DeadmeatGW
Beta Tester-
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[P1]
About DeadmeatGW
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Rank
Seaman
- Profile on the website DeadmeatGW
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Insignia
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Or you sail in a BB and see the enemy CV fly over four cruisers to get to you and he keeps doing this but you eat one or two toro’s every so often anyway… it is not as if there is no bad CV players out there let’s be honest. CV that focused on a BB like a Texas for the whole of match is not something that does not happen…
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I am having some issues trying to target enemies with secondaries since the new update, when I use left Ctrl and hover over an enemy and than try to left click on my mouse I set a course to this ship, I no longer select it as a target for my Secondaries. This is on a ship with the tier 4 Secondary talent on the captain…. I used to do this in the map, which you could bring up with M, since the ship names have been removed there this is no longer possible it seems.
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Rudder not working but not rudder damage
DeadmeatGW replied to SaintGordon's question in Tech Corner
I have seen it with both Q E and A D, I press the button and nothing happens, however if I let go of the button and recap it immediately suddenly the rudder starts reacting again. It is as if the first button press is missing from the log file in the game and therefore nothing happens, even if you keep the button depressed. No worry, even if you make a video of it you will get a stock reply blaming it on your mods. -
I saw in my last scenario game the following completely bug out my game, squadron freezes on screen. I was unable to use any commands inside WOWS, to do anything I needed to get out of WOWS. Reinstalled game, newest graphic card update and net result is I can play normally for a few games and then I keep getting this sort of issues :(. I set up port access as indicated by CS, ensured firewall let’s the game through but it keeps doing this, it keeps eating up more and more memory from game to game. WOWS for me uses 3k MB+ to run of which 1 MB is Wargaming.net error monitor and over 6 MB is cef_browser_process.
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To be honest my problem is not as much with HE spam as with AP overpenetration doing no damage whatsoever in comparison. Average damage on HE for my tier 4 BB is about 300 more then my average AP damage... and this is NOT counting fire damage. But...if I get one or two citadel hits in a good salvo, which happens far more often with AP then with HE (still...I have citadelled tier 5 BB's from the IJN with a tier 4 BB HE shell salvo...) the result tends to be a sunken enemy CA/CL/DD (even managed to get a citadel on a Clemson with AP so it can be done just...not bloody likely) on a good salvo. I have managed to get 300 average damage AP PENETRATING hits on enemy cruisers with 8 shells hitting out of a barrage of 12, which if you think about it tells you how easy prey that cruiser captain was tbh and how much the RNGezus importance is on fighting with a BB. HE damage per second and chance to fire is fine but in my opinion it should have a capping effect once the ship gets to a certain amount of damage taken so you do not get the weird and wonderful result of seeing a tier 4 BB sink in under a minute with 4500 HE shell damage taken... Regularly the game seems to have a hiccup and will keep a fire going after you use the repair ability to extinguish it or the moment that the repair ability runs out you suddenly find yourself on fire again.
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hum, not so sure... last game 8 AP shells hit for 1677 damage and 4 out of those 8 hits penned... on a tier 4 BB that is really poor, barely over 400 damage a pop on penned hits with AP. HE got 12 hits for 10120 damage and 1705 fire damage. (70 main battery shells fired, 20 hits, one ship sunk and it was with a single secondary shell for 15 damage that I finished it off...) Game before that got 11 AP hits of which 10 penned and one was a Citadel hit for total of 8840 damage... In that game I did 17k+ damage with 4 fires and 16k+ with 19 HE hits. (118 shots fired, 30 hits, one ship sunk and the citadel was not the last hit...) A game before that 7314 damage with AP with 8 hits, of which one was a citadel but HE only did 3155 damage in that game. (100 shots fired, 14 hits, 2 ships sunk and both with HE shells when they were low hp) All with Arkansas Beta. I got booted and had to relog just before these games. The game before I got booted I got a quite different story... 43 penetrating AP hits for 70191 damage (including two citadels), 20 HE hits for 13934 damage and 2 fires for 1596 damage. (206 shots fired, 66 hits, one ship sunk) Not sure what is going on but I am getting either incredibly bad damage totals resulting in my ship getting blown out of the water (if you get 70 shots fired with mains, and 20 hits for this kind of rubbish damage totals as in the first result I put down and you are looking at almost 1 in 3 shots HITTING you have to wonder what is going on...) or I do massive amounts of damage. When I refreshed, i.e. logged out completely I seem to get better average damage. My hit rate is pretty good...the results of the hits and the AP penetrations simply do not seem to match up quite often to the expected damage...
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Standard Arkansas Beta is very poor due to the simple fact that smart opponents of your tier will just keep at distance and pound it with HE until it is crippled. Without modules or skills it has a 12.1km range main gun, 3.5km range secondaries (and actually I found those to be adequate but once you upgrade them they become nasty), gets spotted at about 16.5km distance and spots CA at about 12.4km distance most of the time, it has a very poor turning ratio, a rather slow speed for both top an accell/decel couple to a complete lack of any AA defense. Pretty much everything at the same tier has a longer range which combined with low speed and poor turning ratio means a smart player will keep you at arms length and kill you without you being able to shoot back. However with ALL the upgrades it becomes a lot better, just very expensive...
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My problem with the HE is that fires stack atm, at one point I had 12 fires raging and yes REPAIR PARTY fixes a lot of the damage but I took 27k damage from fires in an Arkansas Beta. With HE I am surprised if I get less then 40% of my hits to be either a crit or a fire. With AP not soo much so. With HE I have managed to do 32k damage with TWO shells hitting and pretty much one-shotting a tier 5 CA. One of my opponents when I asked him told me he did not have the skill to do extra fire damage but...I have got the equipment module to reduces fire damage chance by 5%... As an example I managed to fire a broadside with an Arkansas with HE and to put a CA on fire twice in the single salvo and he used his repair just after the first fire started making it almost pointless. As things stand it is not that BB's are weak (although some are rather rubbish, e.g. a non-upgraded Arkansas is outranged by pretty much everything on its tier and has a fairly low speed, poor turning ratio, poor spotting range/easily spotted and zero AA defence in exchange for a moderate secondary armament and a lot of turrets which means you can really walk your fire into targets at range if you need adjusting) but it is that the side effects of HE tend to be incredibly crippling. I am sure some people who have given advice here on 'how to use repair and repair team' are just god-like in their skill but a single cruiser can actually pound a BB several times in quick succession and has a good chance putting them on fire on each salvo. And unlike these people who seem to have ZERO cooldown on their skills that means that yes, you stop the first fire, repair the damage being done by the second but the third, fourth, or more fires raging are not affected and at this moment yes, fires stack. You check your screen and you will see multiple fire icons on the damage display of your ship and all of these will be doing damage at once making the dot suddenly quite substantial. Ducking behind an island is almost necessary while you get the fire under control and playing Peekaboo seems to be the way forward. On top of things, with HE I can cripple a BB or actually any ships ability to fight effectively since the odds are you will crit something and if it is their main armament you will be reducing their effectiveness until they manage to repair things. As for Citadel hits, I rarely get these but I have gotten 7, 8 or even 11 shells to land on a single target by walking fire along their travel path on quite a few occasions and when I do this while using HE it often ends up crippling the enemy ship on top of the damage done. My current PC is graphically pretty basic and only just about able to pull this game (10+ year old pc since my main pc is in repair mode) so getting a specific part of a ship is a bit iffy, getting a salvo to land mostly on said ship which is several dozens of meters long is a lot easier. P.S. The Arkansas with all the upgrades becomes quite good actually but the cost is astronomical, near enough ten million to get that all on it.
