend on each side) while it lasts... On a more serious matter reward mechanics >>> punishment mechanics, for every single game, be it children, board or computer games.
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Just curious: how many of you finished the "Weekly Missions: Battle of Port Arthur - Stage V"?
Ubertron_X replied to Leo_Apollo11's topic in General Discussion
At #4 now but not willing to even attempt #5 (at least not actively). Not much of a T10 player here anyway and with the T9 ships I currently grind you will need even more luck and/or tries to accomplish the mission. -
Got in after 20 tries or so...
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Maybe. But even companies will understand that the typical reaction to: "I received your full love, care and attention, now I am receiving a lot less love, care and attention" is not: "I am still grateful..."
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Give a monkey a free banana each day. Now give it only half a free banana each day. How do you think he will react? How would any sentient being react? "I used to get a whole banana each day. Now I am only getting half a banana each day. I feel less cared for." Psychology isn't so difficult to understand...
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Feedback thread for all (past, current and future) weekly missions
Ubertron_X replied to Allied_Winter's topic in General Discussion
Motivation, WG_EU you are doing it wrong...- 19 replies
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Dear WG, please make the following matchmaking impossible
Ubertron_X replied to Arctic_Nation's topic in General Discussion
Which is quite a lame stance because sync drops will rig a game in itself even if the divisions included do not actively sabotage their teams efforts at all (clan tag or not). The game mode is not called 'random' for nothing, however it is few randomness left when team composition is 6+6 vs 2+2+2+6 (example). I am not overly concerned about divisions showing up in opposing teams, but about two or more divisions allocated to the same team. -
Apart from all the good stuff cro_pwr already wrote one of the most important things about missions is motivation (or demotivation), which as far as I am concerned is mostly driven by the missions effort to gain ratio. At the moment I am looking at missions each week and go like: Doable, doable, doable, doable/perhaps doable, nope. Why nope? Because the last mission usually requires an extraordinary lot of effort, time and/or luck in order to pass and in comparison to the effort usually provides a relatively low yield/gain (absolute yield may be even great but relative yield usually isnt). So because of the (overly) hard missions at the end I am doing exactly what you do not want: I don't really care about the missions, do not put any effort in at all and just wait for free stuff to pop up after the battle while playing normally each day...
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Just keep in mind that every 'single player elimination' game has an inherent tendency for snowballing...
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Use it on my German DD captain (currently Z-23, later Z-46), one of my US DD captains (currently Farragut but will move to Fletcher or Gearing once I have the T6 premium IJN DD) and my RN CL captain (Neptune, later Minotaur). Don't use it on Khabarovsk (not a dedicated captain and I need other skills in order to fully utilize Gremy and Lenin), Shimakaze and Benson. Conclusion so far: Its not auto-win game breaking (in random!) as often the information provided does not help you much (for example you cant solo chase an enemy DD into a cruiser or battleship even if you know where he is). It is annoying to play against in a DD (but not the end of the world). I found it a good synergy to hydro capable and/or fast ships. RDF can help enforce wins, but I only had a couple of games so far where RPF notably caused the win. For the last one I was teamed up with a cruiser who had it and who could point my 48kt Lenin in the direction of several 'lone-wolf' IJN DD who tried to flank / out-cap us.
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Ah, good old standard battles. The mode where both teams form a murder blob turtle at their home base and the first one to move loses...
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Most DDs will start targeting you with their main guns, switch to torps, and target you with main guns again after the torps have been fired. So if after being spotted your counter goes '1 => 0 => 1' in rapid sucession it could indeed be that a DD has just launched torps in your direction. However it could also be that ships far far away have briefly targeted you to evaluated their shots. The 'safe' way for DDs is to switch to torps first, target the enemy ship, fire torps, target somebody else, switch back to guns. At least thats what I will do if for example I have to torp cruisers.
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To be honest she feels a little brittle in comparison to when she first came out but as far as I know neither speed nor turret rotation have been changed ever since. Turret rotation 72 seconds base and 56.3 seconds with 'Expert Marksman' skill. Speed 23.5 knots base and 24.7 knots with speed flag equipped.
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To be honest I do not mind quick games. If you are at the receiving end at least it is over fast and you can try again next game. And to be honest, how many games are close games? After an early decision the rest of the battle is either a straight massacre or some snowballing mopping up action, so not much of a 'fight' either way. If you are winning - congratulations - a win is still a win and better than having to play the same ship over and over again in order to finally achieve your win of the day (e.g. I will glady take a cheap win over 4 consequtive losses and then a monster win). The first saves nerves, the second time, both of which is only available in limited amounts.
