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Everything posted by Userext
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they changed some movement and if you remember the yamato 65mm turret armour incident there can be a slight unnoticed thing with DDs. I had a battle where i had 70 ping no lag sign but ship was responding the rudder shift too late compared to 3.1.3
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You can learn how much damage you received. I dont understand your statements
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I still dont think a CV player can do torpedo run on a battleship easily. You see them coming 10-15km away Start turning cut your speed etc these are not hard to understand Eventually you arent trying to dodge them all that is the dumb part. If a slow ship can dodge all the torpedoes launched at him there is something wrong there. SO i m assuming that guy with being a good player he is also a good target choser. You dont go for hard to hit woken up targets. You need to hunt the ones sleeping or went into a bad place. But again a hard to hit target isnt also supposed to dodge them all.
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Wargaming - Stuck between a rock and a hard place
Userext replied to xBamBamx's topic in General Discussion
WG devs listens to RU forums a lot more because well... they dont speak english well or they might even dont speak english at all. I heard that WGEU gives them the files to look into so WGEU choses what developers will see from EU forums. -
mine arent wireless dont know about the OP but i had this problem last night i usually have 60-70 ping and last night it was around 100 so yeah that might be package loss
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Patch notes: Fixed a bug which caused changes to 127mm AA-guns of Fuso not being shown in the ship’s characteristics. Fixed a bug in aiming mechanics that caused missing stationary ships Fixed a bug of the matchmaker which incorrectly balances game in the "Standard Battle" and "Domination" Added a prototype of an after-battle survey – thank you for helping us make the game better by answering the questions! Fixed a bug that caused some effects disappearing with camera turning Decreased speed for dive bombers & torpedo bombers under attack, increasing the fighters' effectiveness. Flight speed for unloaded planes is 25% higher than for loaded. Speed of planes under attack is 25% lower than loaded planes. Movement changes: new turn radiuses Fixed a “ship sticking spot” in square G2 on Fault Line map. Changed economic settings for ships Myoko and Mogami by fixing income errors. Credits are now earned in correspondence with the economic model. "Pyroman" skill effectiveness lowered: Chance of setting your opponent on fire changed from +5% to +3% Changed bombs and torpedoes on Japanese aircraft. Torpedoes: Tier IV-VII now have Type 91 Mod1A torpedoes with a maximum damage of 8,567; Tier VIII-X now have Type 91 Mod2A torpedoes with a maximum damage of 10,700. Bombs used for all tiers are Type99 N25 Mod1 with a maximum damage of 4,600 Balance changes: Lowered damage for HE shells by 11.5% - 15.8%. Lowered amount of AP shell ricochets by decreasing the ricochet angle to 5 degrees. Improved client performance – some random client freezes are now fixed
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not possible
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nah it happens to me aswell. DDs have a problem with this rudder shift thing i have 2.8 rudder shift time due to skilled captain and module. Still ship responds slow to shiftnig directions and if you lets say used max left and then let the button go. The ship will still turn a bit even though rudder is at 0
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there usually is not a diffrence between AD and QE at least there wasnt until this patch(3.1.3)
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Use QandE at the moment i am experiencing this problem too. Sometimes after the rudder hits middle the ship keeps turning. Something is wrong.
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detection range is not reduced its probably because of client package loss or something like that. I used to see shots hitting teh ground in front of me and damaging me when there was lag(Ap shell hitting the rock in front you in wt for example can damage you because it actually does not hit the ground). It does happen.
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whats pepsi?
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cruisers mostly do shot at DDs if you ran into couple of pickles dont blame the jar
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Rudder nerf - Overdone balance AGAIN
Userext replied to Captain_Edwards's topic in General Discussion
last game i launched 8 torpedoes to an amagi. In the pictures look at the minimap the closest enemy BB is amagi. Now his problem was sailing straight for too long. Which made him eat 6 torpedoes average damage of 10k for each. I thought even 1-2 torpedo is enough for me. Then i ran into a fletcher and rammed him. Not the point. How do you eve eat air launched torps? Did you get used to old crazy turning or what? you can see them coming and you should start turning. Thats the rule i live with. -
0.3.0 was good there was no problem
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langley is a weak ship anyways
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Izumo is the new VK4502B(before the buff) that leads to an armoured beast but has no armour itself. Oh WG why do you like to repeat yourself
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First of all sorry buddy but i couldnt unnotice that "bullet" word. Canons fire shells guns fire bullets. In this case artillerity are called canons which their projectile is called shell. I m not good at english but i m kind of good at military history. Now about 155mm canon. If we would follow the code WG used at wot 155mm canon shell fired with 1000m/s would cause at least 300mm average penetration. Since we dont have much AP penetration lose at distance. A 155mm canon can reliably penetrate 20mm until the shell impact has degree over 80 But they dont use the same rules as wot. If they would 20mm armour would be 225mm effective at 85 degree angle.
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i said3x calibre thing is in wot not wows i guess you are not a good reader
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Are we playing the same game? Shots land worse at long ranges watch your shells movement sometimes. After shots reach a height because of game mechanic they start to go straight. But they dont hit the targets straight. Close range you can score citadels easier and overpens are more common. Muzzle velocity is slightly over 1000m/s for all ships. There is no balancing there.
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This was explained before as AP doesnt lose much penetration at long range like it does in wot. there also was a rule 3x calibre thing. if the armour is 20mm anything over 60mm can penetrate it reliably. But in wows AP shells dont lose much penetration. USN guns such as cleveland has are 155mm but sims has 20mm so i dont think it was a normal ricochet. Either AP did ricochet at and extreme angle and penetrate the turrets(which both have 20mm) or HE shell hit the ship and game gave wrong information. Because there is an overpenetration system it can go through two turrets
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no? because shots fell from such an angle at long range it cant penetrate but at close range they hit closer to 90 degree.
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the game can misscalculate stuff i doubt it was AP because you are in sims and there is no way an AP can bounce off since you have at best 20mm armour and AP shell has 150 mm penetration average
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it probably was an HE shell even a splash can damage sims' turrets
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no? The game we are playing has a system of its own. Turret have HP aswell. If they get hit hard enough they will be destroyed. Magazine explosion would bascially one shot you it has nothing to do with turrets
