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Everything posted by Adwaenyth
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How much data is used in a session of wow / wot?
Adwaenyth replied to MrRibz's topic in General Discussion
The size of a replay file (+ a little overhead) should be all that is required to be transfered during a battle. -
So my friend says "Just turn into the torpedoes to evade them...."
Adwaenyth replied to Aphraid's topic in General Discussion
Uhm... knots is nautical miles (1852m) per hour. 1 km/h = 3.6 m/s. Just to clarify unit conversion. 30 knots = 1.852 * 30 km/h = 56 km/h = 56 / 3,6 = 15.4 m/s 90 knots = 167 km/h (!) = 46.3 m/s -
Which is where I guess this thread will be moved soon after today. Yet today is the day that this event was exactly 70 years ago and for today it might be something that everyone should share.
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Besides the obvious beauty she has, Yamato was a special case for the Japanese people. Yamato is one of the provinces of Japan and is also a synonym for an ancient period where Yamato was de facto the japanese empire.
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So my friend says "Just turn into the torpedoes to evade them...."
Adwaenyth replied to Aphraid's topic in General Discussion
You're both right AND wrong. You turn in that direction which causes you to take the least amount of hits. Sometimes this is towards the torpedoes, sometimes this away from the torpedoes - sometimes it is not turning at all... Problem for most people is that it requires some sense of motion and perspective. For example, it doesn't make sense to turn away from a torpedo strike when it comes at you from 15° starboard. You simply turn 15° to starboard and avoid (most) of the strike instead of 195° away from it to take 5 of 6 torps. It also doesn't make sense to turn into torp bombers approaching from 45° astern. You turn so that you have them all behind your vessel (unless that turn makes you come too close to an island etc.). You have to get your priorities straight. Overall the first priority is to minimize damage taken from a strike. Sometimes that means deliberately eating one torp to avoid the other 5, sometimes it means running aground and spending the next minute to get out of it and sometimes it means simply to turn away... -
Visible personal customizations (for example a custom flag at the top of the spar)
Adwaenyth replied to Conspiracy_Keanu's topic in General Discussion
Would be strange if there wouldn't be plans to introduce something similar to WoT camouflage, inscriptions and flags. With tanks that's about all you can do. Ships on the other hand might be able to do more, since some sister ships had different configurations etc. However this feature would require a lot of time to implement and might rather happen later than sooner - at least that is my guess. -
Ye quick beginners guide to World of Warships
Adwaenyth replied to Adwaenyth's topic in Newcomers' Section
Muzzle velocities of up to 2 km/s are achieved only by the most modern guns. Most guns of WWI and WWII had muzzle velocities around 800 m/s. -
As a CA you will have to stay at 12-15 km from the BBs. At that distance, the shell flight time from BB shells is long enough for most CAs to outmaneuver BB salvos rather well. Below that, you'll likely getting a beating.
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Well Enterprise is a rather common name for ships it seems... not only the fictional ones, but with the new USS Enterprise (CVN-80) planned for construction, she would be the NINTH US navy ship to bear that name. With the british it gets even worse as they had no less than 15 ships named HMS Enterprise (one of which could even make it into the game: http://en.wikipedia.org/wiki/HMS_Enterprise_%28D52%29). Anyways, I think names like these will likely appear like tank skins etc. in WoT. All ships of a class are named for their type ship (so far).
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Ye quick beginners guide to World of Warships
Adwaenyth replied to Adwaenyth's topic in Newcomers' Section
Considering that shell flight times are about half of what they should be (20 km ~ 15 secs while in reality it was often up to 30 secs), it might be only prudent that the speed/maneuverability is actually also doubled to cope with that... -
So my friend says "Just turn into the torpedoes to evade them...."
Adwaenyth replied to Aphraid's topic in General Discussion
In terms of "learning how to counter them", they are. If you play a CV, you will soon see how to counter a CV when the enemy BB turns to counter your planes. Dodging torp salvos when you anticipate the planes possible options to drop torps is relatively simple. You can dodge a single squadron almost always, two squadrons you can often dodge one salvo completely and only take 1 or 2 hits from the other when you do it right. When the carrier captains are inexperienced you can even out maneuver all 4 (!) squadrons... I've had battles (note plural) where I've dodged 30 or more torps in a BB just by turning the right moment. Best thing to do is turn away from incoming torp bombers before they drop (especially when you've got a ship doing 25 knots or more). Torp bombers themselves have a speed of ~100 knots so they will need to catch up to you to get to a better angle and thus are exposed to AA fire for a longer time or drop their load where it can do no harm to you. If you can't turn away, do the second best thing and turn into the bombers before they drop. They won't need as long to get into a better position to drop, but they will still have to reposition while they are within your AA range. Also when you notice them turning around you, be prepared to switch your rudder so that they will turn too much and get at you from behind. Module for shifting your rudder helps a lot here. -
The question is, since they are also your primary guns, if the guns firing at incoming planes is simply not displayed or if they really do not fire.
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Actually they do... but not much... usually no more than 2-5°.
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The best engagement distance for a BB in WoWs is around 8-12 km. You're pretty safe from torpedoes and can make your guns hit extremely well against enemy BBs and CAs... We'll have to see if and when the armour model changes and makes close range citadel penetrations more rare... atm you just have to aim at the waterline directly between the front turrets and you're practically guaranteed a citadel hit.
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Ye quick beginners guide to World of Warships
Adwaenyth replied to Adwaenyth's topic in Newcomers' Section
When you fire at extreme distances (15-20km) your shell arc will considerably increase the distance the shell travels. While the distance on flat ground will be 20km your shell will actually travel about 25 km as it follows an arc. Thus using ALT key to determine the flight time to the point you're aiming at is essentially required. About the torp issue... what direction is the ship traveling that your firing at? Is it traveling towards you maybe? Then the distance shortens a lot from the 5km it was away when you launched your torps. /edit: someone mentioned speeds could actually be twice of what is displayed... haven't noticed if anyone verifyed that yet. If you want to, give me a PM and we can try it out? -
Well you can add T-62s, no worries... with the range a T-62 has, it won't even be a danger if you'd strap it to the bow of a DD to replace its gun.
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WoWs goes until 1950 - which is T10 atm.
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Well... kinda rules these things out.
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And this is so wrong in WoT already, it is even more in WoWs. People are baffled sometimes how you attain unicum stats in WoT... it is by having that situational awareness and NOT by having twitch skills alone.
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Ye quick beginners guide to World of Warships
Adwaenyth replied to Adwaenyth's topic in Newcomers' Section
Actually there is less math involved than you think. You just require to get a feeling for it. If you're not that much into math, go for the length of the ship. In 10 seconds most ships travel about their own length as distance, DDs a litte more, BBs usually a bit less. So while your shells fly at about 1 km/s, at 10 km distance you aim ahead about the length of the enemy ship (just figure in her speed) and you're usually pretty close. Or if you rather take the modded UI displaying degrees off the center (I don't btw.), you might consider the following: 30 knots are about 15 m/s (or 150m in 10 seconds). At 10 km distance, the circle around you has a circumfence of (roughly) 31 km. So 150m/31km * 360 ~ is roughly 2° ahead... now when you do the same calculation for half that distance - means travel time for the shells is halved, so is the distance the enemy ship travels - that also means the distance is STILL 2° ahead! (Assuming of course she doesn't turn) When you look at that last part, if you know how to preaim at a single distance, you know how to preaim at ALL distances. /edit: haven't figured out the distance in degrees the standard UI has at all zoom levels, but I think at max zoom, the scale is about 2-3° to each side. -
The science of aiming how maths can be your friend (Firing Solutions for beginners)
Adwaenyth replied to southjn's topic in General Discussion
While your general effort is clearly a +1, THAT made me giggle... at that speed, the projectile would either disintegrate... or reach low earth orbit and never come back down again. -
HMS Habakkuk? Also you know you have to drain the oceans first?
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NAVAL tactics, defensive and offensive
Adwaenyth replied to lethalbizzell's topic in General Discussion
Well in terms of direct fire accuracy, we are WAY better in WoWS than the fleets were in real life. Usually in an engagement at 10-20 km range you would have a hit ratio of about 2-4% IRL (For example during the battle of Jutland, SMS Seydlitz fired almost 400 shells and only scored 10 hits). We have rather 30-40% in WoWS. -
It's not Germany, it's level 3 (which is unsurprising, considering they are often the issue). Severs standing in Frankfurt isn't that surprising. DE-CIX (which is in Frankfurt) is just the largest internet node in the world (by data transfered per second), so it is not surprising your data will go through there and it's also a rather central location in Europe as well.
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Waddaya say? Foundered? Did or did we not sink the ship?!
Adwaenyth replied to xml0973's topic in General Discussion
Basically it's what happens when buoyancy cannot counter gravity anymore. Buoyancy is in effect what is represented by your hit points. Once they reach 0, gravity will be stronger than buoyancy and your ship will go down. Theoretically it should be possible to destroy all turrets of a ship without it losing all buoyancy. The ship would count as defeated but would still be afloat, although I've never seen it happen so far.
