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Everything posted by rafparis
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Need advice from experienced BB players.
rafparis replied to Stefan_von_Panzergeist's topic in Battleships
For IJN BBs i take: 1: BFT, SA, EL and BOS 2: EM and FP 3: Superintendent and high alert 4: AFT -
yep, that's it. And aparently a hit on the deck is not necessary to start a fire, which is lame....
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all about fire is explained there, in stronk russian: https://translate.google.nl/translate?sl=auto&tl=en&js=y&prev=_t&hl=nl&ie=UTF-8&u=http%3A%2F%2Fforum.worldofwarships.ru%2Findex.php%3F%2Ftopic%2F20041-&edit-text=&act=url
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Enjoy
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How do you feel about class balance at the moment?
rafparis replied to Fresh_Pickle's topic in General Discussion
Oh really? since i do the slight course change, i can't remember when i was hit by a long range torp. Maybe you are zigzaging in a too repeatable pattern? And if a USN DD is going after you, just turn away from him, so you show him your [edited], ctrl click him so your secondairies focus him, load some HE and shoot at him with your rear turrest, he cant have a good firing solution to you. DDs are in dipshit at higher tiers (6+) because of all that. Torps are expensive, and rarely hit. -
original post and illustrations by MinorMorris : http://forum.worldofwarships.com/index.php?/topic/40518-how-to-hit-with-your-torpedoes-illustrated/
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First impression, the new ranked battles
rafparis replied to Broevaharo's topic in General Discussion
yep, ranked batles are nice, my only complain is that they allow CVs to play there. In a normal game, a good CV can dominate a game, so imagine what it can do in 7vs7... And since you must win to advance, and they are only domination modes, it's ok to not play with a CV. -
How to play high tier and don't lose money?
rafparis replied to rafparis's topic in General Discussion
This... Not playing a CV is hard to get silver at higher tiers. Only one that can compete are BBs, and DDs are in the worst place. -
How to play high tier and don't lose money?
rafparis replied to rafparis's topic in General Discussion
oh yeah? What ship type/tier you are now in OBT? -
don't focus on kills. it's the percentage of a ships HP that you have done that gives you the most of XP and silver. You can last kill 10 ships in the game but still have low XP and silver. And it's always better to eliminate the threat fast, so don't be nagry at a "kill steal", play with the team. That big salvo that you wanted to use on a dying cruiser is better used on a full HP ship, it's good that low damage canons ships finish enemies with low HP.
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Here you have fire dmg stats for RU: https://translate.google.com/translate?hl=en&sl=ru&tl=en&u=http%3A%2F%2Fforum%2Eworldofwarships%2Eru%2Findex%2Ephp%3Fshowtopic%3D25585%26view%3Dfindpost%26p%3D1083522
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exactly.... domination only mathces would be nice in WOT too, maybye we would see some teamplay for once.
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Have you noticed that even in a standard battle display with 2 capture points, it's always a domination mode? Do you think they do that to avoid so many draws?
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my poor little fuso get stuck on PT in an infinite battle, it's 2 hours now... :/ anyone have this problem? (i wasn't in a team)
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no freexp, no gold and no silver? You want us to grind through tier 1 again, for a PT? well, F OFF! not gona play this crap. The trees looks beautifull through
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Fuso, minekaze, aoba.
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The provlem is that you can still lose a lot at tier 8 (DD destroyed at the begining of the match, or spam torps not hiting), even with a premium acount. And premium ships do not earn more money...
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Minekaze detectability is now 5.9, so it will be between 6.4 and 6.8, with only 7 km torps... between 600 and 200 m to launch undetected, yay.... Still, the tier 2 umikaze have 5.6 detection range and 8km torpedoes... a real seal cluber... And tier 6+ IJN DDs are still crap, and you only have a small buff to AA on USN destroyers.... So, instead of doing something to make DDs more viable at higher tier, they make the funiest ship to play a nerfed crap (yes, it was a little OP, but not that much, it was more because of inexperienced players), gj making people want to play more DDs...
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aaaaaannd the minekaze got nerfed... +1 km detect range, and no more 10km torps, but gun traverse is upgraded.
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That's why i dont buy tier 8 premiums... In WOT, my lowe is a money printing machine, you earn good even in a horrible match. That's what i paid for. So if they don't change the income on high tiers premiums, there is no point in buing them.
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Why am i getting such low Damage rolls?
rafparis replied to pixelwarrior_1's topic in General Discussion
Read this also: http://forum.worldofwarships.eu/index.php?/topic/25214-dealing-damage-in-wows/ -
copied from this excellent post by "amade": http://forum.worldofwarships.com/index.php?/topic/41728-dealing-damage-in-wows/ click it if you want to see the videos, enjoy! You may have occasionally wondered why your 14" AP shells that have a listed damage of 10k are only doing a mere thousand or so damage. Or why is it that other people can take out huge chunks of HP out of your ship while you struggle to do the same to them. To some players, dealing damage may seem to be completely random. First, lets get one thing straight: there is no RNG involved in calculating damage or penetration. Unlike WoT, there's no ±25% range for damage or penetration parameters in WoWS. Damage mechanics can be easily observed and explained (if you're patient), and I'll even show some examples later on. Lack of RNG for penetration on the other hand is rather difficult to confirm 100%, but results from extensive testing in training rooms strongly suggest that this is most likely the case, so I guess we'll just have to take the dev's word for it. The only RNG affecting your shots are dispersion, module damage and fire chance (for HE shells). So how can the varying amount of damage you see being dealt in battle be explained? Penetration To deal damage, a shell must penetrate and explode inside a ship. To penetrate thick armor, the shell's penetration parameter needs to be high enough. As previously mentioned, there is no RNG to penetration. However, the parameter is not constant at all ranges. In general, shells lose penetration over distance. The angle of impact also changes over distance. The more angled the impact, the more armor the shell has to penetrate. At close ranges the shell trajectory is relatively flat, so shots to the belt will impact closer to normal angles, but hits on the deck will be glancing blows (ricochet). The opposite is true for long range shots when it becomes plunging fire (provided that the gun elevation allows it), hits to the belt will be ricochets while hits on the deck are closer to normal angles. . There are still other parameters at play. Shells have a detonator threshold and fuze length. Armor needs to be thick enough to set off the fuze for the shell to travel some distance into the ship before exploding. The detonator threshold for AP shells increases with caliber size, so it's possible for it to penetrate a lightly armored ship without setting off the fuze and continue traveling until it exits the ship on the other side (over-penetration), causing only minimal damage. The threshold for HE shells is very low, even the lightest armor will set it off, and the fuze is shorter than for AP shells. Underwater shell hits are possible but penetration is reduced. The more water it has to travel through the more penetration is lost. Hitting the water surface alone may even set off the fuze prematurely. Shell damage Every shell type in the game has a listed damage number. This number is the maximum amount of damage that is achievable per shell. However, there's more than just hitting a ship with a shell, the way the shell penetrates (or not penetrate) the ship matters. Below is how damage is calculated since version 0.2.4/0.3.0. Non-penetrations (bounce/ricochet) will always deal 0 damage, regardless of AP or HE. However, HE shells still has a chance to start fires or break modules with its splash damage. Splash damage will never deal HP damage. Penetrations deal x0.33 of the shell's listed damage. Whether AP or HE, it must penetrate the armor and detonate inside the ship. Over-penetrations deal x0.10 of the shell's listed damage. Over-penetration is when a shell penetrates the ship through-and-through, before it has a chance to detonate inside the ship. Theoretically HE will never over-penetrate due to its low detonator threshold and shorter fuze. Citadel hits will always deal x1.0 of the shell's listed damage. This is only achieved if the shell penetrates the armor and the citadel (vital parts of the ship which usually enclosed in more armor). Even though HE has low penetration and almost instantaneous fuzes, it's still possible to get a citadel hit using HE if the target's armor is thin enough and the citadel hitbox is close enough to the first layer of armor. Penetrations on a destroyer's midsection will deal x0.5 of the shell's listed damage. It is impossible to get a citadel hit on a destroyer, as they no longer have them per se (was removed in 0.2.4/0.3.0). Due to their thin armor, HE works best as AP will almost always over-penetrate a destroyer. Showcase of different types of shell hits: Sims' 5" shell damage = AP: 2100, HE: 1800 AP and HE bounces on Yamato's main belt = 0 Damage AP penetrations above Yamato's main belt = 693 damage (x0.33) AP over-penetrations on Yamato's superstructure = 210 damage (x0.1) HE penetrations on Yamato's superstructure = 594 damage (x0.33) AP hits on Ibuki's citadel = 2100 damage (x1.0) AP over-penetrations on Fletcher's midsection = 210 damage (x0.1) AP penetrations on Fletcher's midsection (via underwater hit) = 1050 damage (x0.5) HE penetrations on Fletcher's midsection = 900 damage (x0.5) Damage threshold Although the collision model for ships are reasonably detailed in terms of armoring, the hitbox for its hit points pool is simplified into 4 sections: bow, midsection, stern and superstructure. The citadel counts as another separate section, contained inside the midsection. Each section has a limited amount of damage it can take, with the citadel being an exception as it has an equal amount of HP as the ship's total HP. The total combined amount of HP from all sections far exceeds the ship's total HP so it's very rare for any section of the ship to have it's HP pool completely depleted before the ship loses all of its HP. Each section (except the citadel) has two thresholds, where after each one is reached the damage it receives is reduced. The threshold levels for each section of each ship varies. In the initial state, the ship will receive damage normally (x0.33 for shell penetration). The section starts off clean and gets darker as it takes more damage. After the first threshold is reached, the damage received is halved (x0.165 dmg for shell penetration). At this stage, the section of the ship is visually blackened. Finally, once the second threshold is reached the section stops receiving damage. There is no visual difference to the first threshold, you'll only notice that your shells stop doing damage to the section. Damage thresholds in action: Sims' 5" AP shell damage = 2100 Each AP shell penetration caused 693 damage (x0.33) at first, after passing the first threshold the shells started dealing 347 damage (x0.33*0.5 = 0.165) per hit. Finally, the section's HP pool was depleted, and further hits caused no damage. Note: Due to a bug with fast forwarding replays, the section of the ship didn't turn black as it took damage. However, during the actual test itself the section did turn black. There are some caveats: regardless of the state of the section, over-penetration will always deal x0.1 dmg and citadel hits will always deal x1.0 damage, even after the section's HP pool is completely depleted. Additionally, if the midsection's second threshold has been reached, all other sections will take damage as if it had passed the first threshold even if it hasn't taken any damage yet. Damage from fire, flooding, over-penetration and citadel hits will not reduce any section's HP pool (but they will still reduce the ship's total HP as normal). A section with no HP left may still burn or flood normally and continue dealing damage to the ship. Note: the Iowa is currently bugged in which certain sections of the ship start at the first threshold and thus run out of HP sooner than it should, especially the superstructure which effectively becomes immune to HE shells after only taking a low amount damage. Torpedo Damage Torpedo damage uses a similar mechanic to shells, however the damage it can inflict is also limited by the each section's damage threshold. It doesn't appear to take into account of armor at all (in fact, it seems to ignore armor completely), the only thing that matters is which section it hits. Hits to the bow or stern will deal ~x0.9 (figures are rounded up/down) of torpedo's listed damage, halved after the first threshold and finally takes no damage after the second threshold. The damage multiplier for the midsection varies for each ship e.g. tests show that Yamato has a value of x0.41, Nagato at x0.71 and Des Moines at x0.85. Unlike shell penetration against armor which is modeled relatively realistic, torpedo protection appears to be arbitrarily set to roughly correspond to the protection it had in real life (or in some cases, as designed on paper). Ships with good torpedo protection have low damage multipliers, while those without good protection have higher multipliers. Destroyers are yet again another special case, its midsection takes x1.36 torpedo damage, in other words it actually takes more damage than is listed for the torpedo. Torpedo hits to the bow and stern will reduce the section's HP just like shells, however hits to the midsection do not reduce that section's HP at all. Every hit to the midsection will always deal the same amount of damage. If the midsection's first threshold is reached (via gunfire), it will still receive almost as much damage from torpedoes as before (very small difference, almost no change). The first threshold for most ship's bow and stern are low enough that depending on the torpedo used even one hit is enough to cause enough damage to reach the first threshold. So in many instances, you'll never see the torpedo deal x0.9 damage to the bow or stern. However, after crossing the first threshold the torpedo will consistently deal x0.45 damage per torpedo hit until the second threshold is reached or the ship is sunk (whichever comes first). Depending on the damage multiplier on the midsection, it's almost always better to take torpedo hits in the bow/stern than in the midsection especially if the bow/stern has already reached its first threshold. The reverse is true if the ship has very good torpedo protection (e.g. Yamato), in which case taking hits in the midsection will result in taking less damage. zero damage torpedo hits: Occasionally, players might encounter a situation where a torpedo hit inflicting very minor damage, or even no damage at all. In the video above, the cruiser's stern has already reached its first threshold, so it's taking torpedo damage at around half the rate. The first three hits consistently caused 2749 damage each, the fourth hit dealt 2264 damage. The section's HP pool has been depleted and its second threshold was reached, it will no longer take damage from subsequent torpedo and shell hits to that section. This is a very rare occurrence as a result of reaching the section's second threshold. In battle, it's more likely to happen to ships with sections that have small HP pools, as ships with larger HP pools would normally receive damage that is spread more evenly across multiple sections thus diminishing any likelihood of reaching any section's second threshold before the ship itself would sink. Fire and Flooding While causing fire or flooding is all up to RNG, the Damage over Time (DoT) is based on a percentage off the ship's total HP. A ship can be set on fire on each section, for a maximum of 4 simultaneous fires. Each fire will deal damage around 0.6% of total ship's HP every 2 seconds. Carriers take more damage, at 0.8% of its total HP in damage every 2 seconds. A ship can only suffer one flooding at a time, even though you could earn multiple flooding ribbons per salvo. The DoT for each ship varies correspondingly to how well protected it is against torpedo hits. Therefore, higher tier ships with better torpedo bulkhead designs tend to have lower DoT, around 0.25% of total ship's HP every 2 seconds, while low tier ships with poor protection (or lacking them altogether) may take over 1.0% of total ship's HP every 2 seconds. The cooldown for fire or flooding can't be restarted, so if a ship is already flooding you can't extend the timer by hitting it with another torpedo until the flooding is repaired. The same applies for sections already on fire, however the cooldown will display the time for the latest fire that was started. Repair Party The Repair Party consumable available on battleships as well as tier IX and X cruisers repairs at a rate of 0.5% of the ship's total HP per second for up to 28 seconds when activated. So the Ibuki with 39k HP for example would be able to recover 195 HP per second for a maximum total of 5460 HP per charge. However, the actual amount recoverable per charge is dependent on the type of damage received. Damage from over-penetration, fire and flooding is 100% recoverable. Damage from normal shell penetration/torpedo hits is ~50% recoverable. Damage from citadel hits is only 10% recoverable. Therefore it's important to keep track of the damage your ship has suffered and only activate the Repair Party when you know you can recover the maximum amount per charge. An easy way to do this is to memorize the maximum amount your ship can recover (the consumable's tooltip will tell you how many HP per second it can recover) and only activate it after you've taken at least double the amount of damage (unless you are certain they were citadel hits) or to counter fire damage if your Damage Control is on cooldown. tl;dr Shoot HE at soft bits, AP at boilers/magazine behind enough armor. Always keep in mind of range and angle of impact. Don't bother too much about where your torps hits, just as long as they hit the enemy.
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original post: http://forum.worldofwarships.com/index.php?/topic/42946-edited-engine-configxml-game-seems-smoother-fps-loading-fix/ The engine_config.xml file resides in the 'res' folder. changes to be made: <cacheEffects>false</cacheEffects> to <cacheEffects>true</cacheEffects> <streamCacheSizeKB>2048</streamCacheSizeKB> to <streamCacheSizeKB>8192</streamCacheSizeKB>
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The problem is that situation awareness is instant. If a ship or a plane spots you, you know it. Here, it's a case of beign spotted by the enemy outside of your detect range, and SA dont kick in.
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nope, the upgrade just augment your drawing distance, not your spotting distance.
