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Sigimundus

Weekend Tester
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Everything posted by Sigimundus

  1. Sigimundus

    Aiming MOD ....

    Hele naposledy kdyz jsem sem ja postnul link na "Aim Boot" (ten opravdovy ne ten mod co vyuzival chyby ve hre) tak jsem sice ban nedostal ale link stejne tu vydrzel par minut nez byl smazan. Ale postnul jsem to i na support a tam mi odpovedeli ze o nem vi a ze zalezitost resi (i kdyz to byli spise nejake obecne kecy abych je moc neotravoval )
  2. Sigimundus

    Nováčci, otázky & odpovědi

    Nemci budou mit nejpravdepodobneji vlajku co bude vychazet z Reichskriegsflagge ale bude tam Balkenkreuz misto hakoveho krize.
  3. Sigimundus

    What Were Your Greatest Gaming Achievements Today ?

    Training for seal-clubbing
  4. Sigimundus

    Aiming MOD ....

    No ono je jeste lepsi kdyz nejaky DD se v te mlze uplne zastavi a zacne strilet s tim ze kdyz je v lze a je neviditelny tak muze bestrestne strilet par uz jsem pomoci hlavnich del vysvetlil ze to neni az tak dobry napad
  5. Sigimundus

    Letadlové lodě

    Ryujo ma jen 1-2-1 nebo 1-2-2 nebo 0-3-2 (pokud se od vcerejska co jsem hral nic neamenilo). Souhlasim s tebou ze dve letky u Jap CV jsou zbytecny luxus a bohate staci jena na plaseni stihacich skautu ci TB/DB a rozlozeni 1-3-2 by bylo asi nejlepsi (a mozna proto neni ve hre schvalne )
  6. Sigimundus

    Aiming MOD ....

    Nejen to ale i informace kdo a odkud na tebe strili i kdyz neni naspotovany. Mozna jsem se spatne vyjadril respektive existuji mody co ti ukazuji pozici nespotnutych nepratel jakmile udelaji jakoukoliv iterakci s prostredim (neco schodi, vystreli atd) proste udelaji neco aby klient dostal informaci o jejich pozici. Coz muze byt u WoWs trebas vypusteni mlhy (klient proste musi dostat info kde presne ma tu mlhu vykreslit respektive kde ji nepratelsky DD vypousti). Neznam uplne presne mechanizmy (kdybych je znal tak si ty mody naprogramuju sam)
  7. Sigimundus

    Aiming MOD ....

    Tady jde o to co vsechno pocita klient a co server. Pokud omezeni dohledu mlhou pocita klient tak to ohnout pujde pokud server tak ne. Vzhledem k tomu ze zdrojovy kod jsem nevidel tak nevim jak to je. No mod co ti ukazuje pozice nenaspotovanych tanku ve WoT je a je i docela pouzivany (i kdyz ted jak zacal WG rozdavat ty "nercite" buny za "nesportovni chovani" se to mozna trochu omezilo).
  8. Sigimundus

    Letadlové lodě

    Ja mam v planu Ryujo jezdit se 1-2-2. Sice to pridani jedne TB letky je lakave ale ty stihaci se hodi na setrelovani otravnych stihacich skautu co ma kde jaky kriznik a na jakous takous ochranu vlastni CV (ne ze by to bylo nejake terno ale alespon to da TB paniku) a taky na sikanovani o tier nizsich CV
  9. Sigimundus

    Please explain how to aim

    Yes you can mark any ship with clicking on it with pressed ctrl key and then if it is in range then secondary guns will be primary shoot on this ship. (same princip like AA and planes)
  10. Sigimundus

    Please explain how to aim

    http://forum.worldofwarships.eu/index.php?/topic/7466-ye-quick-beginners-guide-to-world-of-warships/page__pid__126000#entry126000 Combat : Gunnery Right. That is what we are here for isn't it? Putting some nice little or sometimes some nice big holes in other ships. So let's get started. Spotting and visibility Spotting is done automatically with a system simliar to WoT. Smaller ships have higher camouflage factors than larger ships. When you're in the dock, you can click on each stat and see its effects on the ship. For example when you click visibility you can see the distance at which your ship will get spotted by land targets and by planes. This value is the unmodified value, but there are exceptions. First destroyers can lay a smoke screen. It will lower their visibility - I don't know yet by how much, but feeling tells me, it should be something like 50% less spotting range for enemy ships. You have to be within or behind the smoke cloud however. If you're at the edges, normal spotting rules apply. Firing your guns (note guns, torpedoes don't count here!) will increase your visibility. A BB firing her guns will cause her to be spotted at 20km or more. Basically when you shoot your guns, you can pretty much assume that you are spotted (there is a captain skill that will tell you if you are spotted). Secondary guns and AA guns count too in that department. So when you're in a smoke cloud and don't want your AA guns giving you away, press P to disable them. Other than that, enemies will need a direct line of sight (that also counts for scout planes) to your ship. Any island in between you and the enemy will cause you to stay invisible. Gunnery Now that we see the enemy, we want to hit her with everything we've got. So how do we do that? One thing, I mentioned in a post up above is the ALT key. This is especially helpful, when you're at long to medium range. Ammo selection is largely dependent on range, gun and enemy. There are AP (armour piercing) shells that will do tremendous damage if they penetrate any armour - or do next to no damage if they don't penetrate or overpenetrate (go in and out on the other side) enemy armour. The other ammo type is HE (high explosive). HE will do average damage against most targets as it can only penetrate DDs and some CVs. However it can set enemy ships on fire for extra damage. Long range fighting (10-20km) - BB range: Here you have to aim carefully when you don't want your salvo to miss. Distance to the enemy ship is important as well is the flight time of your shells. As a very crude rule of thumb, for every 10 seconds your shells have to travel, aim about the length of 1 BB (that equals about 200-250m) in front of the enemy. Of course this depends on speed. It's about the distance you have to lead a BB going the average 24 knots. If she goes very fast, you have to lead the target more, if she goes not so fast, you have to lead the target a little less. Factor in the angle at which the enemy is driving towards you or away from you (use the Minimap!) and then estimate how much further or less far you have to shoot. If you're not sure, you can click once and fire a ranging shot to see how far off you are. Plunging fire can be devastating here, because it hits the deck armour from above. AP shells at more than 15km can penetrate most armour (Note, only 200mm+ guns can shoot that far) even of battleships. Landing a hit is difficult though, because you have a lot of deviation here. If you struggle at hitting targets at that distance (especially cruisers and smaller) switch back to HE. Medium range fighting (5km-10km) - CA range: At this distance, AP ammo of cruisers gets problems penetrating BB armour. If you get too many glancing hits (these do about 100-500 damage) switch to HE. Against cruisers, you can still fire AP at that distance. DDs should always be engaged with HE, because even HE can penetrate them and even if it just impacts near them, this might be enough to cause critical hits or start a fire. This is the closest distance BBs can use their main guns effectively. If they get any closer, the turrets will not follow fast enough to track a ship that is not a BB. DDs can get plunging fire into enemy ships, but penetrating anything but a lightly armoured CA is unlikely. Thus HE is usually better - or not shooting at all and try to stay hidden. Short range fighting (0 - 5km) - DD range: At this distance, you are within torpedo range and the enemy can hardly avoid getting hit. It also means that you are now within range of the enemy secondary guns. They are quite deadly against DDs. Also be prepared to be set on fire here quite often in a BB or CA. DDs can however outmaneuver a BBs main batteries at that distance to land their torpedoes relatively easy. Anything below a 200mm gun is unlikely to penetrate a BB here and even guns above 200mm might still struggle to get through. So 155mm and smaller might want to load HE here against BBs. BB vs CA or large calibre CA vs CA can penetrate here. Use AP and aim for the enemy magazines (usually below the turrets). 155mm still can penetrate, but might not always do so, even if well placed. However their rate of fire can still be devastating when shooting HE. Against DDs, well you might have guessed it, it's HE again. They simply get wrecked by HE hits at any distance. So DDs, turn often, turn fast, turn unpredictable and outmaneuver the enemy or you're toast. Use your smoke or you're toast. DDs are basically the most unforgiving class in combat - but can be really devastating with a well executed torpedo strike. You may have noticed I've left out CVs. They tend to range between DDs and CAs in terms of armour, so HE is often the most useful ammo against them in terms of armour. It is however definitely the most useful ammo against them in terms of abilities. A burning carrier cannot start any planes. So setting a carrier on fire prevents him from launching any strikes that aren't currently airborn.
  11. Sigimundus

    Profil

    Neboj nejsi prvni ani posledni kdo se takhle nachytal
  12. Sigimundus

    XP ve hře

    Hele je mozne ze to ted nekdy zmenili jelikoz znamy co jezdi US CV ted hlasi ze se mu zda ze dostava mnohem vice expu za sestrelena letadla nez drive v CBT
  13. Sigimundus

    Nováčci, otázky & odpovědi

    Kluci nebudte na nej zly a neberte mu ty iluze ze za jeho winrate muze hra a ne on sam
  14. Sigimundus

    XP ve hře

    Presne vzorecky za co dostavas kolik expu nejsou ale plati ze nejdulezitejsi je davat damage a potom potapet lode ostatni veci(sestrelovani letadel cap baze atd.) nejsou az tolik ohodnoceny
  15. Sigimundus

    Poznámky k aktualizaci 0.4.0

    Nesmis se na to divat v cestine jelikoz preklady stoji za hov... Spravne tam ma byt ze dostanes jeste misto v pristavu jehoz hodnota odpovida 300 dublonum. V En tam je tohle "getting an extra port slot which is worth 300 Doubloons."
  16. Sigimundus

    Poznámky k aktualizaci 0.4.0

    tak za mesic snad uz budu mit t8 Jap CV takze by mi to az zas tolik nevadilo
  17. Sigimundus

    Krizniky

    Za sestrelovani Letadel moc expu a kreditu nedostanes. Ja bych tam dal na ctvrtem levlu radeji tu vetsi sanci na zapaleni
  18. Sigimundus

    Pochváľte sa vašimi úspechmi

    Hele to zas neni pravda ze by se expili uplne samy . . . kdyby naproti nebyli zadne nepratelske lode na potopeni tak se to expy spatne
  19. It can happen only on autoaim when planes are attacking with big angle and are slower in getting to correct drop position then ship speed.
  20. Sigimundus

    Ishizuchi

    Ishizuchi je v podstate Kongo v zakladu (kdyz je porovnate v pristavu tak az na jedu vez jsou uplne stejne). Sice ma AA ale ty jsou spise na ozdobu ci placebo efekt ochrany pred letadly. Ale jako celek je ta lod na t4 opravdu dobra Full gold noob is ready to fight
  21. Sigimundus

    Pochváľte sa vašimi úspechmi

    Trocha te vecerni pohody s Jap CV
  22. Sigimundus

    Hra neustále přepíná klávesnici

    Hele taky jsem si nejdrive myslel ze to je bug ale nasledne jsem si uvedomil ze kdyz jedu s CV tak cas od casu zameruju utok TB pomoci klaves Shift+Alt . . . a schodou okolnosti to je stejna kombinace pro prepinani klavesnice
  23. Sigimundus

    Poznámky k aktualizaci 0.4.0

    PvE je strasna nuda (aspon me to tak prijde). I kdyz pomunu ze tam dostanu polovicni XP i kredity tak hrani proti botum neni ono.
  24. Sigimundus

    Pochváľte sa vašimi úspechmi

    Rikal nekdo ze Myogi je spatna lod? A trocha sikany nebohych BB pomoci torped
  25. Sigimundus

    Herní mechaniky

    A koukal jsi na statistiky PvE nebo PvP? Ty jsou totiz oddelene (vpravo nahore tveho profilu na strankach se to da prepinat) - Co jsem koukal tak PvP(hry proti lidem) mas 12 a PvE (hry proti AI) mas 38 coz by odpovidalo tem 50 celkove co si psal. Mas celkem tri sloty na mise a zaroven plati ze novou dostanes az po 24 hodinach takze pokud mas splnene vsechny tri tak dalsi prvni bude za 24 dalsi druha bude za 48h atd
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