Bragg936
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Everything posted by Bragg936
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Flood damagae definatly needs an overhaul just about everyship had bulk heads to prevent the ship sinking if holed below the waterline. In game its get torped, just used repair for fire full HP eaten by flood damage.
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Post comparison shots and detail your source if you want to be taken seriously
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Abandoned Furutaka and jpn cruiser line - not fun to play - bought Kuma back.
Bragg936 replied to Finnka's topic in Archive
I feel like the range on the furutaka could be increase out to 14.5 it does have 203mm guns. Other than that it performs well if played like a pocket battleship its short torpedo range is a bit of and issue and HE spam can destroy you in a snap but thats true of all ships at the moment. -
Yeah its pooly implemented and only works if all guns are loaded. so fireing one gun loaded with He after selecting AP for the next reload will cause a full 30 second reload of all the guns. The reload system in general needs a rework so that it loads by barrel instead of all at the same time.
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There seems to be alot arbitary balance going on at the moment. Ship X must be worse than ship Y at this role becuse reasons, hence the current carrier BS. With the Fuso i completly agree a 13km at that tier its just hell untill you grind the hull. Problem is i see no real way of fixing the problem unless a more dynamic MM can be created that can account fo maximum range, armour,speed and armourment. Dropping the RP cost of the hull would be a quick fix i guess
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Airdropped Torpedoes Are Impossible To Avoid
Bragg936 replied to Tobiaz1991's topic in Aircraft Carriers
That video is abit misleading and actually supports some of my proposals such as preventing TBs getting minced by hvy aa at later tiers. To start he is in a Colarado (180m) with the type C hull (52 aa guns) almost none of the attacking TB's or DBs made it to his BB with a full squadron. He launched a fighter whenever possible which causes the torps to spread wide makeing it alot easier to dodge.The carrier was also really bad at torpedo placement and coordinating his squadrons in his intial runs.Its not untill the 8m mark he really gets his crap together and pulls off a decent anvil attack. Important points in that video. no manual drops poor coordination on the carrier attacking him compact battleship with lots of AA Fighter dirupting torpedo drops First half of the video bulk of the torpedos are from the 3 cruisers not TBs If he pulled all of that off with any IJN BB, N carlina, Iowa or montana (all 200m-280m length) i would be impressed. But looking at that video hes stacked the deck for demonstrating torp dodgeing by choseing the smallest mid tier BB with hvy AA. -
Airdropped Torpedoes Are Impossible To Avoid
Bragg936 replied to Tobiaz1991's topic in Aircraft Carriers
Manual torp drop is just a kick in the teeth as a BB players you cannont avoid a manual drop from close range no matter how well you play. Which is where the CVs are skilles wonders argument comes from. The solution Make torpedo furrows visiable from the intial drop, but not marked untill much closer (the current drop range for instance) Increase the torp drop range on TB out to 5-10km (depending on torp type) Add minimum arming distance of 3km (yes i know it should be to 300m but WOWS compresses distance so 3km is knife fight range) Add wide spread and tight spread drop options Why these changes? Removeing the torpedo alert but makeing torps visiible increase the reliance on player skill and rewards players paying attention to their surrondings, a BB in a fire fight will still get torped if hes is conectrateing on his gunnery battle but gives him the chance to evade. Increaseing the torpedo range has two effects, firstly it changes torpedos from a magic Nuke spell to a stratigic option. Players will be able to fake tropedo runs at range, tropedo from stand off range safe from AAA, carrirs that can maintain their TB force will be a constanst threat to a team. This will force fighters and AA CV/DD to hunt TBs or face constant torpedo runs Increaseing Torp range will allow TBs to remain effective at late game when everything turns into a floating flak gun and incease their value compared to dive bombers (kinda like it worked out historicaly) Minimum arming range is purly to stop people dropping trops right next to ships in and creating an impossible to dodge magical nuke Tight and wide spread should just be an option as standard, going for a group of enemey wide spread and send torps all over the place, lone BB drop a tight group and nail him with 3-4 hits But what about DBs? With the above changes DBs would then take on the role of bombing specific targets for High damage at the cost of running a flak gauntlet. I would like to see DB damage incease. Really for an attack that can bypass the belt armour and often drops on wooden decked ships (most early ships) they do feck all damage. -
What really stings the BB is the lack of secondary control, whats the point of haveing all those broadside guns if you get to use them once in a blue moon? People complain that giving BBs control of thier secondarys will make them OP it reall wont they already have hard counters in both the Carrier and Destoyer class, even cruisers mount torpedoes. Cruisers are not meant to slug it out with BBs as they often try to ingame the evolution of the carrier and torpedos is what killed off large battleships historicaly. What would change is the Meta. Far more people would play destoyers as they have the stealth to counter BBs its mroe than posisble to get into torp range with a DD withought being detected. People would also have to start thinking tactially and start protecing thier BBs from destroyer packs with cruisers screens and destroyer pickets
- 79 replies
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- WG pls
- BB underpowered
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