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principat121

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Everything posted by principat121

  1. principat121

    Is this natural.

    The numbers indicate the current running version of the game. With the latter one is the new patch version starting with thursday this week. At this time the client runs the 0.11.1 version. You activated the option to preload the patch prior to the official update time on thursday. Every tuesday before a patch the preloading phase starts. Then I would assume that you did not have activated the "preload patch" option.
  2. Interestingly the new rules only states: You'll receive another item that will be randomly selected from the list of possible items the container can drop. Pay attention: there is no mention of items from the same group! Meaning that if you are lucky enough to get a ship drop, but you already own that ship, that the 'reroll' can lead to anything other than a ship. Rolling a ship that you already have does not automatically lead to another ship you do not have.
  3. principat121

    Sub_O is moving on

    Does this game look like you would recommend it without any hesitation to your friends?
  4. principat121

    Schlieffen T X Schlachtkreuzer

    Definitiv! Und zwar mit Ausrufezeichen. Du kannst das im Hafen selbst nachsehen: Schau dir unter Bewaffnung an welche Panzerung deine Sekundäre durchschlagen kann ohne Kapitän (oder IFHE-Skill) und dann wähle diesen Skill aus und schau, welche Panzerungsschwellen nun überschritten werden. Ohne Skill: - 105mm: 26mm - 150mm: 38mm Mit Skill: - 105mm: 32mm - 150mm: 47mm Und das die 105mm Geschütze mit IFHE 32mm durchschlagen können, heißt, dass sie fast alle Standard-Panzerungen an Bug und Heck gegnerischer Schlachtschiffe durchschlagen können. Dies macht bei der Vielzahl an Geschützen eine Menge aus. Und der Malus, der verringerten Brandwahrscheinlichkeit wird durch die hohe Feuerrate kompensiert. Alles in Allem ist IFHE ein sehr zu empfehlender Skill für den Secondary-Build.
  5. principat121

    You can't spell "BalanS" without B and S.

    Wargaming in 3 months: "We are totally surpised to see the Sevastopol overperforming on the servers. We did not expect this ship to be so popular. Heavyhearted we decided to withdraw this ship from the Research bureau to keep the server population sane. It will no longer be available for the players!" Wargaming in 9 months: "We present you our latest gambling mechanic where you can spend a ridiculous amount of money to get a small 'chance' to get the Sevastopol!" What a nice (profitable) coincidence...
  6. BITTE! Ich fand die Idee dieses Modus sehr spannend!
  7. principat121

    Research Bureau

    But what about the soon-to-come SEVASTOPOL?
  8. principat121

    Steel Ships

    Maybe this video can help you. Keep in mind this is not a ranking of power, but rather if ships are worth spending steel on them. And if you like cruisers and battleships than the Bourgogne is the perfect choice for you as she combines the playstyles of both.
  9. principat121

    Atlanta Narai commander spec

    My suggestion: Sometime the BB aim at you, and if you are going Havoc in the Harbour knowing when they aim at you is important (the bot :Pilot: is known for aiming at you). It also happened to me that the Missouri shot at me while I as sinking the transporters despite other friendly ships nearby.
  10. principat121

    Unternehmen Narai und so...

    Bloß nicht. Gibt schon genug Nichtskönner mit weniger als 40% WR, die man bei solchen Missionen durchschleifen muss. Wenn die dann auch noch schwächere Tier5 Schiffe mitbringen, wird's gleich nochmal eine Stufe schlimmer!
  11. principat121

    Die Dalian in der Waffenkammer und im Premium-Laden

    Wenn der Inhalt eines Spiels von sich aus schon gut ist, bedarf es nur sehr wenig Ergänzungen im Laufe der Zeit. Die hohe Frequenz mit der neue Ergänzungen hinzugefügt werden, die man bei modernen Spielen heutzutag feststellen kann, dient vermutlich doch wohl eher in erster Linie dem Überdecken der Fehler des ursprünglichen Spiels. Bei WoWs heißt das zum Beispiel, dass die vielen neuen Schiffe übertünchen sollen, dass die eigentliche Kern-Spielbalance schon länger komplett aus den Fugen geraten ist. Aber 'Spielbalance fixen' generiert keine direkte Einnahmen, neue Schiffe und die Art der Monetarisierung dieser schon (Gambling-Boxen für Techtree-Schiffe).
  12. principat121

    PT 0.11.1, Balance changes (DB 270)

    "The ships from the newest German battleships branch are quite effective against enemy destroyers..." Wargaming, do you know, that there is actually a whole class in the game right now, that is "quite effective" against destroyers. But you didn't take care of that... Why? I wonder why?
  13. principat121

    Closed test 0.11.0, changes to test ships (DB 269)

    Nice try. Yorck: based on Entwurf I/10 Roon: based on P-Klasse Hindenburg: modified P-Klasse Version 2 Here you have your "fake ones"...
  14. principat121

    Closed test 0.11.0, changes to test ships (DB 269)

    Great comparison. It show very solid the lack of comprehensive understanding of a post. The fixation on one detail to pick on without seeing the whole picture. Let me help you: - IJN: two made up tier10 cruisers (Zao, Yoshino) - Kriegsmarine: one made up tier10 cruiser (Hindenburg) - SN: six made up tier10 cruiser (Moskva, Nevsky, Petropavlovsk, Stalingrad, Smolensk, Sevastopol) It should be obvious that there is a huge difference between a nation having one or two made up cruisers (ships in general) to finish a tech tree line in tier10 on one hand and having six almost entirely made up ships that never entered service on the other hand. For the sake of comparison look at the USN: five tier10 cruisers (Des Moines, Worchester, Salem, Puerto Rico, Austin). Also quite a number, but three of them were actual in service and only two were made up and one of them is just a buffed up version of a ship that also saw real service. So, what is you point to pick on? Of course there have to be made up ships in such a game! I never questioned that. The thing is that it is another soviet made up cruiser...
  15. principat121

    Closed test 0.11.0, changes to test ships (DB 269)

    Did you guys missed the part were I wrote, and I quote myself here: Guys, don't be that guy. Come on... You can rip my post apart as you want, but please read it carefully before. I would appreciate this very much!
  16. principat121

    Closed test 0.11.0, changes to test ships (DB 269)

    Me too. But I would prever balanced ships.
  17. principat121

    Closed test 0.11.0, changes to test ships (DB 269)

    What do you expect. It is a soviet tier10 cruiser. There isn't any weakness allowed, they are all in different ways be a little bit superior to their counterparts. I mean look at WoT and the tier10 soviet medium tanks. But at least most of them were at least design studies and not just a napkin design.
  18. principat121

    Closed test 0.11.0, changes to test ships (DB 269)

    Closed test 0.11.0, changes to test ships. We adjusted the parameters of ships based on testing results. The changes will be applied to Sevastopol, Dido, Delny, Canarias, and Italian destroyers. X Sevastopol: Reduced dispersion of main battery guns. Now it is similar to that of Siegfried; Amount of citadel damage restored by the Repair Party consumable increased from 33% to 50%. VI Dido: Base detectability range by sea increased from 9.54 to 10.54 km. Other detectability ranges increased accordingly, except detectability range by air, which is equal to the ship's AA firing range. X Delny: Chance of HE shells causing a fire on target reduced from 10% to 8%. VI Canarias: Main battery guns base firing range reduced from 16.5 to 16.1 km; Main battery guns reload time increased from 10 to 10.5 s; Maximum damage of AP shells reduced from 4,500 to 4,250. II Curtatone: Main battery guns base firing range increased from 5.3 to 5.5 km; Main battery guns reload time increased from 5 to 5.5 s; Base detectability range by sea increased from 5.94 to 6.24 km. Other detectability ranges increased accordingly. III Nazario Sauro: Main battery guns base firing range increased from 5.5 to 5.6 km; Main battery guns reload time increased from 6 to 6.5 s; Torpedo tubes reload time increased from 60 to 65 s; Base detectability range by sea increased from 5.94 to 6.36 km. Other detectability ranges increased accordingly. IV Turbine: Main battery guns base firing range increased from 5.6 to 5.7 km; Main battery guns reload time increased from 5 to 5.5 s; Torpedo tubes reload time increased from 60 to 65 s; Base detectability range by sea increased from 5.94 to 6.54 km. Other detectability ranges increased accordingly. V Maestrale: Main battery guns base firing range increased from 5.8 to 6.8 km; Main battery guns reload time increased from 5 to 5.5 s; Torpedo tubes reload time increased from 65 to 70 s; Base detectability range by sea increased from 7.12 to 7.22 km. Other detectability ranges increased accordingly. VI Aviere: Main battery guns base firing range increased from 6.1 to 7 km; Main battery guns reload time increased from 5 to 5.5 s; Torpedo tubes reload time increased from 70 to 75 s; Base detectability range by sea increased from 7.14 to 7.34 km. Other detectability ranges increased accordingly. VII Luca Tarigo: Main battery guns base firing range increased from 6.2 to 7.3 km; Main battery guns reload time increased from 5 to 5.5 s; Torpedo tubes reload time increased from 70 to 75 s; Base detectability range by sea increased from 7.06 to 7.5 km. Other detectability ranges increased accordingly. VIII Vittorio Cuniberti: Main battery guns base firing range increased from 6.5 to 8.2 km; Main battery guns reload time increased from 4 to 4.5 s; Base detectability range by sea increased from 8.22 to 8.42 km. Other detectability ranges increased accordingly. IX Adriatico: Main battery guns base firing range increased from 7.7 to 8.6 km. X Attilio Regolo: Main battery guns base firing range increased from 8.5 to 9.8 km. Please note that all information in the development blog is preliminary. Announced adjustments and features may change multiple times during testing. The final information will be published on our game's website.
  19. principat121

    alabama, massa, NC

    Alabama had a great torpedo belt.
  20. principat121

    Battle Win/Loss Streak Pattern

    False pattern recognition: The human tendency to see patterns that do not actually exist is called apophenia.
  21. principat121

    Matchmaking in der Kritik

    Immer wenn jemand so etwas schreibt, erkannt man die Expertise auf dem Gebiet der Programmierung. Das witzige ist, es fällt manchen immer in einer bestimmten Situation auf, dass etwas "einfach" sein. Man müsste ja nur tauschen oder so. Richtig. Aber das ist nur ein einzelnes Gefecht. Ein fehlerfeier Algorithmus muss aber in allen Situationen funktionieren und jede mögliche Kombination auflösen können, nicht nur in den offensichtlichen Situationen, die selbst Laien lösen könnten. Und dieses Abdecken jeglicher möglichen Kombinationen ist der Knackpunkt. Und weil das fast unmöglich zufriedenstellend zu lösen ist, lässt man das ganze einfach. Daher gibt es kein Skill-MM und daher werden auch Divisionen nur nach ihrer Anzahl her gematcht. Nichts weiter. Jegliche komplizierte Erweiterung öffnet nur das Tor für Fehler. Keep it simple!
  22. principat121

    Question about MM and Div's - WTF?

    What do you think: How likely is ot that this could be a bug? A bug so obvious that the forum would be flooded with examples of "numbers of DIV differs by more then one".
  23. principat121

    Question about MM and Div's - WTF?

    Playing in a DIV amplifies your Skill-niveau. If you are bad, a DIV from bad players is even worse. If you are a good, a DIV from good players is a force to reckon with. And the pure skill was never a parameter for the MM. Thus, it is in the limits of the MM to match two triple unicum-DIV against a single tomatoe-Duo-DIV. This match up has a highly predictable outcome, but is nevertheless within the limits of the current MM.
  24. principat121

    Question about MM and Div's - WTF?

    The rules of the MM allow the numbers of DIV per side to differ by one. Your team has 1 DIV, the enemy 2 DIV. So, everything is within the communicated rules of the MM. When your Top-XP player was mediorce tier9 cruiser and your least XP-scorer a tier11 supercruiser, then you didn't lose this match because of the difference in DIV. Your team was just plain bad! Period. Get over it.
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