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Everything posted by kamuka
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And that's just insane considering no battleship ever hit another ships deck at an angle of more than ~25° at ~25km. 5° sounds reasonable.
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Great info, thanks. The 1/6th of caliber overpen seems reasonable, as that's about what was neded for the fuzes to go off. This auto bounce below 30° has to go thought. According to navweaps the Iowas main guns could penetrate 169mm of armor at 28.25°, yet ingame it would bounce on anything above 20mm... Edit: Even at 5.7° it could pen 43mm, so hopefully it actually IS to 5° instead of by 5°, because that would be way closer to realistic.
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There is an issue with the lvl2 captain skill aiming expertise. Tested on the Mogami. 155mm turrets should turn at 7 °/s = 180°/40s + 2.5 °/s 203mm turrets should turn at 6.7 °/s = 180°/30s + 0.7 °/s Yet ingame the 203mm turrets turn faster than the 155mm turrets as they can follow a sustained full speed full rudder turn, which the 155mm turrets can't. So either it gives too much turn speed for the 203mm turrets, or too little for the 155mm turrets. Edit: see post #7
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Pyro got nerfed to +3%, which is pretty rediculous as you can only get +3% than, while you can get -11% from module and skill....
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Todays logic assignment for toddlers: You drive into smoke and die. What conclusion can you draw from that?
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Team with more ships WINS 80% of times... compiled stats.
kamuka replied to ephex's topic in General Discussion
Well, let's just do the math. Wins/Losses can be assumed to be distributed binomially. If we assume matched to be fair (and no draws*) this puts the standard deviation at s = 5 = sqrt(100*0.5*(1-0.5)). Your results are 6.2 standard deviation off of a fair 50/50 chance, as 81 = 50+31 = 50+6.2*5 = 50+6.2*s. This is MORE significant than achived in the discovery of the Higgs-Bosson, which earned a Nobel Prize. http://en.wikipedia.org/wiki/Search_for_the_Higgs_boson Conclusion: Matches with uneven numbers can be assumed to be not fair with almost absolute certainty. *draws would only make this result more significant as 0.5*0.5 >= a*b for all 0 =< a,b =< 1 with a+b = 1 -
Did another test. The Mogami takes 32.6s to do a sustained full speed full rudder 180° turn. The 155mm turrets are just about unable to follow this, which suggests they get the 0.7 °/s buff from aiming expertise which would put them at 34.6 s/180°, while it should have 25,7 s/180° and easily be able to follow a full turn.
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The underlieing problem is that fighters and dbs are complete crap compared to tbs. If it was possible every good player would use nothing but tbs and kill every ship in the game in one attack.
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"Fixed a bug which caused changes to 127mm AA-guns of Fuso not being shown in the ship’s characteristics." While you are at it: in 0.3.1.2 the Fuso has a single 13.2 mm AA gun on the starboard side of the bridge right next to the boat stored there. I guess this should be a 20mm like on the port side.
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Imho, all setups should include fighters and fighters should carry minor bombs, which reduce their fighting ability as long as they haven't been dropped. Maybe remove ship spotting from fighters. Reasoning: -it would change the current meta of using a pure bomber loadout and going for the enemy cv first, which is rather annoying and often concludes the game withing 3 minutes -in games without another cv fighters could contribute to doing damage instead of just spotting DDs (which is insanely annoying for the DD), so there would be at least some tradeoff -together with a much needed fighter rebalance (seriously, ijn fighter dps goes from 36 at T6 to 90 at T7 ...) it would allow a lower tier Cv to win air sup against a higher tier one as i.e. T6 fighters without payload should win easily vs T7 fighters with payload
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Yep. Thanks. Both with the last hull. Not that it should make a difference.
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The Aoba is basically identical to the Furutaka. 10km torps and the AA ability, but a tier higher. The Myoko is way, way better than both of them.
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I don't have the ship, but its 120mm gun is DP according to WGs screenshots.
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It should get it imho. Otherwise it is a very lackluster ship.
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imho ship torps: -need to hit more often, most likely by making them faster and reducing reload time at high tiers (also bring back pre 3.1 manouverability) -nerf damage if necessary plane torps: -manual drop needs a slight nerf, especially at low tiers where AA is basically non existent, most likely by activation range -auto drop needs a buff by making the planes drop the torps closer to target - the whole aircraft carrier game needs a massive rebalance
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0.3.1 Complete List of Ship Changes (Including those missed by the official patchnotes)
kamuka replied to CloakingDonkey's topic in General Discussion
The old upgraded guns had almost twice the rpm, so you didn't actually lose much dps. 100% sure on this. The Mutsukis AA actually isn't all that bad being about 2/3 of a New York class BB, so the hull upgrade is still worth it imho, as it helps when you get the attention of a carrier. The new gun upgrade is rather useless, tho. Constantly having to turn your AA on/off because the dp guns outrange your air detectability is a major annoyance for an unnoticable dps gain.- 45 replies
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0.3.1 Complete List of Ship Changes (Including those missed by the official patchnotes)
kamuka replied to CloakingDonkey's topic in General Discussion
Missing at least one minor detail. Mutsuki upgraded guns rpm nerfed from 11.9 to 6 or so. Otherwise great stuff and thanks for the work.- 45 replies
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I have encountered the same bug. Planes just fly away and won't respond to orders anymore. Not sure what causes it, as I've only seen it happen twice.
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Das sind Durchschlagsleistungen gegen horizontale Panzerung. Der Tiger müsste also auf seinem Heck stehen.
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Happens to the best. Back when I started studying math, the prof went "half of the mistakes in exams are unneccesary mistakes with fractional arithmetics". He then proceded to make a mistake while calculating something like 1/3+3/5.
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That math fail... Obviously if both did the same damage at 100% hitrate, they'd do the same damage at any hitrate, as that's how multiplication works. For your example the fuso would get 3 hits for 3k dmg at a .25 hitrate and 9 hit for 9k dmg at a .75 hitrate,
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power/weight ratio - Verified landrat needs advice from verified seadogs!
kamuka replied to CloakingDonkey's topic in General Discussion
No. The 30 ton cube will have higher initial acceleration, as drag at 0 m/s is 0 N (otherwise the ship would start moving on its own). Obviously its acceleration will decline rapidly and the boat shaped but heavier ship will start outaccelerating it. All ships in the game are reasonably boat shaped, so differences should be small, but I seriously doubt anything of this is simulated anyway. -
power/weight ratio - Verified landrat needs advice from verified seadogs!
kamuka replied to CloakingDonkey's topic in General Discussion
What makes you think that power/weight is less imporant for acceleration of ships in the first place? Obviously in both ships and ground vehicles other factors determine drag, which counteracts thrust, but Newton's F=ma holds true for all vehices. -
I don't have the Yubari, but from encountering it I consider it to be terrible for it's tier. It does need something to help it out.
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But .. but .. it has awesome 8km range torps!1!!11 Tbh there is still a huge amount of work on balancing to be done. Loosing half of your torp DPM when going from Minekaze to Mutsuki, carriers being so horribly outmatched even with just 1 tier difference, cruiser DPM being all over the place, etc
