Rozzland
Beta Tester-
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Everything posted by Rozzland
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This is a general comment: - The CVs are more fun to play now. They are difficult to play, but I guess WG will sort it out. - The CAs AA is nerfed catastrophically. For instance: Des Moins and Minotaur have dropped their efficiency far more than the shown value 75% (previously = 100%). Fewer airplanes are shot down. The damage done to the planes are noted on screen. It shows a large amount, but the planes still fly. The formidable AA-cruises can't even slow an air-attack down any more. The control for selection of enforced AA-sector is worthless and hampering. It takes seconds for the airplanes to switch side, where as the CA's AA is renderd ineffective. - DDs suffer severly from the new update. The sheer amount of planes hampers the DD's movements. It is hardly impossible to advance without being spotted. The attack aircraft kills DD even in smoke. The rocket attacks doesn't need to be precise. A general aim in the smoke will do the job and the DD will sink. Few DDs, if any, have any AA-effiency.
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The premium destroyer Anshan has recieved a turret rotation of 30 seconds. That is the same rotation speed as some battleships. Before the update the turrets were much faster. As it is now, I can turn the ship around faster than I can swing the guns in the right direction.
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Camouflage Bonus is cut for premium ships of tier IV-V It seems that all premium ships of tier IV and V have recieved a lower XP-rate. Previously the camoflage bonus was +50% XP. It is now nerfed to +30% XP. This is applies even for ship I bought for real money. I makes me upset.
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The Mogami have a number of factors that coincide to bad ship: - The hull i weak. Please read NOT the hitpoints. The thickness if the armorbelt is thin. - The turrets turn SLOOW, even with every upgrade, module and captain skill included. - The cannons fire every 14 s, which is very slow for the close quarter situation Mogami ends up in. - Range is short for a weak ship, merely 15.7 km. - Tropedo tubes can only be aimed midship and aft-wards, This means a lot of turing (showing broadside to the enemy) at close distance. Remeber that turing is slow and you loose speed. Conclusion: A slow ship at a close range who can't get the cannons in the right direction is a ..... That right! a = Sitting duck. a.k.a dead ship. - Ah, so you mean a different play style is needed? ..... Well the cause is not that easy. Mogami is a second line support, that requires other ships to support it. If there are no other ships the Mogami ends up a ...sitting duck. In order to be of use, Mogami must be way forward in the front, where it lacks the stamina needed to survive. This means a slim chance of being useful for the team.
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At tier VIII I expect my ships to be decent and balanced. Mogami proved me wrong. With a cannon range of 15,7 km she is in the bottom layer of her tier. Her turrets turn slowly as all previous IJN cruisers. The hull is fragile, but this is not really anything new. Each aspect in it's own is weak, but not unplayable. When all the ship's characteristics are put together Mogami turns out as a very weak ship. She lacks capability to fulfill her role as cruiser. (Of course she has torpedos, but she will turn into scrap before she is close enough to lauch those. Mogami lacks the stealth of a destroyer. ) Mogami could previously still throw in a punch in combination with a few captain skills. That all changed when these skills were nerfed in the last patches. E.g: - Advanced firing training changed cannon range from 18,1 to 15,7 km. Other captain skills becomes of less use for the ship: - Manual fire control for AA effects only AA above 85 mm. The majority of Mogami's AA is below 85 mm. Only 4 cannons qualify for this skill with a very limited damage of 44 points/sec. From other players I hear the same complains regarding the higher tiers of IJN cruisers.
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I feel concerned about the serious nerf that occurs with captain skill Advanced Firing Training. It affects all ships with main guns between 140 - 155 mm. Several ships lose their edge against other ships of the same tier. Some examples: German: Köningsberg Tier V, Before patch: 19,8 km, After patch: 16,5 km Nünberg, Tier VI, Before patch: 19,8 km, After patch: 16,5 km Japanese ships: Yubari, Tier IV, Before patch: 15,4 km, After patch: 12,8 km Mogami, Tier VIII, Before patch: 18,1 km, After patch: 15,1 km US: Cleveland, Tier VI, Before patch: 17,5 km, After patch: 14,6 km This is killing the fun with these ships. A nerf in cannon range will decrease the chances to survive. There is no use in mixing skills and ships, since advantages gained are removed in this patch. I tested and selected skills for these ships. I wanted to play them on equal terms with the same tier. Now I feel the commander skills adds characteristics where it dosen't really matter. It really gives me a bland after taste.
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I feel concerned about the serious nerf that occurs with captain skill Advanced Firing Training. It affects all ships with main guns between 140 - 155 mm. Several ships lose their edge against other ships of the same tier. Some examples: German: Köningsberg Tier V, Before patch: 19,8 km, After patch: 16,5 km Nünberg, Tier VI, Before patch: 19,8 km, After patch: 16,5 km Japanese ships: Yubari, Tier IV, Before patch: 15,4 km, After patch: 12,8 km Mogami, Tier VIII, Before patch: 18,1 km, After patch: 15,1 km US: Cleveland, Tier VI, Before patch: 17,5 km, After patch: 14,6 km This is killing the fun with these ships. A nerf in cannon range will decrease the chances to survive.
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I soon hope we will have an alternative to randombattle. All too often I find myselft surrounded by goofs, idling players that hang back and expect someone else take the first bullet. When someting happens they react too slow or not at all. I would like to see a change in this: 1. Ranked battle put together players that have will to achieve teamplay. 2. The reward system (expericence, money) must reflect individual contribution to teamplay. Not the blunt effort of capping, but the participation in combined efforts in working together as a group. In other words: Rewards for supporing other teammates. 3. Access to forums and trainingrooms where players can train their skills in being better teammates.
