Zymeth
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[17AF]
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Everything posted by Zymeth
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Update Smoke wydaje sie byc ok teraz , Miny dalej wymagaja uwagi i balansu Mam tez propozycje z faktu ze to sa lotniskowce supportujace to powinny miec lepsze bazowo fighter plane w sensie: - obszar dzialania 3.5km zamiast 3.0km - ilosc 7 zamiast 5 jesli powstanie tez pozniej tier 10 to tez - obszar 4km zamiast 3.5km - ilosc 9 zamiast 7 jesli powstanie tez pozniej tier 6 to tez - obszar 3km zamiast 2.5km - ilosc 5 zamiast 3 Moze tez wieksza ilosc HP dla tych fighterow i to by mialo sens z faktu ze traca firepower zyskuja wieksze utility dla teamu
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Witam dawno nie pobieralem klienta PT ale zaciekawily mnie te nowe lotniskowce Pierwsze wrazenia Te nowe UI od ustawien jest spoko Nowe lotniskowce nie czuc aby byly typowo supportowe Lotniskowce Ja sadzilem ze to beda light lotniskowce co za tym idzie bardziej mobilne oraz lepsze ukrycie oraz sadzilem ze obie nacje beda miec smoke i mine Kolejna rzecz ktora mnie zdziwila to jednostki do wyboru i ich ilosc , sadzilem ze te lotniskowce beda miec slabsze samoloty np Tieru 7 ale przywracanie bedzie szybsze oraz ilosc bazowa mniejsza Nie wiem czemu japonski ma tyle bombowcow na pokladzie vs shokaku , a amerykanski ma silniejsze rakiety niz lexi troche to dziwne Gameplay Sam smoke wydaje sie byc fajna rzecza choc ciezki do uzycia i potrzebuje tez buffa. - Zauwazylem ze najlepiej to siebie nim ukryc - Zwiekszylbym z 45s na 60s czas trwania a uzycia z 7s na 10s Miny powinny byc mozliwe do zniszczenia dopiero po tym jak sie aktywuja oraz obszar ich jest za maly - Sadzilem ze beda np sluzyly do tego aby wykurzyc wrogi statek z smoke - Obszar blokowania czy wymuszenie zmiany kursu wrogiego okretu jest slabe - Mozna tez zrzucic je na wrogi lotniskowiec ktory nie da rady je zniszczyc wiec jesli za wczas nie zaczal uciekac to umrze Pozostale Na pierwszy rzut oka talenty kapitanow wymagaja zmian w sensie aby niektore perki dawaly tez bonus do tych nowych skilli P. S. dajcie rework na perk Hidden Menace np aby poprostu dawal -10% do ukrycia oraz support skille powinny tez buffowac samolot samego lotniskowca
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Hello, my personal feedback ranked should be legacy , i mean only ships which are actually open to buy by (coal,steel,gold etc). The reason for this is simple that would make it more fair to play.
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Hmm what i know in WoT RB are only tech tree tanks then maybe why not. In the end most player will pick BIS ship by type but in this case more ppl have equal chance (cuz tech tree you can just grind). All in all, the more you think about it, the better it seems to be in terms of fair play. Of course, I don't want it to be an extreme that suddenly we have chess out of the game
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Comeone be more serious u know what i mean. If we have for example tech tree ship and black version of it and same with premium ships which u can buy but not in that color ? Be logic i would allow them cuz appearance/skin dont matter.
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well i cannot blame bad players cuz all player are allowed even you can bring stock ship without commander. Why they rank out ? well it is same like in other games win rate dont matter only how many games u played andd how many lucky wins you got. yes but only in ranked
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maybe but still i am deprived. Then if someone who is playing longer then me had a limited occasions to buy (me not cuz i was absent) a ship he should be allowed to bring it in ranked mode which should be a competitive mode ?
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Hello, i feel captain are unbalanced like let say we have Legendary , Unique and normal variants. 1. I like the idea but Legendary and Unique commanders should have a option to chose which two skills are improved vs current system. For me that would be much better. Reason is simple now we have commanders who are unique but they dont bring anything special for example: we want commander for DD , we can chose Yamamoto Isoroku or Suzuki or normal. Most of the time the Suzuki will be best and that is funny cuz Yamamoto is a legendary... + his perks dont work in CB. Solution would be simple any legendary and unique captain can boost two skill one from tier 3 and one from 1 or 2. WG could even do extra button to reset them and chose two new one. Ofc with that change perks would need some tweaks. 2. Another problem what i dont like in current system is tech tree ships will always need to retrain captain. Ok i am fine with that but give me a option to upgrade my tech tree ship to premium one like buying ship for coal (moskva,GK etc). It is sick if i want to play one game as CV another game with DD and few as CL maybe later again DD with the same captian cuz it will cost me plenty of gold or free commander xp. I see two solution give us a option to upgrade tech tree to better state or let say only legendary commander dont need retrain cuz they are awesome guys. This is only my personal opinion/feedback and i dont wanna rob WG. I will be honest if game is good i am spending money if not other game will take that money i am just trying to help/improve game a bit and ofc i can be wrong.
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Hey i watched KOTS replay and i found something interesting: Well if we wanna play fair in Clan Battle + maybe in Ranked i think this rule should be add from new patch. I mean unavailable ships (Like Somers, Smalland) cannot be picked to that modes. If u ask me Why ? For me it is unfair if one team have them and another one no. Like this guy mention in video.
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I like new "Interface" If u rly want to increase the point to 21 then for 20 it should be around 350k and for 21 around 400k. It would be nice to redesign Legendary commanders and unique commanders to fill all classes of ships. 10 point captain for 1750d is too expensive u can get unique for 1500 or even dasha... it should be just like 1000d - 1250d. Still it would be nice to have one captain for 3 ships in line like in WoT they wanna do it.
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Hello, i have suggestion can u just make assign to ship like in world of warships legends. What i mean , example: i have single japan captain and i can assign him to shima , kagero , minekaze etc. or If that would be too good, then maybe each captain will have to choose which type of class (DD , CA , BB , CV) to specialize in. Like if i have Japan captain who have type DD then moving him from shima to kagero or later from kagero to minekaze it will cost 0 retrain but if i want him to put in BB then i need to retrain the specialization which will cost. Ofc premium will skip this anyway cuz they are premium ships. I just feel it is good opportunity to improve this part too. If u ask me why ? Well i have a lot ships from T6+ and grinding on every ship captian to 21 point it will be just bad.
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Upcoming new commander skill system (19 -> 21) will NOT be done the way it was done when it happened the first time (17 -> 19) years ago...
Zymeth replied to Leo_Apollo11's topic in General Discussion
Hey, Should they do rework for Captain? = Yes cuz current need some tweaks. It is good idea to have for each ship type separately skill line but !! 1. Captain should chose which type of ships will go i mean for example i chose "DD line" which means my captain can be placed from gearing to fletcher without retraining etc. 2. Same for unique/legendary Captain but they dont need to chose type and can be placed in any ships without retraining. Yes it would favor them but that would be fair. 3. Rest can stay like they want. That would be very healthy for player and make sense for rework. -
@OVanBruce like he said can u remove autopliot on minimap ? In CB i am playing CV and need to ping on minimap where ships must go (yes i am leading) and after i ping i need to re-done position for my CV ship -.-
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Hey, i have a question about build for British CL. I was thinking going like PT / AR / SI / CE then RPF / SE or BoS / JoAT. 1. It will be good idea to have SE on them ? This line have low hp pool from all Crusiers or it is just better to stick with BoS ? 2. I am not sure about JoAT vs EM cuz from tier 6 to tier 9 thier turrent are moving kinda slowly. 3. It is good idea to play with stock range module ? ( i know i will have shorten range but i feel u need to be on short to hit something)
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Hey, i think it will be nice boost what do you think ? or it could give too much power for them ?
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Nah , panic was good with old cv gameplay. To be honest it is very hard to balance that new CV. What i would change it would be remove status detected for planes just cuz with this thing u can ez know if there are some DD around which sucks.
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Hmm i see some vote for "no" which maybe means that would be too OP. But ofc if DFAA would be a separate consumable it should have like 3 charges similar to smoke / speed.
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Hey. Cruisers Colbert / Smolensk Her main guns are 130mm which means they can only pen 22mm without IFHE and 28 with IFHE. I was thinking IFHE should be more a option for CL. I think they best solution is to buff her HE to be 1/5 calculation which means without IFHE she will have 26mm (will pen most crusier bow/sterm) and with IFHE 34mm (Sure it will pen bow/sterm of BB but u lose half fire chance and u need to spent 4 points). Look at Worcester with new update she will have like 30mm ofc she can take IFHE and spam BB but she will lose 6% of fire chance. I know Worcester have like 344k DPM where Smolensk 384k and it is Radar vs Smoke.
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Hey. New clan looking for more players ! Age 16+, English speaking.
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Hey, i have a question about how many fires DD can have ? it is 4 or 3 ? Cuz i never ever saw on my DD more then 3 fires... i guess on CA 4 fires it is normal to have ?
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Hey, I like u did some changed to module but i have some opinion what can u do more :) ! For slot 1 Magazine modification 1 - just remove it is pointless Damage control party modification 1 - i think it must be changed to something like lower cooldown for DCP ?? For slot 2 It is ok i like the state For slot 3 AA mod and Secondary mod u can just scale like for slot 6 +2 to number of explosions produced by salvos from long-range AA defenses -20% preparation time for sectors +20% to secondary battery maximum firing range. -20% to maximum dispersion of secondary battery shells For slot 4 It is ok i like the state For slot 5 It is ok i like the state For slot 6 This new AA + secondary should just give: AA Near Continuous Damage: +15% AA Outer Continuous Damage: +15% Secondary Battery Shot Delay: -20% Without this +2 explosion for DFAA
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Hello, i wanted to share some thing about new CV vs current CV. In new gameplay CV cant: - Cross torps - Spot more ship then one (perma spot) - Split attack - Do a lot of damage cuz u have one groupe - Spot torpedo Example Midway - without any mods 0.7.12 Total planes 0.8.0 Total planes TB 6x2 = 12 planes (1710 hp) 3x3 = 9 (2860 hp) DB 6x2 = 12 planes (2070 hp) 3x4 = 12 (2970 hp) Total HP in attack Total HP in attack TB 20520 25740 DB 24840 35640 i didnt include rocket cuz this is new type of plane. Summary planes are stronger in 0.8.0 (have more hp) but CV cant send all TB and DB on enemy ship at the same time like before. 1. Worcester AA 73 DPS - 2km range // 345 DPS - 5km range // 121 DPS - 6km range In 0.7.12 Worcester is attacked by 12 TB and 12 DB this mean he need to deal 45360 damage if he is very unlucky (because every single damage to planes can kil it) In 0.8.0 Worcester is attacked only by 9 TB or 12 DB this mean he need to deal 25740 damage or 35640 damage then less. 2. Worcester is attacked by 24 planes TB&DB and attack will takes like 20 sec - in first 4 sec he would deal 484 or with manual click 629 - in next 12 sec he would deal 5592 + 484 or with manual click 7269 + 629 - in last 4 sec he would deal 2156 + 5592 + 484 or with manual click 2802 + 7269 + 629 Summary 8232 or 10700 with manual click and with DFAA it will be 32928/42800 damage In normal situation when DFAA is on all 24 planes are dead because i said above with every sec the chance are higher and higher to shot plane but even if not only few can be on him but will die in returning way. Ofc if DFAA is off then CV have chance to deal damage on him but still it will lose most planes. In current gameplay even if Worcester deal 10700 before drop he could in theory kill 24 planes. 3. What goes wrong with new patch a) In 0.8.0 damage of AA is diffrent if i remeber correctly but anyway Worcester will do like 8232 damage before attack this will give him from 0 to 2/3 planes kills. why 0 cuz damage can split to all planes and this sucks... b) Sector mode is bad design (it can grant damage or worse even) c) Unlimited planes well there should be amount cuz AA can be destroyed Example Midway have 132 planes it is like 48 rocket / 36 TB / 48 DB with this hp pool i think it is fine and sorry if u lose your all planes u just played bad or just outplayed... d) DFAA nerfed to much just... e) Plane like ships should have fire dot
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ok sure but i wanted to say somethink diffrent Take a DD / CL / BB - Guns can be perma destroyed ?? - Torpedo tubes too ? - Secondary and AA ? Now image a situation u r playing BB lets say your 2 main turrets are perma broken but still u have a lot of hp (Ofc u only have 2 turrets) , tell me what will u do ? Ram enemy ? CV with unlimited planes are like BB with non broken guns.
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Nope in current gameplay it is broken cuz it can happen. Btw u have 20k battles then if u will play this new CV u will know what kind of planes u need to pick first and what ship attack first. yep ? This mean u will attack this Worcester at very late when his AA will be broken yep ? Then if u played cleaver u dont lose planes yep ? Even if u have a lot more in your hangar. This mean u need to think how to play... I just think ship with best AA could be a counter to CV i didnt say all ship can do it...
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Sure but still they dont want to change this unlimited planes to normal amount... Solution like add more hp to AA is kinda meh...
