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Everything posted by Youti_God_of_Pantsu
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Clan dissous [CL4PT]
Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Recrutement et présentations des clans
Comment cela est possible, on avais dit les pantsu dans les canots de sauvetage en priorité- 4,617 replies
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Clan dissous [CL4PT]
Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Recrutement et présentations des clans
Retourne dans ton sous marin- 4,617 replies
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Clan dissous [CL4PT]
Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Recrutement et présentations des clans
A bon Et moi , je fournie gratuitement la punition divine- 4,617 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
http://imgur.com/a/Dd8Eg Scharnhorst König Albert mince otto a posté avant :/- 5,528 replies
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Hall of Fame - Vos plus belles parties (même perdues)
Youti_God_of_Pantsu replied to jeanmoulin41's topic in Expérience de jeu
Bon moskva op navire :p http://wowreplays.com/Replay/10586- 8,791 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Nouvelle map loop- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Explication/ retour du mode bastion de TheSupremeOne34 (fofo NA) http://forum.worldofwarships.com/index.php?/topic/85328-tso-explains-bastion-mode-everything-youll-need-to-know-for-058/ partie 2 The next thing to consider about these fortresses is that they cannot shoot over land obstructions. It is possible to hide from these guns, but it also means that some are strategically more valuable than others. You may have noticed that in the above image, fortress 2 has a much greater portion of the map to shoot at than the other two fortresses. This makes 2 by far the most valuable fortress on Atlantic, but rocks and obstructions combined with its max range creates safe areas where fortresses can not hit you. An exact depiction of where the center fortress can engage The firing arcs of the south fortress are not very useful compared to the center cap because they point away from the center of the map, though they are slightly stronger firing on the east side of the map. The firing arcs of the north fortress are so obstructed by rocks as to be entirely useless unless the enemy is within the capping circle. Finally, there are two quirks you need to know about with forts. The first is that there is simply no minimum firing range on those guns. The 16" guns will lower their muzzle velocity as your ship nears in order to guarantee you are always able to be hit. The second is that they have absolutely no acquisition ability. No matter how close you get to one of these forts, if there are no enemy ships spotting you and the surveillance station is dead, you will never be shot at by the fort. Here's your numbers to remember 10km surface detect. Yes, these have a lower detection range than the towers even though they are far bigger. The detection range of a fortress also does not go up when it fires its guns. They have a 10 km minimum invisifire range because of this. 210,000hp. These things are tough. Only a Yamato can kill one in two salvoes or less. Luckily, they are very easy to hit and a Yamato captain can easily kill one in two salvoes or less. 25km firing range. These things can really reach out and touch you 10 second reload. You're not going to be able to go bow-on then broadside between salvoes extremely fast traverse. these guns could follow a high tier russian dd at 3km range. You will not win a turning war with them. How do you kill them? The best way to kill one of these installations depends on your ship. Both HE and AP shells will do exactly 50% of their maximum damadge when they hit one of these buildings. Whichever of your two shell types has the higher alpha damadge is the one you should use. None of the damadge that you deal to one of these installations counts toward your damadge done in battle, but killing one of these stations does give a ribbon. Neutralizing a station gives you zero damadge done, but does yield the suppression ribbon The Problem with Bastion Here's the disappointing thing, though. The three fortress turrets aim about as well as your secondaries without any skills to buff them. While they can land about a hit every minute on a bb not trying to avoid them at about 10 km range, they will simply never hit a cruiser or a destroyer unless the driver is very unlucky. The dispersion on these guns is so hilariously bad that at 1 km in a clemson broadside to the fort and stationary, the shells were landing at most one ship length too short or too far and missed by even crazier amounts in leading the ship. 3km, sir? That's way more than we ever trained for. (also, I as would later learn, if Shimakaze shot at the Surveillance building, she would have stopped the c cap from gaining the 3 tickets it needed for the enemy to win long enough for the ship to step into the cap and take it back) Conclusion In the end, because the turrets are so incredibly weak, there is no difference between domination and bastion gameplay. The primary advantage of capping is still to build tickets to get a cap victory. The surveillance building, while useful, is very fragile and can be killed by most dd's trying to ninja a cap. Of course, the dd will still be spotted because it has to fire its guns to destroy the building. The forts are almost completely useless and end up mainly just being something pretty that may shoot at you, leaving much to be wanted from them. If they do hit you, they probably will set you on fire, which may burn a control party. Overall, don't expect to see anything different from the standard fare of domination mode. EDIT: I nearly forgot: The biggest difference in gameplay you will see only occurs when a team is about to win by capping. A cap can be contested by a ship (particularly a bb) shooting the buildings. This will halt the tickets produced by that cap and reduce the capture progress on the cap. The cap then exchanges its tickets for progress until it recaptures itself.- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Explication/ retour du mode bastion de TheSupremeOne34 (fofo NA) http://forum.worldofwarships.com/index.php?/topic/85328-tso-explains-bastion-mode-everything-youll-need-to-know-for-058/ partie 1 I have graciously toiled away for hours in the training room on 0.5.8 just so that the some questions can be answered about this long awaited game mode. Bastion mode. These guns aren't for looks What Is Bastion Mode? Bastion mode is a new game mode in World of Warships that was introduced in the 0.5.8 patch. The bastion mode is similar to a domination logic game, but with some very noticeable differences in how the capping mechanics work as well as what the rewards for claiming a cap are. Capping Mechanics in Bastion Mode: I'll start this guide with the objective of winning a match. As with any match, there are four victory states. One of them is to get 1000 tickets for your team. Like domination modes, this is done by capturing points. a typical bastion match In bastion mode, there are three to four capture points depending on the map.The above image shows the locations of the capture points on the Atlantic map. These points are in the same general location as in a domination match on the same map, but in bastion they are numbered 1 through 4 instead of A through D. A captured point gives 3 tickets every 4 seconds. This is where similarities between bastion and domination stop. A four point bastion map even though Atlantic is a three point domination map The bastion capture points have two buildings in every capture point. These buildings have an amount of hit points and do various functions. If a capture point has been taken but is not occupied by an enemy vessel, firing on one of these buildings will reduce the progress of the capture. Then, instead of providing tickets to the team progress, the capture point will provide tickets to recapture itself. If both buildings can be destroyed in quick succession, there will be less than 20% capture progress remaining, making the point easy to take back for your team. Let me emphasize this. If you know a cap is empty and a match is close, shooting the buildings will halt ticket progress of the enemy team. This is the same as trying to contest a cap by putting your ship in it. If the cap is not empty, shooting the buildings does nothing but damadge them. You can use this to locate stealth destroyers. What Makes Bastion Special? The bastion game mode has two buildings in each capture point. Capturing a base causes the buildings at that base to work for the team they belong to. The first building is a surveillance station, the second is a fort. Capturing bases allows the fort to fire on enemy ships and allows the surveillance building to spot ships that otherwise couldn't be seen. These both will give your team the upper hand in a bastion match if you can control more points than your enemy. There are a few things that you will need to know about each of these two buildings. Surveillance Stations: These surveillance stations are the ultimate snitch. It is completely impossible for anyone to ninja cap in Bastion mode because these stations see all There isn't a whole lot to be said about these stations, their mechanics are very simple. The surveillance station spots enemy ships for your team. Contrary to popular belief, these buildings do not have radar. The surveillance station's spotting mechanics act like the ship mechanics, if it is within your surface detection range and has a line of sight, it can see you. If the station is destroyed, it will become non-operational and heals itself until reaching 9000hp. When one of these stations comes online, their maximum acquisition distance appears on your minimap as a dotted circle. The farthest a surveillance station can see is shown by the dotted line (in this case, station 3) When multiple stations are online, their dotted circles are merged into one single shape. Here two stations (1 and 2) are in allied hands. Thier maximum acquisition is nearly the entire map. The two numbers you need to remember for surveillance stations 14.0 km detection range by sea. These things are very easy to spot. Some battleships will have better concealment. 9000 hit points. This may not sound like a lot, but these stations are nearly impossible to hit. Their elevation makes it so that you have to aim above the station by an amount that depends on your guns and your distance in order to hit it and the building is easily smaller than a destroyer. But hit one with two battleship shells and it is gone. Fortresses: There is quite a bit more to discuss with these unique buildings. 16" shore guns. Known historically for their devastating power. Fortresses are armed with three 16 inch by 50 calibers coastal artillery guns which will fire on anything within range. These weapons have a range of 25km and reload in 10 seconds, meaning a full volley from these batteries has the equivalent dpm of an iowa class battleship. The turrets fire HE shells with a very good fire chance, most likely the 20-30% we see in the Iowa's shells. Thier traverse rate is astronomically high as well. I don't have a number, but it seems atlanta fast. These guns will always be able to hold you in their sights and they will find you very quickly. One hit from this gun will reduce a destroyer to three quarter or even half health and will easily destroy every module on the ship. Due to the turret configuration, though, these fortresses usually only can get two guns on any target, and sometimes only one. They also will not engage multiple targets simultaneously. When a fortress is destroyed, it goes into a cooldown where it heals. The fortress will not operate again until it has reached 210000 hp. This takes something in the vicinity of 5 minutes for it to do. A fortress has four anti aircraft mounts. They seem to be 5" flak guns. I don't know much else about them as if there are even carriers at high tiers When a fortress comes online, its firing range appears on your minimap. Here you can observe a light blue firing ring centered at the south cap. This is the fortress range. Notice how much larger it is than the 19.9km circle of the amagi Unlike the surveillance stations, the ranges of the fortresses are not combined on the map- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Un camo qui donne que +50% xp en + et un coup de repa moins cher sinon rien de plus. Si on suit le wiki on aurai des kongo / fuso /nagato équipe de plus 100 pièce de 25 mm- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Cela ressemble a rien comme l'izumo mocheté/20- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
si, tu clique gauche sur le tableau , tu l'aura en entier.- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Comparatif des guns allemand- 5,528 replies
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Hall of Fame - Vos plus belles parties (même perdues)
Youti_God_of_Pantsu replied to jeanmoulin41's topic in Expérience de jeu
Bon double frappe en kagenoob long lance 20km . no problem- 8,791 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
truc bien op les he en burn des bb allemand tier 9-10.- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
https://thearmoredpatrol.com/2016/06/28/wows-0-5-7-live-0-5-8-pt-1-data-changes/ Thanks to Vaexa WG already updated the PT server. Smallish patch, lots of interesting stuff. Data changes Ship changes Additions Tier 3 premium German battleship König Albert added Tier 4 German battleship Kaiser added Tier 7 (premium?) German battleship Scharnhorst added Tier 7 premium USN cruiser Flint added Tier 9 premium USN destroyer Black added Placeholder data for ARP Takao added Ar 196C and Fw 62 spotter planes added Shell data for German battleships added I doubt any of these ships will be playable on the PTS. Changes Pretty much every cruiser in the game and a handful of destroyers had their armour models changed (no nerfs/buffs, just more detailed armour models). This is absolutely too much to document, and the changes shouldn’t be very significant gameplay-wise anyway. Yubari: HP buffed (18300 > 18700) Profintern: name changed to Krasnyi Krym Several ships got 360 degree arcs on their turrets, see table below Data added for Bastion gamemode buildings Turret arc changes Ship Mounts Kamikaze 1, 2 Clemson 1 Umikaze 3 Novik 6 Hashidate 1 Minekaze 1, 2, 3 Aurora 1 Wakatake 1 Mutsuki 1, 2 Tachibana 1, 4, 5 Königsberg 2, 3 Diana 1 Wickes 1 Miscellaneous changes ARP Takao captain added ARP Gunzou captain added Text changes They changed the formatting on every line in the game because Lesta hates me Package changes Models added for new ships Models added for Bastion gamemode buildings Tons of swf files changed. Modders beware. E: Here are the ship icons and portraits for the two new ARP commanders- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Biélorusse équilibrage- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Ce ne sont pas les même fort , les 1er ce son des fort individuelle et les second des gros fort complet (aa + canon + radar).- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Seconde trad http://bbs.ngacn.cc/read.php?tid=9512426&rand=202- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Et encore regarde les gros calibre .- 5,528 replies
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Le katori le croiseur moins mobile qu'un petrolier
Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Croiseurs japonais
Depuis le buff module , il deviens un vrai monstre . http://wowreplays.com/Replay/10508 -
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Googletrad est ton amis ou pas . trad à l'arrache . Voila pas excuse maintenant !!!- 5,528 replies
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Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Expérience de jeu
Des new des bastion (regarde la porte de tir des truc) http://wows.duowan.com/1606/331064406315.html D'autre stat sur ce site http://bbs.ngacn.cc/read.php?tid=9512426- 5,528 replies
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J'aurai du faire que du nagato (58%) parce le kiev (48%) ma plombe mon win rate . Et merci.
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Clan dissous [CL4PT]
Youti_God_of_Pantsu replied to Youti_God_of_Pantsu's topic in Recrutement et présentations des clans
On prend tout le monde et il y a de la marge pour ce qui reste en place (genre 60)- 4,617 replies
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Bon voila enfin rank 1 !!!!!! Bon maintenant plus qu'a attendre le flint (0.5.8) parce c'est ma 3eme fois .
