Magni56
Beta Tester-
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Everything posted by Magni56
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Yeah, fires can get a wee bit outta control now. Had an Ibuki game today in which I burned two BBs to the ground after they already used their repair abilities. I ended up doing ~45k damage from the fires alone. And what I'm doing with the Des Moines ATM is just beyond the pale. I like the increased HE damage and how it gives HE and AP an actual real use now (AP used with a bit of good aim at a functional angle will still murder things faster than HE), but the buffs to fire chance seem a wee bit too high.
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Armor Changes. What have you noticed?
Magni56 replied to CloakingDonkey's topic in General Discussion
Angling works better than ever, but stern and bow shots can now seriously mess you up - I've been blown up by magazine detonations two games in a row in the Cleveland because I was too aggressive with pointing my bow at the enemy. OTOH had a Wyoming game with my first Dreadnought honor in which I tanked insane amounts of fire for a T4 BB. And yes, HE now seems almost too strong. In one of the afore-mentioned Cleveland games I started seven fires on a Fuso and watched her burn to death after she blew my magazine. -
Montana can citadel a Yamato if it gets a shot at the flat belt, but has less wiggle room in terms of angle than the Yamato in return and vey little chance to break the barbettes and detonate the magazines. Once angled, Yamato can bounce even its own guns pretty well - and under the new system bounces do flat-out *nothing*. Armor is very, very much a thing for BB dueling now and angling and positioning are going to be decisive factors. Having bigger guns and more armor directly translates into a greater margin of error in that regard. And if you wanna talk about knowledgeable and objective people... well, well I might point out that Userext has a grand total of 33 matches in battleships so far.
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Happens suprisingly often for me. Then again, that might be because I'm of the general opinion that a BB trying to stay 15+km from any enemy for the whole math is a waste. I'm in the biggest, toughest boat around, why the hell should I be afraid to waltz into town and get into a right proper slugfest? Ain't no thing quite as spectaular and fun as two BBs brawling it out close enough that the secondaries start putting up that neat Battlestar Galactica atmosphere. My Yamato's already fully stocked with +20% AA strenght, +20% secondary range, 20% faster rudder, damage control, tougher turrets, and the increased aquisition mod. Plus a captain with Aiming Expertise, upgraded damage recovery, basic and advanced firing taining and shorter repair team cooldown. With her armor fixed, that girl will turn into one hell of a nasty thing to fight no matter what ship you're bringing or what range you're at. Exept by all accounts i've heard from the test server, Yamato has a quite easier time getting her shots through the belt armor of Montana than the other way around right now. Because armor is now a thing and Yamato has both a thicker belt and more penetration with her AP shells. Montanas theoretical DPM advantage pales compared to that ability to score more frequent penetrations and citadel hits - because unlike raw DPM, that is actually how you do reliable damage especially with the new armor mechanics. Comparing raw DPM is rather useless already because it assumes that you hit and penetrate the citadel with every shell and that's jsut not how things work out in practice.
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Well, some nice chaps who teamed up a Nagato with a Langley and a bored matchmaker allowed me to find out just how long Langley TBs last within the 25mm AA range of a Yamato with the +20% AA upgrade module and a captain with basic and advaned firing training. The answer is about 1.5-2 seconds per plane.
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The 20.3cm guns have better accurracy, highe muzzle velocity and a flatter trajectory plus they're a bit mroe reliable against targets with a lot of armor - and will be even moreso once the patch drops. Given that the Mogami is a wee bit fragile in a brawl like pretty much all the IJN CAs, getting used to a long-range skirmishing approach is also a good thing for progressing farther down the line. And the 8-inchers are just plain better for that.
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What can we expect in the next big patch (0.3.1)?
Magni56 replied to Sharana's topic in General Discussion
It's an improved Taihou successor that wasn't built. Akagi or Kaga would probably do worse against a Midway-class than they did at the battle. -
What can we expect in the next big patch (0.3.1)?
Magni56 replied to Sharana's topic in General Discussion
That's already someting anyone should have learned playing the Nagato. She's an unholy damage soak when angled properly. The ideal angle is just enough to bring the rear guns on target. HItpoints/combat capability are linked to tonnage, but not as a 1:1 value. It's more like a general guideline of how much a ship will have compared to toher and pretty much all the values are higher than the tonnage count. Else poor tincans would roll around with comically low hp counts - the Fletcher and Fubuki are both in the 2k ton range and they're actuall pretty beefy as far as DDs go. -
What can we expect in the next big patch (0.3.1)?
Magni56 replied to Sharana's topic in General Discussion
At tripple damage, TB torps will be more powerful individually than the ones used by DDs and CAs at similar tiers. That's kinda insane. And while tighter turning radii ar eone thing, the rudder speeds seem to be mostly the same or even nerfed. -
What can we expect in the next big patch (0.3.1)?
Magni56 replied to Sharana's topic in General Discussion
I'll take slower turrets in return for tighter turning on Kongo. I already turn the ship along with the turrets anyway while zooming her all over the map. And Yamato getting a big accurracy buff and 2 rounds a minute *and* her armor? Geez, the hotel is gonna straight up murder anything trying to mess with her. Tripple TB and DB damage sounds like overdoing it quite hard, though. TBs were pretty much fine as is and DBs needed a buff to about twice or so their current damage (and more reliability for their damage and ability to set things on fire). -
So if BBs should have no trouble at all against cruisers, why even have cruisers as a class? Sure sounds fun being completely incapable of ever winning just because the other guy decided to drive a battleship. As it is, the only chance cruisers generally have anyway is to stay at their max range and hope that the battleship player is both dumb enough to not close in to a distance where he can dish out real hits reliably and unlucky enough to not score them anyway. Otherwise the sheer disparity in shell damage upon proper hits and toughness already dooms the CA. But hey, great. Let's go with your idea of "balance" and apply it equally. That means removing most to all AA from all BBs, removing their secondaries entirely and making them incapable of ever hitting a DD with primaries beyond point blank range. After all, if cruisers should have no chance ever against BBs, BBs also should have no chance ever against DDs and CVs. Is of balance, tovarish. BBs are as is already both the easiest to use and potentially most game-deciding class. Buffing them even more means that there will be functionally *zero* reason to ever think about bringing anything else.
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What Were Your Greatest Gaming Achievements Today ?
Magni56 replied to Hanszeehock's topic in General Discussion
And they say DDs cannot into gunfighting. (This was a game with the Grem - there's another Yubari kill farther down the list.) -
Yet this "extremely experienced tester" somehow shows time and again to not know about fundamental game mechanics and tactics despite these months of experience and when called on it only proceeds to throw around half-baked nonsense, thinly-veiled insults and snide insinuations and flat-out dismissals of facts. Seems WG managed to pick some real good testers there considering that despite these "many months" of more experience they somehow manage to be ignorant of things that took me about a hundred matches to pick up... And yes, turning away is doing it wrong. If there's a spread of torpedos appraoching your broadside, there's one and only one right answer on where to turn and that is *towards* the direction they're coming from. That way you swing your stern away from the approaching torpedos (giving it more time to clear the way) and if you do end up taking one, you'll take it with the bow and hence not risk rudder and/or engine damage. Even moreso in case of an ideal angle launch, which will be coming at you not from a flat broadside angle, but from slightly ahead.
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That's great. Meanwhile , I did some testing, too. And funnily enough, the results disagreee completely with what you claimed. Even comparing 10km to 6.5km topredos, one has more than 5 seconds more time to react to the 10km ones. And 15km ones are still spotted so early that even a Fuso or Yamato can dodge them with contemptous ease unless entirely absorbed in tunnel vision. Also, just to repeat the question: How is it that you as a supertester somehow don't know about basic game mechanics like how torpedo spotting distances are a set percentage of their maximum range? There is a consistent trend through all tiers and lines of longer-ranged torpedos having longer detection ranges. Go and confirm it for yourself. It's funny how you go to ask about sources after being informed of something that should be bloody damn well mandatory knowledge for a supertester to begin with. And yet here I am having no problem whatsoever doing these supposedly "impossible" 90 degree turns in a bloody Fuso without any forward spotting. Hell, I even pulled it with the bloody Yamato more than once. But I guess I must be just that damn awesome that I break the game. Or, more likely, your numbers are bunk. There is de facto a massive difference because 15km torps can be dodged and dodged easily by pretty much any ship in the game with even a minimum of effort and situational awareness. Which de facto renders them nothing more than a glorified way to test wether your target is a bad player. So yeah, I really don't know why you keep repeating this nonsense of yours or where you are pulling these utterly false numbers from.. PS: Turning *away* is DOING IT WRONG! That's like literally Torpedo Evasion 101.
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And that is actually some impressive cherry-picking. The detection ranges on torpedos are *literally* a percentage of their maximum range. If you happen to cherrypick a set of USN and IJN torpedos with similar range, you will indeed not find much of a difference. Why is it that two *supertesters* seemingly don't know about this kind of basic game mechanics? Also, it is funny how you harp about the torpedos being faster as if it wasn't the case that the ships also move and turn faster by the same factor. This makes the 15+km long-range torpedos in particular considerably weaker - even moreso amongst models that addittionally trade speed for range like those on the Fubuki. The result of these combined factors is that even a Fuso can turn almost 90° in the time between first spotting the spread and it actually reaching it.
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This does not even remotely make for the fact that anyone with two braincells to rub together will trivially evade them - that is, if they actually need to, which will only be the case if they've spent literally over a minute moving in a striagh tline without changing their speed or heading. Only absolute idiots get ever hit by a 15km torp shot.
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Matchmaking. It's a thing. And it doesn't care how you got into that higher-tier ship, it will just treat you according to the tier of said ship. Getting to play more high tiers gives you no advantage whatsoever because the matchmaking will proceed to throw you into higher-tier matches. Pay2win means that you can pay to gain tangible in-match advantages that someone not paying cannot attain at all, no matter what he does. As it is, nothing currently avaiable in WoWs fits that description. Prem ships are worse than fully-outfitted regular ships of the same tier and everything else you can get through real money you can also gain through grinding. It's pay2grind less.
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Except for having no advantage at all over shorter-ranged torps then while also being spotted more easily. As it is, the 15km ones already pop up so early that anyone with a minimum of situational awareness will functionally never be hit by one. You're stuck to either getting suicidally close to anyone you want to hit or to search for people that are half-asleep in perma-sniper mode. Well that's fine that you "disagree". Unfortunately, your unfounded opinion does nothing to change the verifiable fact that they offer absolutely nothing that comes even close to the disadvantage of being spotted that much earlier and hence being nigh useless against all but the dumbest players.
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What Were Your Greatest Gaming Achievements Today ?
Magni56 replied to Hanszeehock's topic in General Discussion
I accidentally a Yamato magazine with my Benson: -
Yeah, they're totally fine and well balanced. Except for those little things like being nigh-useless against anyone not asleep at the wheel or dumb enough to drive into obvious ambush spots without any scouting. And them spending the overwhelming majority of their match time waiting for glacially slow torpedo reloads so they can try again finding someone who won't move their rudder for a full minute and hence might get hit by a torpedo if he also fails to turn properly once his torpedo warning goes off at the tail end of that minute. With how torpedo spotting is still a percentage of the torpedo's maximum range, having a torp range of more than 10km is more of a disadvantage than a boon, too.
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So why are you trying to chase a Fuso 20km away (that is also somehow able to detect you from that distance it seems) instead of doing something more productive? Ain't like he's going to hit you to any great effect either unless you refuse to use your rudder about twice a minute.
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I sure hope for DDs that divebombers will actually have a hard time hitting an evading DD now especially with automated drops. Else this combined with seemingly making them even more fragile could have seriously bad consequences for this entire class of already very fragile ships.
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Hit location does seem to play a role. Some ships also seem more flammable than others - CVs seem to go up a lot more than BBs for example. Could be that ships have an individual inherent decrease of fire chance working like the damage control module in that it makes fires less likely, but cannot bring the chance down to 0. There's a very small, but still existing minimum chance of causing a fire no matter what.
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I can see the Bismarck getting exceptionally high rate of fire and turret turn rate - she kinda needs it to be competitive at Tier 8 with an armament of 8*15in against things like North Carolina and Amagi.
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Battleships,steaming pile of failure?
Magni56 replied to LazyVegetable's topic in General Discussion
AP. Aim near the waterline below the funnels or the turrets and let it rip. St. Louis just has a really tiny and hard to hit citadel. She's weighed down by the armor plates they tacked on as an afterthought and much of her citadel is actually below the waterline as a result- AP will still do more damage on average if you keep pumping it it into her below the deck line. Best bet is shooting from between 8-12 km because you cna still aim at and have a good chance to hit at the waterline and your shots will arrive at enough of a downward angle that a waterline hit will actually penetrate into the compartments below the waterline. Overpenetration isn't really a thing unless you hit the higher decks or superstructure of a ship. While you could theoretically overpenetrate a CL or DDs engine room, that would still do horrific damage realistically. Punching a tunnel through all those boilers wouldn't do a ship much of a favour.
