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Danny202

Beta Tester
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Everything posted by Danny202

  1. Danny202

    Pochváľte sa vašimi úspechmi

    69 sestřelených much takové pěkné číslo a můj nový rekord v sestřelených letadlech no i když jsou tu tací, kteří mají i 2x tolik
  2. Danny202

    Vývojářský blog

    Dear players, We would like to comment on the recently announced feature, which you undoubtedly know about - Naval Training Center (NTC). First of all, we hear you and appreciate your feedback. Thank you for letting us know about your concerns, expectations and thank you for caring for the game. While the Center is still under development, we're already working on a couple of changes based on your discussions across different platforms: 1. The combat buffs will become incremental and significantly smaller than announced originally. Instead of having big leap in ship stats, we will concentrate on smaller improvements which will still be nice to have on your favorite ship. But they will not feel mandatory to be competitive. 2. We will do our best to make it diverse and incorporate other types of rewards for using NTC in further Seasons. As many of you suggested, we will consider such things as rare resources and cosmetics to be in the reward pools. This will allow to keep the combat buffs under control and diversify the rewards instead of concentrating on ship upgrade. 3. We will tweak the economic settings of NTC to reduce the gap between the players. We will make sure that the entry level of NTC is lower, and that the overall system works more for width of the rewards instead of depth. For example, instead of resetting and revisiting the ship line to get 1 strong level 1 bonus for 1 ship (probably tier 10), players will get a few smaller bonuses they can distribute. Overall, we will remove the pressure to min-max one ship, shifting it to evenly upgrading your collection with incremental buffs that do not create imbalance compared to other elements of ship loadout. 4. We will be mindful of the influence this system can have on competitive play. As we already said before, some capping of NTC buffs is possible for competitive, but with the feedback you gave us, let's be even more clear: NTC buffs will be capped at level 1 for Clan Wars, Clan Brawls and Training room. With the changes to the buffs themselves and their cost of acquisition, it will remove any unnecessary gap and maintain fair play. Only if we're absolutely sure that the core audience is invested into the new system we will consider increasing the cap. 5. We will continue improving this feature and looking for ways to reinforce the good parts of the system, while mitigating the parts you don't like. Our current tentative plan is to release this feature withing update 0.8.7, but if any critical improvements are planned, we will take our time and work more on this. That said, we also have several clarifications about the parts of NTC which probably were not explained well enough on our side: 1. Completely switching the system to cosmetics or resources is not going to work. We seriously considered this option, but from all our experience with various in-game activities and their rewards, we still need to keep some performance-based rewards to keep the progression meaningful. However, we really appreciate your ideas about having much less significant bonuses and adding other types of rewards to make the buffs even more scarce. 2. This system rewards long term engagement, but we will make sure that it is much more dynamic and that the rewards also feel achievable. However, each season will have limits for maximum number of line resets, and with the changes described above it will be about having small nice bonuses, not about the "stressful race to make your Yamato tier 11". 3. NTC buffs, especially with the substantial reduction, will be offset by free improved consumables. As we mentioned, even on battle tier 10, over 50% of games are played with free consumables. On lower tiers, the number is even higher. A lot of players are struggling to use these consumables because they're still grinding credits, or merely not experienced enough to appreciate their importance. An extra charge and much quicker cooldown time for Repair party or Heal makes huge difference in fact. Of course we do understand that for high-end players the usage of improved consumables was mandatory anyways, but that's why the buffs are being tweaked and will be limited in any competitive modes. 4. While the first proposed implementation of NTC obviously needs more work, we believe the whole idea is still relevant. On the recent CC Summit we discussed the need for high-end meaningful progression. It's still there. We do not plan to release fewer ship lines, stop working on new maps and game modes, or to stop introducing quality of life improvements, but the core playerbase still exceeds our expectations in terms of activity. This feature is just one of the ways we are planning to address this need in future updates. We realize that this PSA did not cover all of your questions and concerns. In the near future we will release at least 2 more important articles: answers to your most popular questions and the second part of this announcement with more details on how we are tweaking the system according to your feedback. Once again, thank you for your input, and stay tuned. Cheers!
  3. Danny202

    Georgia

    Nevyplatí, Missouri pořád vydělává nejvíc. Ale kdo sbírá prémiové lodě (“zadarmo“), tak se vyplatí bo je to úplně jiný styl hraní (řekl bych i zábavnější) než s Missouri.
  4. Danny202

    Filmy s námořní tematikou

    Zas tak špatné filmy nemá. Podle hodnocení jsou průměrné až lehce nadprůměrné, takže vlastně dobré. Bitevní loď je hrozně průměrný film s plno blbostma, ale proč ne když je to sci-fi. Tento film snad dopadne lépe, když se točí podle skutečné události. Škoda jen, že něco takového netočí HBO jako nějakou 5 dílnou mini sérii typu Černobyl, to by pak bylo úplně o něčem jiném. :) I tak se na film celkem těším.
  5. Danny202

    Pochváľte sa vašimi úspechmi

    Tak dnešní poslední. Spadl server :D Tak teda na konec pěkná bitva, ale hooodně nervyčky už pracovaly. Ještě karma +2 A bonus :)
  6. Danny202

    Pochváľte sa vašimi úspechmi

    První bitva s Georgií :D. Nic extra, ale na to že jsem tu loď nikdy před tím nehrál :). Hooodně mě taky překvapila tahle salva :D Dost dlouho jsem na to zíral s otevřenou pusou, prostě jiná magie. Já mám docela problém s GK poslední dobou, příjde mi že je ta loď víc papírová. Taky musím pochválit můj tým, po dlouhé době bitva, kdy jsem fakt zíral že i můj tým hraje a to dost dobře. :) https://replayswows.com/replay/55117#teams
  7. Danny202

    Pochváľte sa vašimi úspechmi

    Celkem se zadařilo. Hned první salva do Mogami a šla na jedničku. Mírný push, střelba a se štěstím i dost citadel napadalo. Joo takhle kdyby to bylo každou hru :). https://replayswows.com/replay/54601#stats
  8. Danny202

    Vývojářský blog

    ST, battleship Ohio American battleship Ohio, tier X Ohio has a concept similar to that of Georgia: powerful and accurate secondaries allow her to fight at medium ranges, and Repair party with quick cooldown restores a large amount of HP, aiding ship survivability. High-caliber guns are more accurate than those of classmates, making them an effective weapon despite the low number of barrels Hit points – 96300. Plating - 32 mm. Main battery - 4x2 457 mm. Firing range - 21.6 km. Maximum HE shell damage – 6450. Chance to cause fire – 43%. Maximum AP shell damage - 15750. Reload time - 26.0 s. 180 degree turn time - 30.0 s. Maximum dispersion - 230 м. HE initial velocity - 800 m/s. AP initial velocity - 732 m/s. Sigma – 1.90. Secondary Armament: 10x2 127.0 mm, range - 7.5 km. Maximum HE shell damage – 1800. Chance to cause fire – 9%. HE initial velocity - 808 m/s AA defense: 40x1 20.0 mm, 8x2 76.2 mm, 10x2 127.0 mm, 10x4 40.0 mm. AA defense short-range: continuous damage per second - 652, hit probability - 70 %, action zone 0.1-1.5 km; AA defense mid-range: number of explosions in a salvo - 12, damage within an explosion - 1190, continuous damage per second - 807, hit probability - 75 %, action zone 1.5-4.0 km; AA defense long-range: number of explosions in a salvo - 8, damage within an explosion - 1680, continuous damage per second - 277, hit probability - 75 %, action zone 4.0-6.0 km; AA sector reinforcement - 25 %, sector reinforcement time - 12 s, sector reinforcement shift time - 12 s. Maximum speed - 28.0 kt. Turning circle radius - 950 m. Rudder shift time – 18.6 s. Surface detectability – 17.8 km. Air detectability – 12.9 km. Detectability after firing main guns in smoke – 17.4 km. Available consumables:1 slot - Damage Control Party 2 slot - Repair Party (duration time 28 s, HP per second 635.58, reload time 60 (40) s, charges 3 (4)) 3 slot - Fighter 3 slot - Spotting Aircraft All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change during the testing. Please note that the information in the Development Blog is preliminary.
  9. Danny202

    Diskuze k "Otázkám pro WG"

    Přesunuto z "Diskuze o hře ---> Všeobecná diskuze o hře ---> Otázky pro WG"
  10. Zakládám vlákno k novým ruským bitevním lodím. Budu zde přidávat postupně statistiky a obrázky ze serveru gamemodels3d.com aby jste se taky mohli pokochat. Jinak debatujte jak je libo.
  11. Danny202

    Pochváľte sa vašimi úspechmi

    První bitva s touhle ruskou mašinou!
  12. Danny202

    Pochváľte sa vašimi úspechmi

    Buržoňa je naprosto epická do rankedů. Dobrý kup za drahocenou ocel.
  13. Danny202

    Vývojářský blog

    ST, changes to test ships Japanese cruiser Yoshino, tier X: - Main battery guns reload time lowered from 20 to 18.5s; - "Fighter" consumable is added to the slot with the Spotting Aircraft consumable: - - Number of charges: 2(3); - - Reload time: 135 (90)s; - - Action time: 60s; - - Number of fighters: 4 - Added an alternative torpedo module. Now cruiser has choice of two torpedo types, which were tested earlier. Despite having a good salvo, Yoshino was suffering in terms of damage per minute compared to her classmates. The change will balance this damage output. Fighter consumable will increase the ship's protection against aircraft. French cruiser Colbert, Soviet cruiser Smolensk, tier X: - Stern and bow plating thickness increased from 13 to 16 mm. Increased plating will add the potential to ricochet the shells of 203 mm caliber guns. Soviet battleship Slava, tier X: - Main battery 180 degree turn time increased from 30 to 60 s; - Main battery reload time increased from 30 to 33 s; - The restoration of the casemate (non-citadel) damage by Repair party is lowered from 50% to 40%; - Number of charges from the Repair party consumable is lowered from 3(4) to 1(2); - Dispersion ellipse settings changed. The battleship's focus on the long-range battles will be emphasized by reduced survivability and changed time in the turrets traverse. This will also make the ship less effective in close combat. Despite good accuracy, the moment for unleashing accurate salvos will have to be chosen more carefully due to the increased reload time. In addition, the size of the dispersion ellipse will now vary less as the distance increases. That is to say, the ship will be more accurate at close ranges and less accurate at long ranges than before. Soviet battleship Kremlin, tier X: - Sigma value increased from 1.8 to 1.9 New sigma value will make the battleship a bit more accurate at close ranges. British aircraft carrier Indomitable, tier VIII: - Time between attacks increased for attack aircraft from 0 to 1.5 s. The introduction of the delay is intended to solve the issue of starting a new attack only before the squadron changed its formation after the expired attack. Due to this, rear planes received less damage from AA bursts. This change won't affect the usual attack since it can only be executed after the camera returns to the squadron. French destroyer Kleber, tier X: - Detectability range by air is increased from 4.4 to 4.8 km Detectability range by air is aligned following the recent change to detectability range by sea. French destroyer Mogador, tier IX: - Top hull has 4x3 550 mm torpedoes removed. Now it will feature the same 2x3 and 2x2 550 mm torpedo launchers as the stock hull; - Main guns basic firing range reduced from 11.9 to 11.6 km; - Main guns reload time increased from 7 to 7.5 s; - Detectability ranges increased: - - By sea from 8.1 to 9 km; - - By air from 3.9 to 4.3 km; - - After firing main guns in smoke from 3.3 to 3.7 km Mogador was very similar to the X tier destroyer Kleber in parameters. The changes will balance the ship with classmates and make the tech branch more consistent and will highlight the features of the branch as the tier increases. French destroyer Le Fantasque, tier VIII: - Main guns reload time increased from 5 to 6 s; - Main guns basic firing range increased from 11.6 to 11.9 km; These changes make the concept of Le Fantasque stand out from Le Terrible. When comparing these two ships, you will need to take into account, that when installing the researchable Gun Fire Control System, the firing range of Le Fantasque will be 13 km - 700 meters further than Le Terrible. High speed will allow the new destroyer to use the increased range of fire more effectively. French destroyers Vauquelin, tier VII and Guepard, tier VI: - Main battery 180 degree traverse time lowered from 27.7 to 22.5 s; - HE shell damage increased from 1400 to 2000 The turrets of the destroyers without Smoke Generator were rotating too slowly when fighting aand maneuvering in battles at close range. French destroyer Siroco, tier V: - Torpedo launcher reload time lowered from 90 to 75 s; - Main Battery Reload Booster consumable is added: - - Number of charges: 3(4); - - Reload time: 180(120) s; - - Action time: 15s; - - Main battery reload time: -50%; - HP increased from 11 700 to 11 900. These changes will make the ship more similar to the French destroyers of tier VI and higher. Damage per minute will be lower than Jaguar, but this will be compensated by higher damage during the action time of the Main Battery Reload Booster. French destroyers Fusilier, tier III and Enseigne Gabolde, tier II: - Changed parameters of AP and HE shells: - - Air resistance coefficient lowered from 0.557 to 0.3143; - - Shell mass lowered from 14 to 13.5; - - Initial velocity increased from 740 to 780 m/s; - Damage of the HE shells is lowered from 1450 to 1400; - Chance of HE shells causing the fire is increased from 4% to 6%. Shells of the ships were replaced by newer versions with better ballistics. Please note that the information in the Development Blog is preliminary.
  14. Danny202

    Vývojářský blog

    German cruiser Siegfried, tier IX Pan-European destroyer Friesland, tier IX British carrier Ark Royal, tier VI https://medium.com/@devblogwows/164cc63ad299?fbclid=IwAR0XRryBdkbnHN22CabUPDhrw6MQux9izrCGi1ShOCz3nIXmOHe4KJ7ab-4
  15. Danny202

    Vývojářský blog

    Ještě Němec aby to tu bylo kompletní prozatím. Ta Britská bitevka bude asi něco na způsob tohodle: http://shipcomrade.com/?p=790 Britská letadlova: HMS Ark Royal? (joo že? :-) ) Japonské DDčko? Těch je, uvidíme jestli to bude něco real, ale spíš ne. Nakonec Němec mohlo by to být třeba tohle: https://en.wikipedia.org/wiki/O-class_battlecruiser
  16. Danny202

    Pochváľte sa vašimi úspechmi

    Prasátko noo. 46 letadel a 3 killy sekundárkama a taky dost potaháno až z toho byla vydřená výhra.
  17. Danny202

    Trojboj + 1 Honzíkova cesta

  18. Danny202

    Vývojářský blog

    Opět nášup nových lodí. https://medium.com/@devblogwows/st-new-ships-ccca454640a9 ST, new map, improvements for aircraft carriers, dynamic daytime in port and other changes https://medium.com/@devblogwows/st-new-map-improvements-for-aircraft-carriers-dynamic-daytime-in-port-and-other-changes-8634a41fc095
  19. Danny202

    Vývojářský blog

    ST, changes to the Soviet battleships, Georgia, Indomitable, Yoshino Soviet battleship Kreml, tier X: - Armor of deck and stern armorbelt is increased from 50 to 60mm; - Penetration of AP shells is lowered; - Torpedo protection increased from 29% to 46%; - Removed the option of installing the Gun Fire Control System Modification 2; - HP of main caliber turrets increased from 20 000 to 40 000; Soviet battleship Sovetsky Soyuz, tier IX: - Armor of deck and armorbelt above the casemate is increased from 40mm to 60mm; - Penetration of AP shells is lowered; - Torpedo protection increased from 21% to 35%; - Removed an option of installing the Gun Fire Control System Modification 2; - HP of main caliber turrets increased from 20 000 to 40 000; Soviet battleship Vladivostok, tier VIII: - Penetration of AP shells is lowered; New penetration values will increase the combat efficiency at close and medium distances, but lower at long ranges. Also it will reduce the number of over-penetrations. These armor adjustments are made to help these ships feel more comfortable at close and medium ranges and allow them to better resist HE shells of cruisers with improved penetration. Torpedo protection is improved to allow soviet battleships stay on the first line of engagement longer, even if enemy destroyers are nearby. These ships have their turrets damaged more often due to fighting on close ranges, thus the amount of HP is increased. Because of unique dispersion ellipse, upgrade for firing range was significantly weaker than other options and was removed. Soviet battleship Slava, tier X: - Deck armor and stern armorbelt thickness is reduced from 50 to 32mm; - Sigma is increased from 1.7 to 1.9; - Main guns firing range increased from 20.7 to 24.7; - "Repair party" consumable number of charges increased from 2(3) to 3(4); - Standard for battleships "Damage control party" consumable is given. - Accuracy parameters changed. Considering Slava is more of a standard battleship, her consumables, accuracy and firing range are set closer to those of her classmates. At the same time, armor was lowered, since it would grant the ship excessive protection. New accuracy settings will be the Slava's feature: on close ranges it will be worse than of other battleships, but will be better than classmates' on longer ranges. American battleship Georgia, tier IX: - Accuracy of the main caliber guns is increased; - Secondary guns firing range is increased from 6 to 7.5 km; - Secondary guns reload time is reduced from 6 to 4 s; - "Engine boost" consumable is added: action time 180 s, maximum speed +15%, reload time 120 (90) s, 2 (3) charges. - An option to install "Engine boost modification I" is given; - "Repair party" values are changed: - HP/s restoration is lowered from 0.66%/s to 0.5%/s - Reload time is lowered from 120 (80) s to 60 (40) s. Georgia was designed to fight at long ranges, but testing showed that good accuracy only compensates for a low amount of guns, but doesn't sufficiently qualify as a feature of the ship. Considering the ballistics and good speed characteristics, we made a decision to change the concept of this battleship to that of a more dynamic one. Georgia will feel most comfortable at medium distances. Good secondaries resembling those of Massachusetts, "Engine boost" with +15% to maximum speed and "Repair party" with low reload time will allow her to fight more aggressively. The adjusted accuracy will allow, on average, to hit the target with about half of the shells even at the maximum distance. Please, note that this is a concept and it may change during testing. British aircraft carrier Indomitable, tier VIII: - Aiming ellipse size of attack aircraft is increased: - Inner ellipse size is increased by 24%; - Outer ellipse size is increased by 42%; - Amount of rockets hitting the inner ellipse is lowered from 75% to 50%. Testing showed that attack aircraft were too effective against destroyers. Increasing the size of the aiming ellipse and accuracy changes will lower the damage done to destroyers, with almost no changes to interaction with other classes. Japanese cruiser Yoshino, tier X: New torpedoes added: - Reload time: 167 s; - Maximum damage: 20967; - Speed: 62 knots; - Range: 20 km; - Detectability range: 2.5 km. There are plans for the cruiser to have two types of torpedoes, and at the coming iteration we're going to test a new variant: torpedoes with long range but high detectability. Please note that the information in the Development Blog is preliminary.
  20. Danny202

    Vývojářský blog

    ST, changes to test ships and Le Terrible The testing of changes to the tier VIII French destroyer 'Le Terrible' was successful, and we're planning to implement these changes for the ship in update 0.8.3. Here is what changed: - Initial AP shells velocity increased from 800 to 840 m/s; - The Krupp value for the AP shells is now 2400 instead of 2100, this will increase armor penetration; - Reduced the value of the coefficient of air resistance from 0.3498 to 0.234 for HE and AP shells; - Changed the allocation of hit points of the ship. Changes to the air resistance coefficient of shells will allow this destroyer to feel more comfortable at long and medium ranges, and the improved armor penetration will give a new option: engaging cruisers with AP shells. It will be necessary to consider the target's armor and distance, but it allows for the potential of inflicting serious damage to lightly armored cruisers even at 10 km, especially when used in conjunction with the Main Battery Reload Booster. One of the major challenges faced by Le Terrible was regarding it's low survivability, which will be improved by the new hit points allocation system. It will allow the destroyer to survive longer under intense and sustained fire. American battleship Georgia, tier IX: - Main battery guns reload time lowered from 30 seconds to 26. Due to having a low number of guns, the ship was weaker than it's counterpart tier battleships despite having the dispersion ellipse smaller than tiermates and the high damage of the 457mm guns. Lowering the reload time allows Georgia to use it's features more often and will make this battleship more dangerous. Soviet battleship Knyaz Suvorov, tier III: - Main battery guns reload time increased from 32 seconds to 36. Soviet battleship Gangut, tier IV: - Main battery guns reload time increased from 32 seconds to 36. Soviet battleship Pyotr Velikiy, tier V: - Main battery guns reload time increased from 30 seconds to 33. Soviet battleship Izmail, tier VI: - Sigma value lowered from 1.7 to 1.6. Soviet battleship Sinop, tier VII: - Sigma value lowered from 1.7 to 1.6 Main features of the Soviet battleships - great accuracy on the close ranges and and good armor - have a very noticeable effect on their efficiency. We continue to change this ships, trying to keep these features intact, and they are still needing some small weakening changes to balance them in comparison to other ships. British battleship Conqueror_T, tier X: - The restoration of the casemate (non-citadel) damage by Repair party increased from 75% to 85%; - Sigma value increased from 1.8 to 1.9 for 419-mm guns; - Citadel's upper deck armor increased from 12 mm to 32 mm. British battleship Monarch_T, tier VIII: - The restoration of the casemate (non-citadel) damage by Repair party increased from 75% to 85%; - Citadel's upper deck armor increased from 12 mm to 32 mm. Changes to Monarch_T and Conqueror_T were to rebalance,not to weaken them. But as a result, these ships lost some of their combat efficiency. To compensate for this, both battleships will get improvements for several parameters. Please, pay attention that these are test changes and they don't apply to the basic ships. If testing shows that such balancing is efficient, it may later be applied to the basic versions of the ships. British aircraft carrier Indomitable, tier VIII: - Attack planes' rockets changed to those of Audacious' attack planes. Indomitable's attack planes usually weren't used due to the noticeable advantage of bombers. This change will increase the attack planes' damage and will allow them to be a viable alternative to the bombers of this aircraft carrier. Please note that the information in the Development Blog is preliminary.
  21. Danny202

    Ruské bitevní lodě

    No píše se to na dev blogu, takže to asi tak bude.
  22. Danny202

    Diskuze k "Otázkám pro WG"

    Jojo nějak tak to bude. U nás v klanu už mi to Strejdog tak nějak vysvětlit, že overpen může být i pen zároveň, ale vyskočí pouze ribbon overpen. Ribbony jsou jedna věc a výsledný DMG druhá bohužel. Mohlo by WG přidat ribbony na tyhle specifické zásahy.
  23. Danny202

    Diskuze k "Otázkám pro WG"

    Dneska jsem měl zajímavý kill. Nejdřív jsem si myslel že to byla detonace, ale nebyla. Jak je to teda možné? Koukněte na video. Když jsem si to tak počítal. Bylo celkem šest zásahů a to 1x citadela (11 900 DMG), 4x overpen (4760 DMG) a 1x pen (?DMG). Celkový DMG byl 28 795 - 11 900 - 4760 = 12 135. To by znamenalo, že jeden klasický pen má větší DMG než zásah do citadely. Záhada? Asi jen nějaký bug a nebo nevím. Pokud by někdo věděl, tak vysvětlit prosím.
  24. Danny202

    Vývojářský blog

    ST, changes for Yukikaze, Indomitable, Georgia https://medium.com/@devblogwows/st-changes-for-yukikaze-indomitable-georgia-aa2fcee68aab?fbclid=IwAR3arqQnB5rbw6S75yFl8rLr7HMKasc-JpCfI4OvnpwOshNjgM6UCm7MuFM AA changes in update 0.8.2 https://medium.com/@devblogwows/aa-changes-in-update-0-8-2-3299065f9758?fbclid=IwAR3gOPKARNJVWO65x1ugHksF3b-9wGUZXFDljieVLz_Zx-1jOAr6HQWpESs
  25. Danny202

    Žabákovy kvákterky

    Bude. Ovšem raději bych místo tohoto hnusu viděl normální reálnou kamfuláž, kterou měla tato loď tak krásnou (šedá + červená). Kde je problém WG takovou kamufláž udělat? Místo toho tu se*** tyhle kobihnusy s bojlerem (Roma) a čmáranicema nebo hieroglyfy či co to je.
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