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Everything posted by Panocek
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Not quite from what I remember, but DP guns are/were universally range buffed.
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What you're missing are new AA ranges. And small caliber AA if I remember correctly universally ends around 2km, while mid caliber are around 3-3.5km, with long range being close to 6km mark, 7.something for 152mm DP guns.. Can't check as PTS is already ded
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[new AA mechanics] about the non-overlapping auras
Panocek replied to __Helmut_Kohl__'s topic in General Discussion
I wonder how AA would behave if small/mid caliber would deliver dps and overlap, while flak bursts would be relegated to large caliber AA only, reworked as such: -large caliber AA would be restricted by firing arcs, these are already modeled for main and secondary battery -large caliber AA would deliver flak bursts with rate of fire of its specified mount -damage per burst would be lowered, while planes caught in flak burst would suffer temporary (1-3 seconds, depending on shell caliber) increase spread on attacking squadron - after all, not that small shell exploding near you would be considerable emotional event on top of making holes in your plane -BFT would increase small/mid AA dps by 10% and increase large AA reload by 10%, in line with existing main battery reload bonus -AFT would return as only way of increasing range, lets keep it at old 20% bonus for sake of consistency -rename "Manual AA" skill with "Variable Time Fuses", increases damage and panic effect by x% for large caliber AA -DFAA doubles large caliber AA reload and increases panic effect for the duration, destroyer version could also increase small/mid AA dps output. Becomes unlimited consumable That way, TB attacking lets say, Iowa on perfect broadside would be subjected to flak burst of 10 shells (5x twin gun DP guns on broadside) every 6 seconds, while squadron coming from the bow onto Gearing would receive 4 shell flak burst every 3 seconds, or 1.5s if DFAA goes on That or I need more mead to stop caring about rework -
Demo Expert is barely advisable on USN CV, as it gives (modest) bonuses to rockets and bombs, on IJN its hilarious waste. Torpedo Acceleration on USN is kinda questionable, as TB are anti capital ship weapon due to lengthy aiming as well totally obvious strike incoming. I guess I'll settle with CE and PT if I decide to shove 19lvl captain on Midway during post patch retraining period
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DE for rockets gives only +1%, so its still questionable for 3 points.
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I wouldn't call 41%/52%/52%64% fire chance on T4/6/8/10 "huge" as pre prework they had 120%/141%/162%/162% for same tier US CV
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On other hand sending salvos towards busy players, accidentally showing broadside towards you *can* deliver plenty of hurt. Decisions, decisions...
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Imagine all the buffs because CV are underperforming. 8/24 TB squadrons when?
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Why Aren’t All WG Net Games Full Crossplay And Progression
Panocek replied to Blakenstein131's question in Q&A Section
Because Wargaming is no longer single "dev team", since World of Tanks initial success they expanded and acquired multiple smaller development studios across the world. And if you want crossplay, World of Tanks Blitz have it, so you can prove pcmasterrace over mobile plebs, which is not even funny at times -
Thats the info on few sites/articles about Aichi B7A I've found - elevators on CVs up to and including Shokaku could fit planes up to 11m long, while B7A is 11.5m long. Though it might be case of someone putting it on wikipedia and then it got copied around the web. Still, pre rework CV had planes selection done right with exception of USN Midway getting TBF Avengers for balancing reasons
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Surveillance Radar, Interface improvement, Flooding
Panocek replied to MrConway's topic in Development Blog
You might want to brace yourself when baBBies will experience repeated molesting from floating ironing boards -
The New Aircraft Carriers: How Best to Use Them? - Discussion Thread
Panocek replied to The_EURL_Guy's topic in News & Announcements
Amount of AA fire does slow down plane "aiming" when lining up torpedo/bomb run though. Reinforcing Sectors is only useful if you're NOT the target and can keep entire enemy squadron on one side of your ship. Though "my DD is one of the highest AA ratings" doesn't say well on your game experience... -
Surveillance Radar, Interface improvement, Flooding
Panocek replied to MrConway's topic in Development Blog
Well, flood in game is only of one type. CV rework torps already have extra crappy flood chance, so lowering that and you might as well replace them with 2nd dive bomber squad. Besides, reason behind change is/was to make floods less one dimensional (insta DCP use) and more forgiving on average - single flood deals less damage and have shorter duration than old flood, combined with survivability build you can almost ignore single floods as duration is around 22s IIRC. But if someone can land two+ torps to cause two floods and no DCP is available, then damage taken increases considerably. So, while it is a nerf to flood damage for single floods, statistically flood damage might rise up as players might be tempted to not use DCP on single flood when running tanky builds and to patch it later with heal. -
Aircraft Torpedoes - Have they been reworked?
Panocek replied to MistaBoo's topic in General Discussion
Realistic in terms of plane behavior - slightly more. But then CV won't be able to use entire squadron at once, which means repeated attacks, usually focused on stacking DoT. AA is also entirely reworked tl'dr still arcade as fock, while CV no longer will nuke you, CV will constantly harass you with attacks while AA will counter less skilled players unless your team form up one massive blob of flak. -
Aircraft Torpedoes - Have they been reworked?
Panocek replied to MistaBoo's topic in General Discussion
Better late than never ¯\_(ツ)_/¯ In rework planes legitimately fly over islands, which also change drop time (time spend by bomb/torpedo/rocket mid air) as planes come off higher altitude, so more lead is needed to account for that. Line of sight also matter now, so you can't spot planes over taller mountains and vice versa, while TB can carry out surprise attacks around islands as they lower altitude during attack run -
Discussion thread for "some interesting info around the world"
Panocek replied to Deamon93's topic in General Discussion
Main gun act as (big) secondaries, while you herp/derp with planes -
And yet, its always hack, noob teams and rigged MM, not player making mistakes. After all, everyone in internet games are pr0mlg360noscope hampered by one, two or all of these factors
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Same reason as always. People want to shoot other boats, not get shot by other boats. Also some still believe in lowering repair costs by not taking damage
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I dlatemu przypuszczam, że dostał "soviet bias" obrażenia z AP, by uzasadnić dłuższe przeładowanie. Wkońcu 30s to jest standard na wszystkich T10 pancernikach z wyjątkiem Republiki. Za to ma wręcz krążownikowy obrót wież, 30s/180. Tak więc...
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Small input on "historical accuracy" when it comes to aircraft selection on CVs. I know its of secondary importance, but here its simple matter of swapping models and names, stats can stay as they are Lexington: -F4F Wildcat, TBD Devastator, SB2U Vindicator (top Ranger aircraft) are used as stock planes -F6F Hellcat replaces F4U Corsair as bit more appropriate timeline wise - Corsairs were AFAIK cleared for carrier duties later than F6F Hellcats due to issues with carrier landing Midway -stock TB/DB resuses SB2C Helldiver model (top Lexington aircraft), top TB/DB use (currently stock) AD Skyraider. BTD Devastators had very short career and actually were replaced by AD Skyraiders Shokaku -stock TB/DB resuses B5N2/D4Y2 model (top Ryujo aircraft), top TB/DB use (currently stock) B6N for both TB and DB. Reason: B7A were build with Taiho class in mind, which had larger elevators, thus B7A on earlier CV could have issues of planes physically not able to fit into elevator well Hakuryu -stock TB/DB reuses B7A model, top TB use C6N (proposed torpedo bomber design), DB use A7M or C6N models. Reason: J5N Tenrai was interceptor with AFAIK inadequate capacity for bombs and torpedoes
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W angielskiej sekcji ktoś już robił szacowanie rozrzutu i nawet obliczył formułę, poniekąd zgodną z komentarzem S_O. I pokrótce, ruskie pancerniki mają być najcelniejsze na dystansie do 13km-15km, potem Japońskie pancerniki wyprzedzają je w celności. Więc jak ktoś operuje na granicy spota, to rusek może być niezły. Do kampienia się to nie nadaje z uwagi na rozrzut i max zasięg, poniżej 21km dla T10
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Free captain respec one week isn't enough
Panocek replied to loppantorkel's topic in General Discussion
You can always reset skills on all ships on day one and experiment with builds on two-three ships, with rest waiting for final decision. Ships of the same class rarely are different enough to justify radically different builds, unless you want to build some lol captain. -
Jak na razie WG trzyma słowa, że Yamato będzie mieć największe armaty w grze. Ciekawe czy RU bebeczki mają 50mm pokład i śródokręcie, śmiechłbym srogo gdyby miały tylko 32mm
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Ale wciąż nie mają overmatcha Yamato, więc zakładając, że Conquerror ma więcej niż fistaszka w głowie to "łope ruskie" uzyska tylko większy wkurw na skutek rykoszetu. Dwa, Kreml ma tylko 9 luf i dłuższe niż zazwyczaj przeładowanie.
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Well, you can reset skills on day one on all ships, then on few specific boats try out various skill combinations so if you have to reset skills after free period, its one-two ships instead 100. After all, what worked on Montana have good chances of working on Iowa/North Carolina and maybe lower tier Freedom battleboats. Or reset skills, get baseline skills (PT/AR/SI/CE for example) and wait and see whether going all out AA will be needed
- 7 replies
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- spotting aircraft
- cv rework
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