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Everything posted by Panocek
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There is difference between playing safe and not playing at all
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Sealclubbing tier 10s with tier 8 is peak of this game
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At expense or losing reload AND range. But hey, bit higher HE shell damage, that fail to pen anyway unless its DD or other Smol/Mino/Colbert is totally going to turn her into autowin 999% WR button
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- smolensk
- overpowered
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But reee is free
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- overpowered
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Improved angles matters little, when shell fails to penetrate. And 113mm AP can rather consistently fail to pen 27-32mm hull platings past 9km when angled. Not ricochet, fail to pen
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Gearing and Daring have similar AP and HE damage outputs. Gearing AP have higher penetration, main limiting factor on UK 113mm guns. Both require almost perfect broadside, but one can do it without sitting within Smolensk hydro range.
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!!!BUG ALERT?!? The Range Indicator has issues...
Panocek replied to JeTBarionIV's topic in General Discussion
Ships in the game are about 3 times bigger than they should be for visibility and hit rate reasons -
There are no "torpedo DDs" unless you somehow lose all the guns. And IJN "supposed torpedoboats" are more than adept at bringing guns to a gunfight, coupled with usual concealment advantage and pinch of using cover and/or smokes for breaking contact, they can be just nasty.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
Panocek replied to Kancolle_Kongou's topic in Off-Topic
Last PR3 get -
As much as IJN 100mm guns are good, German 128mm are better due to higher pen. And afaik neither have improved accuracy on those.
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ST, changes to the commander skills system (DB 70)
Panocek replied to Tanatoy's topic in Development Blog
How about opening pre moderated suggestions topic for skill rework, so Lesta team can take a look at, while avoiding usual banter and screeching? -
Ships are bit more permanent than set of consumables. And then I already have enough premiums to cover basically all niches, so I see nothing to be gained from getting extra of those either. Or whats the point of getting thousands when you're sitting on millions already.
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Coupled with steel I already have... Still not even remotely close to get any ship for that. Extra coal and fxp are of little use when you had 300k of the former and 2.1m of the latter with nothing interesting to spend on. I have most ship lines I'd ever want, so little use of those hundreds of "rare" flags as well. Same with doubloons - nothing of interest to spend them on.
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From 24 SCs and few random crates. Basically nothing of value.
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Only if all other RU ships follow
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In case you've missed the memo, Smolensk base range is as cripplingly short on by tier 10 standards as is Atlanta's 11km. And Smolensk have access to to range mod not because muh bussian rias, but its universal upgrade among hightier cruisers.
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And on what logic Smolensk shouldn't get, when Atlanta gets?
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Yes, Atlanta sisters, Colbert and Smolensk should get 20% range by default Just like Kutuzov got when WG removed BFT/AFT bonuses from CL guns back in 2016
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Thank god other HE spammers can't reach 19km... oh wait. And then Worcester and DM can actually hope to HE pen things instead just relying on fires to do anything, while Yoshino can just sling stuff across the map
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Smol will still put range mod, or rather 19km one runs have one already and will simply proceed to island camp/smoke camp and farm fires on you as usual.
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And then HE shells need to pen things in first place. Easier said than done when everything that isn't DD have 30mm plating or more.
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ST, changes to the commander skills system (DB 70)
Panocek replied to Tanatoy's topic in Development Blog
To expand an idea, because I'm bored with not much else to do: -There are no "class specific" skills, all skills are available for all ship classes as they are now. But to carry on idea of single commander being able to effectively operate ships of various classes, commanders will have multiple preset skillsets and players will be able to choose which skill set will be used on specific ship -Old skills are rebalanced some new skills appear as well global changes to roll with this version of commander skills rework: -Engine when incapacitated reduces acceleration, deacceleration and top speed by 50%, Rudder when incapacitated reduces maximum deflection to half and increases rudder shift time by 50% -US/RU/UK/JP secondary range is increased to 5km on tiers 3-5, 6km on tiers 6-7, 7km on tiers 8-10 (cruisers and carriers included) -Ger/FR secondary range is increased to 5.5km on tiers 3-5, 7km on tiers 6-7, 8km on tiers 8-10 (cruisers and carriers included) -Massachusetts/Georgia/Ohio secondaries range is increased to 7.7km And my take on reworked skill tree, given direction implied by WG preliminary design: tier 1 skills: -Expert Marksman: improves turret traverse speed by 3 degrees/sec for DD guns, 1 degrees/sec for cruisers and battleships -Expert Loader: reduces time taken to switch shell type once all main guns were loaded by 50% -Jack of All Trades: reduces cooldown on all consumables by 5% -Preventative Maintenance: reduces chances of incapacitating Engine, Steering, Main Guns, Secondary Guns, Torpedo Tubes and Anti Air mounts by 33% -Incoming Fire Alert: a warning about a salvo fired at your ship from distances above 4.5km -Improved Engine Boost: improves Engine Boost time for aircraft squadrons by 10% -Improved Engine Cooling: reduces cooldown on Engine Boost consumable by 25% -Emergency Takeoff: reduces time needed by Fighters to engage enemy aircraft by 33% tier 2 skills: -Last Stand: removes top speed penalty when Engine is incapacitated, removes rudder deflection penalty when Rudder is incapacitated -Torpedo Acceleration: increases torpedo speed by 5% -Priority Target: displays number of warships aiming at the player with Main Guns -General Quarters for AA crews: reduces Sector Reinforcement cooldown by 5 seconds -Improved Engines: increases aircraft maximum speed by 5% -Vigilance: extends torpedo acquisition range, including Hydroacoustic Search by 25% -Master of All Trades: increases action time of Engine Boost, Hydroacoustic Search, DFAA, Surveillance Radar, Main Battery Reload Booster, Torpedo Reload Booster, Spotter, Fighter, Smoke Generator by 10% -Incendiary Munitions: Reduces damage caused by HE projectiles by 25% but increases fire chance by 4% for HE rockets and HE shells, 10% for HE bombs tier 3 skills: -Superintendent: increases capacity of ship consumables by 1 -Torpedo Armament Expertise: reduces ship torpedo reload and increase ship torpedo damage by 10% -Survivability Expert: improves ship survivability, depending on ship class. Destroyers - increases HP of the ship by 350 for each ship tier. Cruisers - increases HP of the ship by 500 for each ship tier. Battleships - reduces time needed to repair modules, extinguish fires and stop floods by 15%. Carriers - increases HP of the aircraft by 30 for each ship tier. -Aircraft Armor: reduces Continuous Damage taken by 10%, reduces Explosions damage taken by 25% -Basic Firing Training - when Anti Air/Secondary guns are disabled: reduces reload time for Main Guns by 8%. When Anti Air/Secondary guns are enabled: increases Continuous Damage by 25% -Adrenaline Rush: Increases the reload speed of all armaments and AA Continuous Damage for each 1% HP lost by 0.2% -Inertia Fuse for HE shells: improves penetration capabilities of HE shells fired from main and secondary guns by 25%, reduces fire chance by half -Sight Stabilization: reduces aiming time for Attack Aircraft, Torpedo Bomber and Bomber squadrons by 8% tier 4 skills: -Concealment Expert: reduces detectability range of the ship by 10% -Evasive Maneuvers: improves ship acceleration, reduces rudder shift time and ship turning radius by 20% for 20 seconds after being detected Advanced Firing Training: when Anti Air/Secondary guns are disabled: extends Main Gun range by 10%. When Anti Air/Secondary guns are enabled: extends Anti Air and Secondary range by 20%, increases number of Explosions produced by 3 -Damage Control Specialist: reduces cooldown of Damage Control Party and Repair Party by 20%, increases duration of Damage Control Party and Repair Party by 10% -Secondary Armament Expertise: Increases Secondary Guns range by 20%. Reduces Secondary Guns dispersion by 40% and reduces their reload time by 20% against designated target. -Radio Location: shows direction to the nearest enemy ship. The enemy player will be alerted that a bearing was taken on their ship. -Fire Prevention: Maximum number of fires on a ship is reduced to three -Supercharge: increases shell velocity by 15% and improves AP penetration accordingly, but increases reload time for Main Guns by 10% -Strategic Reserves: increases maximum amount of aircraft on deck by 2, improves aircraft restoration time by 10% -
WG already stated BBs will get global secondary range increase, it wouldn't be far if they would improve base dispersion as well, so you'd be back in square one with new ManSec.
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Given slowest hightier BB gun, 406 MK6 found on North Carolina and South Dakota classes merely "stop ricocheting" at 21km, on any other gun with higher shell velocity you will probably run out of map to achieve "deck penetrations".
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CV hulls would be far from the map as well, safe from enemy shelling. So general quarters alarm would be raised mostly against air raids RTS had mostly accurate plane capacity and if one thinks 12 TB from Midway were "delete button", then 30something would be "nuke" I suppose. Bomb payloads also would be heavier, especially given plausible Midway strike aircrafts - AD Skyraiders and their obscene bomb load capacity up to 8000lb. Current Midway carries 2x1600lb firecrackers in comparison
