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Magni56

Beta Tester
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Everything posted by Magni56

  1. Magni56

    AA strength at high tier

    Idiotic comparison is idiotic. Increasing the number of planes in relation to the AA present has a disproportional effect on the effectiveness of strikes carried out due to the AA being voerloaded by too many targets being present. The force ratio of planes:AA in Ten-Go is so massively beyond anything evne remotely achievable in-game as to render it entirely unusable as an example. Not even a team with 10 Essexes would not be capable of re-enacting this with squadorn limitations as is. As it is, the hit ratios currently in-game that any semi-decent carrier player can achieve are utterly beyond anything such small strikes ever showed themselves capable of IRL. You (and you are quite definitely not "my friend or any such condescending bs) are the one who has absolutely no clue what he's talking about - as shown by the utterly irrelevant and outright misleading [edited] you are trying to trot out alongside the juvenile ad hominems and condescending attitude.
  2. Magni56

    AA strength at high tier

    Haha, no. Feeding 6-8 planes into AA at a time was not how anyone actually did carrier strikes in WWII. Try several dozen planes per "wave", with a mix of torp and dive bombers forcing the AA to decide which angle to fire at. And if you seriously wanna talk about realism, *any* amount of incoming AA fire greater than that of a single DD should immediately cause accurracy on TBs and DBs to go to hell as if they're under a CA barrage. It took planes dozens of torpedos and/or bombs expended to score single hits - that's how good AA was at disrupting attacks. So if you wanna make estimates, airplanes in WoWs are also at least ten times more accurate than historically when attacking targets with substantial AA, more likely 20-30 times.
  3. Magni56

    Victory, defeat or draw?

    Spiteful draws are the best draws. If I can't win, I can at least make sure nobody wins.
  4. Magni56

    Nagato accuracy

    And they're both a whole while past and the only relevant thing they changed was eliminate a bug that caused DDs to get one-shot by non-citadel hits.
  5. Magni56

    Nagato accuracy

    What patch? There's been none. Also, if a DD is dangerously close to you in the Nagato he should be well within secondary range. Oh, and no, 16in will not fail to penetrate a DD with AP shells. It will also very rarely fail to overpenetrate one.
  6. Mutsuki demonstrating why you should scout the 10 line on North:
  7. Magni56

    Nagato accuracy

    Nagato can throw people coming from Fuso off because playing her to her strenghts is a huge shift. Fuso is a sniper. She wants to be at mid-long range and throw down big salvoes. Nagato? Nagato wants to get stuck in. She's tough as hell, slightly faster, turns a hell of a lot better and the 16-inchers are devastating at medium--close range. The secondaries are murderous and with the Secondary Battery Mod 2 and Advanced Firing Training start opening up at 7km already. Where Fuso taught you long-range shooting and how to drive a slow BB, Nagato teaches you how to take a battleship into a messy, brutal close-range slugfest and come out on top through making the most of her sheer toughness and brutal firepower in close. There's only few things in the game right now that's scarier than a Nagato barreling down on you and closing the distance. DDs can pull a ballsy torpedo attack, but the secondaries will make them hate life and she can shift the rudder to jink torpedos freakishly fast for something of that size. Cruisers will run or die. Kongo will probably not run, and die. Fuso can't run and will die if she allows a mostly intact Nagato to get into brawling distance. Amagi can hurt, but she's gonna be the one that suffers more due to her battlecruiser armor. A theoretical de-bugged Yamato would be the only ship right now that could seriously go into a brawl with a full-health Nagato and be reasonably certain of winning. And even for her it would be one nasty fight.
  8. Magni56

    Music to go with WoWS

    There's only one proper choice when you're in a DD on your final run towards a carrier that's throwing everything and the kitchen sink at you to try and shake you off.
  9. Magni56

    A plea to wannabe torpedo'ers

    No, it's actually no fault at all in the first place. Anyone dumb enough to turn into torps launched a minute ago because he can't be arsed to look where he's driving fully deserves what's going to happen. And any captain who turned his ship around 180 degrees without notification and ran it into a friendly torp spread he had no valid reason not to be aware of would not merely never command a ship again, he'd also land his [edited]in prison for it.
  10. Magni56

    A plea to wannabe torpedo'ers

    Personally, I would say it's not your fault under very specific circumstances. If you fire a 10km torp and it hits someone a minute later near the end of its range, that guy has nobody to blame but himself. You can expect/demand torpedo users to be diligent and careful, but within reason.
  11. Magni56

    The Mutsuki (T6 Japanese Destroyer)

    Personally, I think somewhat faster reloads and a de-coupling of torpedo detection from torpedo range (which is what causes long-range torps to be so much more easily spotted) would make the high-tiers better balanced. Your role changes more to harassment and forcing bad maneuvers (and punishing tunnel vision) by throwing down torp waves at long range, but you'd still retain some short-range ambush potential around islands or with smoke.
  12. Magni56

    A plea to wannabe torpedo'ers

    If someone can turn "at the last second" and hit your torp then unless you've fired something with 7+ km range and "the last second" was right before it timed out, it's on you. Seriously, if there's a chance of someone turning into your torps, jsut hold the shot until you're sure. Don't be a Willie Dee, is all.
  13. Magni56

    Nations pros & cons

    Seems more like each nation has it's specifics in each ship class seperately instead of one overall defining trait.
  14. Magni56

    Restrict Battleship health potion

    It's not actually random. It has an upper limit to how much it restores and can only restore "light damage" (see the depiction whenever you get hit). Means it's great for recovering the hitpoints lost from that Cleveland having dumped a couple dozen 6-inch shells into your superstructure and/or belt, but won't help you any to get over that painful citadel hit the Nagato blew into your waterline a minute later. This is also why 8-inch guns are a big step up for cruisers when it comes to damaging BBs - the 8-inchers will actually do unrecoverable damage a lot more often than 6- or 5-inchers, perticularily against thinner-armored BBs like Amagi and Kongo.
  15. Magni56

    Torps nerfen bitte!

    Hastes halt mal wie die Hood gemacht. Lach drüber und lern, Torpedos effektiv auszuweichen. Gegen nen Schlachtschifffahrer, der auf Draht ist, muss man schon jetzt selbstmörderische Risiken eingehen, um nen effektiven Torpedoangriff hinzubekommen. Wenn schon müssten die Langstrecken-Modell ja grade gebufft werden, indem man den Entdeckungsradius von der Reichweite entkoppelt.
  16. Magni56

    Destroying turrets

    To be exact, it's the barbettes (the "tubes" the turrets are stuck in) that have zero armor. The gunhouses (what most people call turrets) themselves are armored.
  17. Magni56

    kongo upgrade bug?

    Eh, 250k isn't really all that much with the current earn rates and the Kongo is a fun enough ship to be a keeper anyway. You're not going to get a BB that's this fast and nimble afterwards.
  18. Magni56

    kongo upgrade bug?

    It doesn't show the stats. Still the best piece in that slot for Kongo and Fuso. (The later BBs profit more form extended secondary range imo.)
  19. Magni56

    Too many cowards

    BBs that stay at the map edges and try to spend the entire match shooting from 15+km are the worst possible thing you can do to a team. Maximum range does not equal effective range and a BB that spends the entire match throwing potshots from long range will more often than not achieve nothing that actually benefits his team. When you're driving the biggest pile of hitpoints and armor around with the firepower to vapourize cruisers wholesale with a broadside at effective range, there is zero reason not to get stuck in and make that firepower count even if it means getting your spiffy paintjob scratched up a bit. Even moreso when you're driving a wildcat like the Kongo or a brawler like the Nagato. A BB player that stays at long range for the entire match is a non-entity. An irrelevant nuisance to the enemy at best. A BB player who aggressively tries to get into effective range and knows when and where to push can and will decide matches.
  20. At 15km a 60 torp slavo will have spread out enough to make it dodgeable even by BBs. Search planes can see over obstacles and as it is, the Kitakami is a japanese DD with a bunch more torps in return for being slow, big, easily citadel'd, visible out to more than 10km and having no smoke. In other words, it's a complete suicide sled that will evaporate the moment anyone with basic aiming skills looks at it funny and has to fully rely on the opponent being stupid beyond belief to ever actually get a kill without having to go on a suicide run.
  21. Magni56

    The Sims in WoWS? My experience so far...

    I like the little speed devil. Murders other DDs and injured cruisers, can pester BBs and cruisers from 10km out with it's guns while driving like crazy to evade return fire and the torps are good for ambushes and runs at distracted targets. Evil little skirmisher. My defining moment in-game so far was me alongside another Sims and a Mutsuki taking apart a lone Omaha with gunfire. Poor guy had dodged the Mutsukis torps and wanted to eat a destroyer just to find himself meeting a little DD piranha swarm. The sheer confusion and panic that broke out when he realised that the little tincans were cit-penning him and not stopping was a thing of beauty.
  22. Would be interesting I guess. Though removing identity markers would go too far imo and turn the whole thing into a teamkill rage orgy that would quickly sour it for everyone. Some more thoughts: - Carriers/divisions with a carrier don't get thrown into night maps. - No scout planes. - Heavily reduced spotting ranges on everyone, but the increased temporary spotting range when you fire your guns is *much* higher than in regular battles. - Enemies detected by the team only appear on the minimap and you can only see the actual in-game models of those you're detecting yourself. - Starshells and searchlights would be interesting, but probably too hard to implement - perhaps make starshells a consumable replacing scout planes and searchlights toggeable in place of AA guns? You'd end up with confusing, vicious close-range fighting all over the place. Could be fun as a seperate game mode.
  23. Magni56

    Game Modifications: Pros and Cons

    Not the mod. It gives an aimpoint for your central citadel hitbox, not your turrets. His first hit was likely a lucky ranging shot and later at close range, he either aimed too high or was deliberately going for your turrets.
  24. Magni56

    Game Modifications: Pros and Cons

    Just going to reiterate my opinion: Won't use it, won't spend a single cent on gold/prem ships/prem account etc. as long as it's allowed.
  25. Magni56

    IJN KitaKami

    Short range torpedos means that any meaningful attack becomes an act of de facto suicide. Any player with two braincells to rub together will immediately prioritise and annihilate the Kitakami and the best it can hope is to get a revenge kill. Aand often not even that given that she's gonna be spotted before getting into torp range at that. She's not a DD and will never be one and any attempt to play her like one is doomed to fail from the start. Long-range torps in the numbers the Kitakami can uniquely launch are hardly "only for killing plebs". And with them, she'd actually have a unique and potentially effective niche instead of being a useless suicide sled that combines all the fragility of a DD with cruiser-level maneuverability and no smoke. In fact, it's only against "plebs" she has any chance whatsoever surviving a torp run against in her current state.
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