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Traeng

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About Traeng

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  1. Traeng

    General Submarines related discussions

    HOW I WOULD IMPLEMENT SUBMARINES: and fix most issues, at the small cost of complexity. -Limited battery -Limited Oxygen -they can both regen The battery will decrease when a submarine is moving below periscope depth and recharge when surfaced/at periscope depth. Battery is only linked to the ship’s propulsion. No battery = no movement. This will limit the movements of the submarine underwater while being impossible to spot except for hydro acoustics or within 2km range. O2 follow the same rule. O2 will limit the time spent underwater by a submarine. O2 will regenerate after 30sec at periscope depth or above. This mechanic is in place so a sub cannot stay underwater for ever. Even if it can no longer move. O2 vs battery: Battery only takes care of the travel distance a submarine can do while undetected. For example: A full battery allows a uboat to travel 10km at 1/4 speed, or 5km at full ahead. The O2 limit would be 3mins. The advantage of the Uboat is that it can travel those 10km in 3mins or less, allowing it to flank the enemy team if not go right through. Keep in mind this is just an example and I didn’t do math of speed and distance. Q: But why not just add O2? A: Because it allows difference in gameplay between nations. A german sub with high battery capacity will travel a large distance quickly while stealthy. A USN sub could have crap batteries but good O2, making it more static gameplay. Jap could be crap at everything except damn good torpedoes. Brits could have more HP and excel at sub vs sub. German would get dat secondary battery to finish off a DD 1/50 games. Torpedoes: Homing or Dumbfire. Dumbfire deals much more damages, similar to DD torpedoes. Homing deals a lot less damages, but can be used vs subs and DDs, they would act as the sub’s main gun. Torpedoes cannot be fired below periscope depth. Deal damages while being vulnerable, no work arounds. Homing torpedo range would be 4-8km, 8 being german subs. Dumbfire 6+ and/up to 12km for japanese subs. The double ping/citadel can get the hell out of here Secondary battery: Submarines sometimes had a gun on top. This gun should shoot and have comparable accuracy to graf zeppelin’s secondaries. Why? Because it can finish off low hp DDs. And it’s fun. Stealth: sub should have 3 spot ranges. surfaced, 6km (5km from planes) periscope, 4km (3km from planes) underwater, 2km(planes?) These will vary based on nation n’ sub. Ping will make you spotted from surfaced depth or torp’s max range. Spotting: A sub can spot surface ships at periscope or above. A pinged ship will be visible from underwater. The sub can spot ships from below periscope depth only when at fullstop, with its hydrophone. It cannot attack from these depths. Only spot at about 6km range.This makes it inconvenient for attacks, but useful in defense. Explained: The player can ping a ship from afar and be spotted, then if he manages to keep the ship pinged, the player can close in within torpedo range using its battery and O2. Repair party removes the ping, meaning the sub has to reach periscope depth again to ping the ship or abort its attack. Or go to a fullstop, see the ship, ping the ship. Which is dangerous. Surfaced makes them highly vulnerable to CV attacks. Periscope makes them extremely hard to attack but they will be spotted still so, magic of friendship means a random BB will send HE gifts at spotted sub. Underwater is the sub’s safe and limited zone where it’d basically blind, and needs to pop up from time to time to see the enemy. Game mechanics: -Limit to 2 sub per team -1 most of the time -team increased to 13 players. Sub in the meta? Subs will 100% be alternatives to DD, not a whole class apart. DDs are basically subs currently ad they can be spotted at 5km… Subs have less DPS potential than DDs as they fire less torpedoes, but can attack where DD can’t. Subs are also countered by DDs -and sub should not be able to kill DDs easily homing torps or not- A sub can scout "safely" the enemy team and backstab island huggers from behind. Counterplay? DD: Deadly depth charges. The DD would have to drop its deoth charges and guess the sub’s depth. The sub player can avoid part of the damages by changing depth. CA/CL: Same as DD but less good at it BB- Airstrike that hits all depths but deal less damages CV: has same attack as BB but limited, just to soften up subs. Gets unlimited attack like BB when controlling the ship and not a squadron. Hydro: spots sub Radars: Spot surfaced sub. periscope? Yeah.
  2. Traeng

    Submarine Testing

    HOW I WOULD IMPLEMENT SUBMARINES: -Limited battery -Limited Oxygen -they can both regen The battery will decrease when a submarine is moving below periscope depth and recharge when surfaced/at periscope depth. Battery is only linked to the ship’s propulsion. No battery = no movement. This will limit the movements of the submarine underwater while being impossible to spot except for hydro acoustics or within 2km range. O2 follow the same rule. O2 will limit the time spent underwater by a submarine. O2 will regenerate after 30sec at periscope depth or above. This mechanic is in place so a sub cannot stay underwater for ever. Even if it can no longer move. O2 vs battery: Battery only takes care of the travel distance a submarine can do while undetected. For example: A full battery allows a uboat to travel 10km at 1/4 speed, or 5km at full ahead. The O2 limit would be 3mins. The advantage of the Uboat is that it can travel those 10km in 3mins or less, allowing it to flank the enemy team if not go right through. Keep in mind this is just an example and I didn’t do math of speed and distance. Torpedoes: Homing or Dumbfire. Dumbfire deals much more damages, similar to DD torpedoes. Homing deals a lot less damages, but can be used vs subs and DDs, they would act as the sub’s main gun. Torpedoes cannot be fired below periscope depth. Deal damages while being vulnerable, no work arounds. The double ping/citadel can get the hell out of here Secondary battery: Submarines sometimes had a gun on top. This gun should shoot and have comparable accuracy to graf zeppelin’s secondaries. Why? Because it can finish off low hp DDs. And it’s fun. Stealth: sub should have 3 spot ranges. surfaced, 6km (5km from planes) periscope, 4km (3km from planes) underwater, 2km(planes?) These will vary based on nation n’ sub. Ping will make you spotted from surfaced depth or torp’s max range. Spotting: A sub can spot surface ships at periscope or above. A pinged ship will be visible from underwater. The sub can spot ships from below periscope depth only when at fullstop, with its hydrophone. It cannot attack from these depths. Only spot at about 6km range.This makes it inconvenient for attacks, but useful in defense. Explained: The player can ping a ship from afar and be spotted, then if he manages to keep the ship pinged, the player can close in within torpedo range using its battery and O2. Repair party removes the ping, meaning the sub has to reach periscope depth again to ping the ship or abort its attack. Or go to a fullstop, see the ship, ping the ship. Which is dangerous. Game mechanics: -Limit to 2 sub per team -1 most of the time -team increased to 13 players. Current counterplay are effective enough vs subs. Some balance needed as always. Personal opinion: The only thing preventing wargaming of making decent sub gameplay in wows is the fear of making its gameplay too complicated. While understandable, almost everyone find sub gameplay boring. People are even afraid to dive now with the sh***y limited timer! Also homing torps? why not but double ping = citadels? What the f*ck! Nobody, sub players included, should be able to blap a ship with homing torpedoes. And if they use repair party for that they will burn to death. Good idea wargaming keep being incompetents thank you.
  3. Traeng

    CV AUTOPILOT: fix it or give us back the old one

    Steers towards an island, takes ages to do a 180 if there's anything near 5km away... Some CV deaths could be avoided. Especially now that the player's attention is much more used when flying the planes, and we can't go back to manually steer the CV.
  4. compensation 1 WG container for all players who’ve played at least 1 battle in Operations after the release of 0.9.6 until 03:15 UTC, 11th of July
  5. Traeng

    Buffing Mikasa

    Well, the thing is, apparently, mikasa has got a 55 to 60% winrate. would that make it even worse if we upgrade her secondaries? I think so. However, altough she's got a nice winrate, she's not fun to play, because most of her firepower is useless over 3km. You are right, at 1.8 she's average, however, she is tier 2. and cannot be compared to tier 3 BBs. so, I still think buffing her secondaries to 3,5km would be nice.
  6. Traeng

    Smolensk

    I think there are already enough smolensk in to this game.
  7. Traeng

    Buffing Mikasa

    But then, we could nerf something in order to buff her secondaries a bit, don't you think? I think mikasa's WR is explained because she doesn't always face enemy battleships, thus sealclubbing tier 2 players who have no idea what to do when facing her. But is she fun to play? Not really no. Maybe reduce her main guns sigma to 1.5? But even so, she only has 2 turrets, with the shittiest angles on the planet.
  8. Traeng

    Buffing Mikasa

    WR avg frag DMG avg 53.64 % - 0.69 - 13 625 She enjoys a nice winrate. but apparently she has trouble having reliably a single kill despite being a battleship, and 13k average damages is ridiculously low, even for her tier 2. Keep also in mind, Mikasa is more often played with skilled players, and perhaps decent commanders too. This can be seen with the tachibana, having also 52% WR compared to the umikaze, sitting at 48%. The main deal here is, mikasa is very limited against T3 dreadnoughts and DDs. She doesn't have the range, the guns, and speed to deal with any of those. If at least she'd get decent secondaries...
  9. I bought all 10 containers and got nothing. Got the prepack and got nothing too, just camos. Also did the 2 extra containers and got nothing but camos. Cmon...
  10. For example, LittleWhiteMouse is on NA server. Thus, the reviews she makes are seen by many, but only NA players can login and post things there. Since we need to play 5 games to post something, we need ot make a 2nd account, play 5 games with it, just to post on forums? That sounds a bit idiotic doesn't it?
  11. I completed all combat missions, as I bought the pre order thing hoping it'd be the case. I then bought 5 imperium crates. That's a total of 15 crates opened. I got: only camos.
  12. While I love warhammer, I'll pass this one. Seriously, just reskinned amagis? and to get a basic level 10 commander we need to put 80$? That's a whole AAA game! I did buy the pre bundle thing, but only got cammos out of the containers...
  13. I don't like these packs. If you really want something good you have to buy the 80$+ pack, and you just get a reskinned amagi. Not even a single difference.
  14. Traeng

    Mikasa protected MM

    Yeah, but we need to keep in mind all the buffs too, so that putting yamamoto level 19 on it won't be too OP against poor tier 2 players I think buffing the secs from 3km to 3,5km is good enough. having 4+km range on tier 2 maps is great for secondaries.
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