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Everything posted by Myrmix
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Am I the only one finding this game not fun anymore?
Myrmix replied to SeaMonsterUK's topic in General Discussion
Damn cowards That's why i prefer to drive in division with my clanfriends, it's just much more fun if you have 2 guys less to worry about in your team. (clan-system please, WG?) -
Today is new year and it's holiday in most countrys, so i don't think we will get the winners just yet.
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Am I the only one finding this game not fun anymore?
Myrmix replied to SeaMonsterUK's topic in General Discussion
I love this tactic, but in 90% of cases, your friends let you sail in your death without supporting you. I play a Nagato and although I can angle quite well, the Fusoish armor can't tank on T7+ and makes this sucide without support. so I'm forced to sit at 17+ km, because no US BB thinks about getting closer to the enemy. -
Am I the only one finding this game not fun anymore?
Myrmix replied to SeaMonsterUK's topic in General Discussion
Smaller maps would support sniping at max range, something that makes playing on T8+ boring. -
Cool! Isn't that the new destroyer-class of russia? I read it was nearly invisible to radar (but doesn't look very fancy, tbh xD)
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I was wondering, if I can gift a friend on a different server (RU) some premium time or a ship. Do gifts work server-crossing?
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My personal favourite is to imagine an ellipse or oval around the ship. Depending on where it is sailing, i have to aim further or closer.
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But I can't give him a gift from my EU-account to his RU-account? Too bad
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It's not a lot of damage, but I liked how the game turned out. I wanted to collect some fires for the Emden, but due to broadsiding cruisers, I had to rip them apart with AP instead of HE. Cleveland is nasty, even without torps and on T7-8 But there was a happy end, the next battle I met a lot of Tirpitz-noobs and you know how german decks love to burn...I ended up with 10 fires.
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I think it will be at least 2 days, if they are busy as a bee. so maybe 1 week
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No, it's geography
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Maybe his ship is sailing in the black sea
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I actually like the map, because they now made it easier to maneuver, even for big ships (splittet the big island and made the other smaller). Also, the jobs are quite clear: if you spawn close to your base, defend it. If you spawn closer to enemy base, attack it. Especially for BB it's wrong to try to change sides through the narrow islands at the start, because you will be useless for 5-10 minutes for your team.
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Please stop insulting and accusing each other, it's just a competition and everyone is trying to do his best. WG will decide how they will lay out their rules and who will win, we don't have any say in that.
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I am mostly a BB-captain, but I like the change. It's hard enough for DD's to attack Battleships ( a good captain can take on 1-2 destroyers long enough to get support) and you will loose health, at least by secondaries. And it should be, because destroyers are more tactical ships, only soft-counter to BB. If I can fight of 2 Sims in a division in my Fuso alone then I don't think the torpdetection is a big problem. Of course you have to be very aware for the long torpedoes from japanese, but every BB who sails around a corner without thinking deserves to die. Most people forget they have to start maneuver when they see the ship (or planes), not when you see torpedoes.
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I used my imagination and paint.net (you won't find a program who can mix stuff together like this xD) I had fun and although i'm quite sure it won't be enough for a Tirpitz considering the competition, I'm happy with it^^
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Hi guys. Like a lot of people I'm not quite happy with the actual repair-system. Basically, you can repair, and get some seconds immune modules, but then you are basically helpless against fire, moduledmg, etc (DDs know what I mean). My suggestion is partially based on the repair-system of WoT, but with some enhancements. First of all, you would handle the repairs like in world of tanks for each module/damage-type: a drop-down-menu (controlled with the numbers) to repair the different modules. The repairtime for each module could look somewhat like that: Fire: about 3-5 seconds per fire (so 12-20 seconds for a full burning BB) Flooding: Easy to fix, because of closing a section...shouldn't take more than 3-7 seconds. Engine: duration depending on acceleration of the ship: 75-66% of the time necessary to get to full speed (battleships have bigger engines, so it would take them longer to fix) Rudder: somehwat longer than engines, because the poor crewmen have to go diving. would also suggest a variable time: the time, the ship needs to turn for 120-180 degrees Guns, Torpedoes: I would here take the time of the existing automatic repair (i think it is about 16 seconds for BB?), but maybe spread over classes, so destroyer guns are faster repaired. But what if a hit takes out multiple modules? This would work out somewhat different, because you have to assign the same crewmembers to different tasks. So multiple repairs changes the time, the modules need to be repaired, depending on what module would take the longest time (let's take 30% less time) So if you have 2 fires and one destroyed turret, your would have to repair 3*2 + 16 seconds for repair. With multiple repairs, however, the time is reduced to, let's say 12 seconds (30% less time than the longest module-repair). the good message: you get your turret up in 12 seconds, but you will also burn for 12 seconds instead of 6. Of course, everyone would pick extinguish over turret in this situation, but what if the engine is broken instead of the turret...so you are sacrificing health (longer fire) for a faster engine-repair. However, the more damage-types you are repairing, the smaller the time-bonus to multiple repairs (i think 3 repairs should take nearly or as long as the repair of the single parts and 4 ore more should be impossible) These numbers are just a suggestion to get a feeling of this system. I think it would add a lot of tactical thinking and options to balance ships (better trained crew can repair faster), and would also make way for new captain skills. Also, module damage would have an effect, no matter how fast you repair. On the bad side, it would get more difficult for new players, who are sometimes overstrained by maneuvering.
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Their reasoning is easy explained: $$$ Why sell a ship alone, if there are enough people who buy it for 20€ more if we add some stuff? (it's digital stuff, so not more work) And most people on the forums want to show, that we don't want to get milked like a cow. We want at least to be petted before they milk us.
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Carrier unbalanced (overpower) vs Battleships
Myrmix replied to Donauschiffer's topic in General Discussion
This. If a plane is able to drop on a BB that is not already turning, the torps will hit and hurt. CV are the hardcounter to BB. also, watch out for jap torpedos..those have nasty directions now. always turn into japanese planes, not away -
We got no problem with the price of tirpitz. But you are only able to buy it in a bundle, not the ship alone... so you HAVE to buy doubloons and premium, even tho a lot of people don't want to. If they would sell Tirpitz alone, noone would have a problem.
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The Nagato can be a really good ship, but you have worse armor than Fuso, so you can't push, especially against higher tier ships. Even angled, I often get citadels from the front or even flat plunging fire through the superstructure.
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Of course you should have no chance against planes if you don't watch your surrounding in a BB. CVs are the hardcounter to battleships (in reallife and in the game). A tip for your for free: If you spot a torp-squad flying towards you and you have no AA-cruiser close, then you have to try to turn into the planes, so they are in a worse dropping-position.
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That's bad I think the flags were better with confederate, because now you have to play for kills, not for efficiency. I mostly play Battleships and try to do huge damage others can't do and get my guns to use...so i won't shoot on a target with 2k hitpoints, when cruisers are taking it down, but look for targets with bigger healthpool i have to take down (that's my job as BB). So do we now see battleships to desperately try to gain kills at low-health targets or even preserve their shots for kills? I'm not sure if that change is healthy for the game.
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About WG EU community work, special events and pricing policy...
Myrmix replied to Vaderan's topic in General Discussion
Maybe he has passed them on, but among spam-mail for devs. -
Is the Tirpitz good at earning credits?
Myrmix replied to LittleGentleman's topic in General Discussion
Tripitz is good at earning credits, but Murmansk is nearly as good at earning credits and a lot cheaper (also the tier is much more suitable to players who don't have t7+ ships)
