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Pukovnik7

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Everything posted by Pukovnik7

  1. Pukovnik7

    British Pacific Fleet

    Armoured Aircraft Carriers (armouredcarriers.com) Sometimes not fighting is a very good choice.
  2. Pukovnik7

    Screwed over by underwater terrain

    Underwater reefs are not unacceptable. What is unacceptable is that there is absolutely no warning for them, considering how important islands are in this game for just, well, everything.
  3. Pukovnik7

    General Submarines related discussions

    That is not what you were complaining about in your previous post, but I'll bite... if you are playing in open water, you obviously cannot use islands for protection. Which is why islands are so important.
  4. Had a fun game in my new collier Frenchie...
  5. Pukovnik7

    General Submarines related discussions

    You are completely wrong here. On two things, mainly: 1) Main problem in the game is not island camping, it is spawn camping. Which is partly caused by island-camping HE spammers, but I digress. 2) What I am talking about is not island camping to begin with, it is using islands as a shield. Which is a key component of any sort of aggressive, dynamic gameplay in this game. So please do not go scream at other people if you don't know a) what they are talking about and b) what you are talking about.
  6. Best solution is to remove the submarines from Randoms, or rather, do what I proposed here: Fixing the game. - Page 2 - General Discussion - World of Warships official forum Submarines are not balanced. They cannot be balanced, not in the context of Randoms and not in the context of PvP gameplay. Changes listed in the devblog are good, but they do little to solve the core issues with the class.
  7. A defeat, but, well... Gneisenau Good at Defeat - WoWS Replays (replayswows.com)
  8. Nope. This is just stupid. It would mean that an HE damage farming battleship that actively contributed towards his team's defeat is counted as a winner simply because he received muchos XP for his useless fire farming.
  9. Pukovnik7

    Fixing the game.

    That is the idea, actually. It allows players to choose what kind of a game they want to play, thus allowing them to have consistent good experience and not quit in frustration. At the same time, it allows WarGaming to know what kind of a game majority of players want to play, and thus focus on things that are actually popular. End result is a better and more fun game, and more players willing to actually buy things within the game. I mean, I wanted to buy another one of German Tier VIII-IX torpedo battleships, but gave up when I realized how difficult it is to have a fun game in Tirpitz.
  10. Pukovnik7

    Fixing the game.

    Not necessarily. First, having more variety would likely increase both player base and the activity. Right now I play the game in bursts, because I get bored, stop playing, get rested from the game, start playing again. Second, you will not have players quitting because CVs and submarines crap all over them, as they will have a cancer-free mode. And if some modes prove to be a zombie-land, they could easily be shifted from permanent modes to rotation. So you'd have two modes that are permanently available, another slot which rotates less popular modes, and a fourth slot which rotates scenarios. As for Brawl, maybe just not allow divisions? It's not like you need a division for cooperation, some of my best games were had by forming an ad hoc informal division with a random nearby guy from my team.
  11. Pukovnik7

    Fixing the game.

    I will, but there are articles for the blog I want to finish first. And also to be certain that no fundamental changes will be made before I post it.
  12. Pukovnik7

    General Submarines related discussions

    Actually, if you stay close to the islands, running torpedoes into an island is even an option in a fat Kurfurst.
  13. Pukovnik7

    Fixing the game.

    I am not sure whether I have posted this somewhere else before, but this is my preliminary list for how to make the game more fun: Change modes all modes have a Random or COOP option where not otherwise noted Big Fight: all ships (CV, BB, CA, CL, DD) 2 CV, 6 BB, 6 CA/CL, 6 DD, 2 SS – 22 ships per team optimal / maximum Normal: all ships (CV, BB, CA, CL, DD) 1 CV, 4 BB, 4 CA/CL, 4 DD, 2 SS – 15 ships per team optimal / maximum Surface Warfare: only surface ships (BB, CA, CL, DD) 4 BB, 4 CA/CL, 4 DD – 12 ships per team optimal/maximum Brawl: only surface ships (BB, CA, CL, DD) 2 BB, 2 CA/CL, 2 DD – 6 ships per team optimal/maximum Zerg Rush: Fight against bot enemies that are 2 – 4 times as numerous as the team. COOP only. Scenario: teams fulfilling objectives Amphibious Assault: both teams attack an island; they have to protect their landing craft, destroy shore defences on an island shooting landing craft, and take out as many enemy landing craft as possible. Each landing craft delivers a number of soldiers depending on its HP at the time of landing, and more soldiers on the ground means that capture of the island(s) progresses more quickly. Team which gets a certain number of capture points wins the game. Random only. Guard Duty: enemy fleet is attacking an important shore installation and aiming to destroy it. Defenders have to stop them before the installation is destroyed. COOP only. Convoy / Hunter Killer: an AI controlled convoy has to reach a destination despite attacks by enemy submarines and surface ships. Mission can be to either escort the convoy to the destination or else prevent it from reaching safety. Attacker wins if more than 75% of ships in the convoy are destroyed. Random and COOP options. Wolfpack: same as Convoy, but limited to destroyers and submarines only. Defending destroyers have to escort the convoy through a gauntlet of enemy submarines. Random and COOP options. Historical Scenario: Scenario is based on a historical battle. Team has to fulfill a scenario based on the objective which one side had to fulfill in the battle in question, be it a naval raid, destruction or protection or a convoy, etc. Maps will be actual maps of the area in question. COOP only. Joke Modes (available during April) Drunken Brawl: ships all randomly spawn within the central circle of the Epicentre map. Space Battle: ships fight in space, with 3D controls provided with X/C keys for up and down (akin to Homeworld 2) Last One Standing: like Drunken Brawl, but with no teams – each player is on his own, and the goal is simply to be the last ship alive Redesign Camouflages solid color camos: detection range reduction only razzle-dazzle camos: accuracy reduction only false stern/prow camos: detection range and accuracy reduction Redesign Maps larger number of large islands – all islands are tall enough to provide cover for a battleship reduce number of maps with low-lying islands or open sea that allow pushing ships to be focus-fired map proposals map with concentric island rings map with horizontally parallel island chains map with large islands in a "checkerboard" formation map with a giant volcano in the middle map with a dead volcano in the middle volcano forms a "crater" with a central peak, like some of the caps but larger, with just enough span that two FdGs or Kurfursts can have a full secondary duel without ever getting outside each other's secondary gun range map with a large number of tall and dense sea stacks real-life areas: (use Google Maps for map and scale) Adriatic Bay of Kotor Peljesac Neum Brač Channel Kornat Islands Bay of Rijeka / Northern Adriatic Jutland Sjaelland Tsushima Philipines Leyte Gulf Surigao Strait Singapore South China Sea Change Mechanics give increased XP reward for tanking enemy fire (based on potential damage received) XP reward in question is doubled if ship survives the game XP reward is tripled if ship survives the game with a Dreadnought award give all high-tier battleships and cruisers radar or else remove smoke firing smoke firing allows HE-spamming destroyers and cruisers to farm battleships without penalty even in open ocean this means that battleships cannot push and have to stay at range to camp, because if they push, they get burned to death battleships also cannot tank properly as angling is made irrelevant HE spam also forces targeted ships (especially battleships) to either play extremely passively or extremely aggressively to counter it, both of which is bad, but only former is survivable if all ships have radar, then ships with smoke can choose between smoke and chaff – latter hides the ship from radar but not from visual detection bring back friendly fire remove missions from the game so that players can focus on playing improve AA so that carriers have to lose a lot of aircraft attacking AA-heavy ships (BB, CA, some CL) or else wait for combat damage to reduce AA effectiveness secondary build battleships should, as a consequence, have massively improved long-range AA rework detection mechanics visual two detection values: spotting distance and concealment distance spotting distance is maximum distance at which a ship can detect another, and depends on the height of ship's masts concealment distance is distance at which a ship is detected, and depeneds on the height of ship's superstructure radar provides ~15% increase in spotting range as well as accuracy when active ignores smoke but blocked by islands detects aircraft anywhere on the map, but range against ships is limited example: https://www.translatorscafe.com/unit-converter/en-US/calculator/radar-horizon/ http://www.ibiblio.org/hyperwar/USN/ref/ONI/ONI-201/index.html King Gorge V class BB: 82 ft (25 m) height to top of stack, 118 ft (36 m) height to top of foretop Illustrious class CV: 91,5 ft (28 m) height to top of stack, 100 ft (30,5 m) to top of foretop KGV detects Illustrious at 40,31 km visually or 46,54 km with radar Illustrious detects KGV at 37,56 km visually or 43,37 km with radar Dido class CL: 61 ft (18,9 m) height to top of stack, 90 ft (27,4 m) to top of mast, 65 ft (19,8) to top of forward director KGV detects Dido at 36,94 km visually, or 42,65 km with radar Dido detects KGV at 36,53 km visually, or 42,18 km with radar Viribus Unitis: 22 m height to top of stack, 31 m height to basket KGV detects VU at 38,16 km visually or 44,06 km with radar VU detects KGV at 37,72 km visually or 43,56 km with radar reduce individual HE shell fire starting chance based on the calibre: 4 in = 25 lbs shell = 0,25% fire chance, 12 rpm (v2: 0,98% fire chance) 4,7 in = 40 lbs shell = 0,4% fire chance, 6 rpm (v2: 1,36% fire chance) 5 in = 56 lbs shell = 0,56% fire chance, 15 rpm (v2: 1,54% fire chance) 5,5 in = 65 lbs shell = 0,65% fire chance, 12 rpm (v2: 1,87% fire chance) 6 in = 90 lbs shell = 0,9% fire chance, 6 rpm (v2: 2,22% fire chance) 7,5 in = 160 lbs shell = 1,6% fire chance, 4,5 rpm (v2: 3,47% fire chance) 8 in = 205 lbs shell = 2,05% fire chance, 4 rpm (v2: 3,95% fire chance) 12 in = 912 lbs shell = 9,12% fire chance, 2,4 rpm (v2: 8,9% fire chance) 14 in = 1272 lbs shell = 12,72% fire chance, 2 rpm (v2: 12,1% fire chance) 15 in = 1550 lbs shell = 15,5% fire chance, 2 rpm (v2: 13,9% fire chance) 16 in = 1900 lbs shell = 19% fire chance, 2 rpm (v2: 15,8% fire chance) note: Nelson class = 1638 lbs shell = 20,47% / 17,9% fire chance, 2 rpm 18 in = 2320 lbs shell = 23,2% fire chance, 1,5 rpm (v2: 20% fire chance) note: HE shell 90% weight of AP shell (Japanese) or 70% weight of AP shell (US); average 80% note2: British HE shell weight 100% of AP shell – fire chance increased by 25% over average – 23,75% at 16 in (v2: by 16% = 18,3% at 16 in) active fire deals damage equal of 0,5% of HP per fire per second and burns for 60 seconds for all ships armour penetration AP shell = calibre of the shell at half the maximum range, 7% up or down every 2000 yards / 15% up or down every 5000 yards unless actual values are available historically (for high-tier ships) HE shell = 1/6 of shell calibre torpedo protection (basic values): no TDS (no damage reduction, chance of flooding 50%) at Tier I and II 20% damage reduction, chance of flooding reduced to 40% at Tier III and IV 30% damage reduction, chance of flooding reduced to 30% at Tier V and VI 40% damage reduction, chance of flooding reduced to 25% at Tier VII and VIII 50% damage reduction, chance of flooding reduced to 20% at Tier IX and X special characteristics of national lines: Japan: 10% bonus to AP shell penetration, 10% penalty to armour effectiveness, 20% penalty to torpedo protection (40% damage reduction, 24% chance of flooding at Tier IX and X), high-tier cruisers and battleships have no radar USA: normal AP and HE shells, normal fire chance, reduced dispersion of main battery shells, normal armour effectiveness, 10% bonus to torpedo protection USSR: high-tier cruisers and battleships have no radar, slow battleships, 10% penalty to armour effectiveness Germany: all HE shells penetrate armour of 1/4 of calibre, HE shell fire chance 80% of normal, normal dispersion of main battery shells, reduced dispersion of secondary battery shells, 20% bonus to armour effectiveness (15 in armour plate equal to 18 in), turtleback armour means that no citadel hits can happen, 20% penality to torpedo protection; hydro (detects torpedoes and ships) UK: main gun HE shells penetrate armour of 1/4 of calibre, 20% bonus to armour effectiveness, 10% bonus to HE shell fire chance, ASDIC (detects only ships, reveals user's location) France: no HE shells available for main guns, secondary guns fire HE shells with 10% bonus to fire chance, 25% bonus to torpedo protection Italy: all ships have access to crawling smoke generator, 10% penalty to torpedo protection, high-tier cruisers and battleships have no radar Pan-Asia: depends on the ship Europe: depends on the ship Netherlands: 20% penalty to torpedo protection, ASDIC, hydrophone, 10% bonus to concealment at full speed, 20% bonus to concealment from air, Commonwealth: depends on the ship Austria-Hungary: 25% penalty to torpedo protection, 50% penalty to turn radius at speeds above 15 knots, 10% bonus to concealment at full speed, 20% bonus to concealment from air, high-tier cruisers and battleships have no radar, may not have full tech tree change ramming mechanics damage to health pool depends on where the damage is received bow/stern: 10% of HP, 0% chance of flooding front/rear areas outside the citadel: 25% of HP, 10% chance of flooding citadel: 50% of HP, 20% chance of flooding submarines at periscope depth are vulnerable to being rammed by battleships submarines have their map disabled unless they are surfaced increase number of damageable subsystems fire control: prevents usage of zoomed-in targeting Remove Hybrids hybrids are carriers with big guns, and should never have been introduced in the game
  14. Pukovnik7

    WG survey regarding subs

    In a BB too, I try and stay close to the island. If played properly, it even allows me to grief the sub a bit - he launches his excrement... said excrement slams into an island. Even so, submarines are a major problem.
  15. Yesterday's match I forgot to post... if it weren't a defeat, match would have been perfect. Kraken Unleashed and Close Quarters Expert. And congrats to Guderian_Hein for... well, you'll see. 20211104_112539_PGSB108-Bismarck_15_NE_north.wowsreplay
  16. Pukovnik7

    Matchmaker Discussion Thread & MM Balance

    Actually, even a potato CV has a lot of game impact, simply through accidental spotting.
  17. Pukovnik7

    General Submarines related discussions

    Soo... we finally have a class where "just dodge" actually works?
  18. Pukovnik7

    Sayonara 2

    Huh? I have seen quite a few complaints of people that they lose karma simply for playing CVs. I guess good players get complimented no matter what they play.
  19. Pukovnik7

    Sayonara 2

    Or plays carriers a lot. Always a good way to lose karma.
  20. Pukovnik7

    Matchmaker Discussion Thread & MM Balance

    Yeah, they do. A good CV will: eliminate destroyers from the match by either killing or permaspotting them from the beginning (thus allowing other ships to kill them) significantly reduce effectiveness of battleships by reducing their health pool (either by direct damage or by spotting them and causing them to take damage before getting to cover) and by preventing them from properly tanking (by making them stay at speed to avoid attacks) significantly reduce effectiveness of cruisers by making them vulnerable to being devstruck before getting to cover (same problem as battleships, but much worse due to cruisers being much flimsier) and by preventing them from properly utilizing said cover And keep in mind that destroyers are literally the most important class in the game, barring CVs. The class that is least affected by the CVs - battleships - is the least important class in terms of winning a game. So yeah, you don't think that CVs carry that much weight. You are wrong. CVs significantly reduce the impact of all other classes on the game's outcome, and also ruin the game experience for everybody not in a CV or a submarine. Submarines BTW have many of the above problems as well, though to a different extent.
  21. Pukovnik7

    WG survey regarding subs

    I filled in the survey, and even provided some specific input where I could. Unfortunately, I do not expect anything to come out of it.
  22. Pukovnik7

    General Submarines related discussions

    To be fair, submarines actually used a battery for underwater operations, which even today is the most silent type of submarine power available. Thing is, submarine running on a battery is about as fast as a zombified sloth... so in-game submarines are almost certainly running on a snorkel or something.
  23. Pukovnik7

    WoWS on Life Support (or worse)?

    Low tiers used to be a lot of fun. Small destroyers, battleships whose main guns cannot hit anything until they reach secondary range anyway, and so on.
  24. Pukovnik7

    General Submarines related discussions

    Submarines use GloriousSovietScience which dumps the sound into an Alternate Dimension created by Comrade Marx specifically for that purpose. As such, they cannot be detected at all except by the sight or sound of waves splashing the hull.
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