ttchip
Beta Tester-
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Everything posted by ttchip
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AA DPS of escorts and how they relate to strike health
ttchip replied to ttchip's topic in General Discussion
My own take on possible changes would be to increase AA range while increasing plane health or decreasing AA DPS by the same amount. The net effect of this would be that singled out ships are as fragile as they are now and teamplay doesn't require you to stick your nose up other people's arses anymore. -
AA DPS of escorts and how they relate to strike health
ttchip replied to ttchip's topic in General Discussion
It doesn't need to be quite as bad as that, as CVs are literally incapable of not losing planes at high tiers during engagements, whereas other classes of ships can deal damage without losing health. On the other hand, if a CV messes up and loses an entire strike force, he loses between 20 to 40% of his total reserves. Any other ship usually loses a lot more in a shorter time frame in that situation and doesn't get to maneuver out of harms way at a speed of >100kn. I'm conflicted. -
Most BBs do have an antitorp belt that reduces damage taken from torps.
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Type 6 torps are pretty much the only item that works on multiple ships. FCSs - just like hulls - have generic names and are not shared. Every tier Y ship has an FCS with the name "MkY mod. 1" for the base and "MkY mod. 2" for the upgraded version.
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AA DPS of escorts and how they relate to strike health
ttchip replied to ttchip's topic in General Discussion
Yes, I did. The second figure is basically that. AA range is the same from Cleveland to Baltimore. I did give DM an additional multiplier for its longer range. -
AA DPS of escorts and how they relate to strike health
ttchip replied to ttchip's topic in General Discussion
But you're probably meeting ships that're not as terrible, relatively speaking, as New Orleans at AA. Also, the fact that New Orleans doesn't do well at AA relative to other USN CAs at their respective tiers doesn't mean that it's godawful - particularly when it comes to self defense. -
AA DPS of escorts and how they relate to strike health
ttchip replied to ttchip's topic in General Discussion
You're probably not losing them to New Orleans, though, which is what this chart is supposed to tell you. -
Those are 76.2mm guns, mate. 76.2mm guns are long range AA on all other ships. That's why I've created this thread. The damage is doubled because you get twice the number of guns.
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AA DPS of escorts and how they relate to strike health
ttchip replied to ttchip's topic in General Discussion
Also irrelevant, as the tier 1 captain's skill affects all ships equally and AA Guns Mod III is factored in for tier 9 and 10 ships. Again, all of that is mentioned in the file. This is more about the development of an escort's AA as you go up the tiers and how it manages against equally tiered IJN CVs. I'm way too lazy to figure out how to account for both types of CVs but I guess it'd be fairly similar. -
AA DPS of escorts and how they relate to strike health
ttchip replied to ttchip's topic in General Discussion
The weighted DPS doesn't change if you account for AA range upgrades and skills as they affect all mentioned cruisers equally. This also goes for the AA cooldown and the AA DPS bonus for focusing any given squad. Tier 9 and 10 CAs are assumed to use the AA DPS equipment, as mentioned in the Excel file. I've already accounted for all of that. Edit: The bottom line is: Cleveland is an excellent escort and easily the best of the bunch with its good AA (relative to the planes of Ryujo) and the relatively low reserve count the ship is bound to face. As you go up the tiers, relative AA strength remains the roughly same while reserve counts increase dramatically. -
Matchmaking balance, weird team compositions and a carrier with 10 kills
ttchip replied to Aerroon's topic in General Discussion
That's not entirely true. CVs have higher average damage figures because they tend to be much, MUCH more flexible than any other class of ships when it comes to dealing damage. Put a top tier BB into a situation where he can unload unobstructedly and continuously and he should outperform the CV in terms of damage. Getting into that situation, however, is apparently more difficult in a BB. Despite all that, personally, I wouldn't even consider BBs to be the least flexible class of ships for damage dealing - high tier DDs are. I'd be willing to bet a hefty sum of internet coins that this is true for every class of ships ingame. Edit: In fact, 2 vs 2 CVs - all of which are obviously running strike loadouts - were some of the most volatile matches I've ever had in this game- 170 replies
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- Matchmaking balance
- CV power
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(and 2 more)
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How to dodge torps! Post here for tips + advice
ttchip replied to Conte_Vincero's topic in Newcomers' Section
- When you see a DD popping his smoke generator, you can use your sights (the mode you activate with Shift) to peek into the smoke. If you look closely, you will be able to see a "fountain" of smoke. That's where the DD was when you activated your sights. Also, for this position to update you need to deactivate and reactivate that aiming mode. Regarding CVs: - Spotting distance for planes unless your view is obstructed by terrain is roughly 8km. This gives you enough time to turn in low tier battles. Furthermore, some ships in low tier battles DO have enough AA to ward off those attacks. Yubari and Omaha w/ the C-hull are two of those. In mid tiers (6 and 7), AA on USN cruisers is good enough for them to deter attacks on you if you're being escorted. Note, however, that the reaction time you have decreases as the speed of planes goes up while spotting distances remain the same. This is met by players being able to mount the rudder equipment. In high tiers, where your ships generally do not turn well anymore, regardless of the class you're playing, reaction times are low, incoming plane zergs are large and reserves are plentiful. Haven't found a solution for those tiers yet, despite me playing USN CAs. -
It'd be kinda cool if platoons were forced to pick vehicles from the same tier.
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Nice necro. Anyway, 12 draws out of 84 games at tier 8 should give you an indication as to what happens in mid to high tiers if you're driving USN cruisers. Might be me, could be general balance working that way. Those games do feel incredibly unsatisfying, one way or another.
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Jesus, mate. You worked out that Shimakaze has 30ish % more torp damage per time than Minekaze. What does that mean when your enemies have roughly twice the health? Exactly! You deal less effective damage because the hitpoint pool increased more than the damage per time! Couple that with increased size, reduced speed, worse camo and a lower accuracy on your torps because, hey, gotta make use of that 15-20km range. Hitting anything at that range without carpet-spamming your torps is basically a miracle at these distances. If you carpet, your hit rate is going to suffer. If your hit rate suffers, so will your average damage per time, meaning that effectively, Minekaze deals as much or more damage per time than Shimakaze. All of this boils down to one simple issue: Average damage per game does not increase after tier 5 for IJN DDs. This is why people are complaining. This is why DDs do not work as intended at higher tiers. This is why there's no real progression for DD captains.
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When you select your torps you can see the reload timers for your launchers as if they were guns right above your skill bar.
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Nah. Langley gets 1/1/0 and Hosho has 1/2/0. Neither get an upgrade in that regard.
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BBs - especially at higher tiers when ranges are >20km - would be completely broken if they had CA-like accuracy. I'm not saying that it's fine right now but it's certainly not that bad. With that being said: F**k Kawachi and its potato guns.
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Carriers are OP, Battleships are OP, Cruisers are OP, Destroyers are OP
ttchip replied to Ectar_'s topic in General Discussion
Oh don't worry. T9 CVs are just as ridiculous. As soon as you have two in any given team, the opposing team basically halts all actions because they feel the need to huddle up and do nothing. This is especially fun in Domination, where you forfeit any semblance of map control, leaving you to slowly die and ultimately lose. This game's balance is so completely out of whack at high tiers, I'm not sure how this got past the Supertesters. Edit: The fact that my first line of choice, US CAs, is renowned for its AA capability makes this even more hilarious as I struggle trying to fend off equally tiered CVs at tier 8. I'm really curious how Baltimore does, considering it has roughly the same AA DPS as New Orleans with the only difference being its stronger mid range AA. I'm also already preparing myself for disappointment for when I'll get the DM. -
Retraining captain: why should all skills become active at once, usualy AFTER you grinded the ship?
ttchip replied to Figment's topic in General Discussion
Thinking you are spotted and knowing you are spotted are two completely different situations. Knowing if you're spotted without spotting anything yourself is a huge bonus when you can abuse line of sight - even on BBs - as it allows you to pinpoint an enemy's location. I'd definitely pick it up on BBs if we had unlimited skillpoints. As it is, it's not really a priority on them. -
Retraining captain: why should all skills become active at once, usualy AFTER you grinded the ship?
ttchip replied to Figment's topic in General Discussion
I already treat their games like subscription games and I'd still rather not grind upwards of 100k exp on a DD without Sixth SenseSituation Awareness. I'm fine with every other skill in the game being gated the way it is right now. That's precisely why I prefer the crew model in WoT. Armored Warfare is even better in that regard with them giving Sixth Sense to everone by default. -
Retraining captain: why should all skills become active at once, usualy AFTER you grinded the ship?
ttchip replied to Figment's topic in General Discussion
That actually sounds like a usable alternative to what we currently have. -
Being able to fire accurately while turning as fast as possible is quite nice and you don't need to zig-zag for that to be true. Now, it's not very useful on BBs with 45ish seconds on their 180° turret rotation. Once you get to 60 s and up, that's when you start feeling the speed or lack thereof. You don't need to fully turn a ship's turrets to notice the difference - even at low tiers. This upgrade is a viable choice even on some DDs like Minekaze (45s 180° turn time, extremely maneuverable), mainly because the other upgrades are nigh worthless. Funnily enough, that's not the case for BBs and DDs. Their rate of fire remains roughly the same throughout the game. Cruisers, however, lose half their rate of fire when they switch from 150ish mm armaments to 203 mms. A prominent exception to that is the Des Moines with its 10 rpm 203 mms. This upgrade is a matter of preference. I've never used it apart from when I started playing the game and misinterpreted its function myself. After that, I chose to have a slower-but-still-manageable turret rotation speed while keeping my rate of fire up. On Izumo I even went ahead and mounted the other upgrade that increases the rate of fire at the expense of turret rotation speed.
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Sounds like DM apart from it having only 2x3 203mms in the front - but the rate of fire does kind of make up for that.
