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About Horin728

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  1. Bug Reports

    Ship: Midway Bug: Torpedo planes flied off to the stratosphere (even higher than the camera is) Description: I was playing on the Haven map, attacking enemy Montana which was close to the hill on F4. I issued manual attack command for them and when they locked into the attack, they flew over the mountain and into space. I know that planes do change altitude (take two brothers map as an example) but this was way way more than usual - as I said, they were so high that they did not even show up on the camera, while they were up, they were still taking damage from AA and dropped their torps eventually (with serious amount of delay, something like 6 seconds), also the sound effects sounded like the planes were right next to the camera. Reproduction seps: Not really sure, maybe bunch of testing in a training room? Result: TBs were still under attack, suffering losses mid drop, the BB passed the drop unharmed. Expected result: TBs not flying off the screen and dropping consistently.
  2. Some interesting info around the world

    More info about the GZ: We would like to clear up the situation with Graf Zeppelin’s detectability. Main parameters for measuring ship’s detection radius are: • Full height • Hull height • Length • Width If we compare Graf Zeppelin to other tier VIII carriers, the detection radius numbers look like this: Enterprise – 14,58 km Lexington – 17,46 km Graf Zeppelin – 16,2 km Shokaku – 12,42 km As you can see, german carrier is the second among her immediate peers. Let’s look at the exact numbers for those ships: Full height: Enterprise – 33,11 m Lexington – 41,64 m Graf Zeppelin – 37,6 m Shokaku - 24,58 m Hull height: Enterprise – 16 m Lexington – 17.45 m Graf Zeppelin – 13.6 m Shokaku – 9.07 m Length: Enterprise – 246.7 m Lexington – 277.2 m Graf Zeppelin – 262.5 m Shokaku – 257.5 m Width: Enterprise – 33.3 m Lexington – 33.7 m Graf Zeppelin – 31.5 m Shokaku - 26 m As you can see Graf Zeppelin is the second in full height and length, while in hull height and width it is the third. Together, these parameters determine the distance from which enemy ships can spot the carrier, and this value is set at 16.2 km. Moreover, this value is influenced not only by detection distance of the ship, but also by how easy it is to identify. Simply put - it's not enough to look at it, you have to know what you're looking at. And if we examine Graf Zeppelin’s silhouette, it does stand out significantly among her peers, thanks to the unique shape of her funnel. Lexington is known for simply being massive, and Enterprise is easily confused with Essex. Japanese Shokaku does not have many distinctive features, therefore she has a lower detection radius. https://imgur.com/a/p7g3C Concerning the question about changing the detectability of other ships without their core parameters being changed – it does sometimes happen, but only in fringe cases, when the balance really needs it. In most cases, however, no modifiers are applied to the basic detection radius formula. Imgur: The magic of the Internet Imgur: The magic of the Internet IMGUR.COM
  3. Some interesting info around the world

    Probably final info from the Graf Zeppelin test group: Hello everyone! We would like to thank all testers for participation. Your contribution is very important for us and helps make the game better. Today we are ready to share the final setup of Graf Zeppelin and tell you about the fifth stage of testing. After analyzing your answers to the survey, we added standard torpedoes for t-bombers. In port you can choose standard or deep-waters torpedoes. DW torpedoes can't harm destroyers, but they have bigger chance for flooding than standard. For bombers two types of bombs will be available - HE and AP. AP bombs allow for more damage in a single approach. HE bombs deal more damage over time with fires and destroy ships' modules. According to your answers we increased the loadout of fighters and decreased their number slightly in hangars to increase the number of strike planes. Also we changed angles of secondary armament on the carrier's deck. Now they can open fire from both sides of the ship. We also received a lot of feedback regarding detectability range and some comments about aircraft type on the ship. We want to clarify and exclude further misunderstanding between players and developers. Graf Zeppelin's hull and superstructure height are the reason we can't decrease this parameter. We are not planning any changes to the fighters and strike aircraft except for increased loadout. Graf Zeppelin has a very powerful strike setup. Her AP bombs are quite effective against battleships and cruisers, t-bombers can threaten most types of ships and secondary armament can be a serious danger for destroyers. Moreover, opposing team has to have a chance for countermeasures to the powerful Graf Zeppelin and each ship has an aspect which needs to be handled with extreme caution. In case with German carriers - it is durability of her planes. When it comes to fighter planes it is a good idea to use their tier VII as an advantage and pick the "Dogfighting Expert" skill for your captain. It will help you significantly, since most of the planes which you are going to meet in battles will be tier VIII aircraft. And this skill will provide you with +10% to average damage per second. Now let's talk about the setup of Graf Zeppelin. In the final test you can try two setups: 1-2-1: 1 fighter squadron containing 8 planes (16 units total), 2 torpedo bomber squadrons, five planes in each (27 units total) and 1 dive bomber squadron containing 9 planes (29 units total). This is the setup you tested in version 0.6.13. The setup has received very good feedback from players and has a great combat performance. 2-0-3: 2 fighter squadrons, five planes in each (24 units total) and 3 dive bomber squads, 3 planes in each (48 units total), bombers are equipped with AP bombs only. It's the default setup of the Graf Zeppelin that she received after becoming available. After many tweaks it has become quite effective. The circular drop zone for bombers will remain and the circle itself will become a little smaller. This will allow for increased efficiency and competitiveness with the other flight control. Also we added Hydroacoustic Search similar to tier VII Cruisers with the following stats: duration - 94 sec, torpedo detection range - 2,97 km, ship detection range - 4,2 km, cooldown for Hydroacoustic Search I - 180 sec and Hydroacoustic Search II - 120 sec, charges for Hydroacoustic Search I - 2 and Hydroacoustic Search II - 3. It's a very unusual consumable for an Aircraft Carrier, but we think it may help you in some situations complementing her good secondary armament. We are going to start the next stage in the near future and the carrier will be available for testing for two weeks. This test is probably going to be the last one and you should be able to try the ship in her production variant after that. And as we promised, all players who decided to keep Graf Zeppelin will receive a custom permanent camouflage for her, moreover, ships will be exclusive to their current owners for at least 3 months. During this period you can get a refund for the ship if you don't like her. Thank you for your participation and see you soon!
  4. I have noticed a trend.

    Better to have 5 DDs per side rather than 5 BBs in each game...
  5. Some interesting info around the world

    More info form the FB dev blog: Patch 0.6.14, American battleship Colorado, tier VII Increased hit points for hull (B) from 50100 to 59300. The amount of hit points is now equal to ship's displacement. The sigma number for both hulls is set at 1.9, compared to 1.8 for hull (A) and 2.0 for hull (B) before.
  6. German Carrier Line & Suggested planes (WIP)

    I like this thread a lot more CV is always better
  7. Some interesting info around the world

    Patch 0.6.14, IJN torpedo launchers reload time Torpedo launchers reload time is decreased for the following ships: Myoko, Mogami, Ibuki, Atago, ARP Myoko, ARP Ashigara, ARP Takao, ARP Haguro, Southern Dragon, Eastern Dragon, ARP Nachi, HSF Harekaze. The new reload times by launcher type are: Type 8 mod.2 – 70 instead of 76 seconds for Myoko, ARP Myoko; Type 90 mod.1 – 101 instead of 109 seconds for Atago, Mogami, ARP Takao, Ibuki; 101 instead of 112 seconds for HSF Harekaze; 76 instead of 82 seconds for Myoko, ARP Myoko, ARP Ashigara, ARP Haguro, ARP Nachi, Southern Dragon, Eastern Dragon; Type 93 mod.2 – 112 instead of 120 seconds for Ibuki; These changes will streamline the torpedo launchers mechanics and increase their combat efficiency. Source: Facebook development blog
  8. Ok, here we have another (even better) example..
  9. Sorry, made a mistake, still it illustrates the point even better.
  10. Those planes in the video are T9 planes... Falling like rocks. And the buff didn't stop at the Kidd. Not to mention USN cruiser split. And USS Salem. And the fact that every bloody ship released has more and more AA! Want examples? British - both lines, French cruisers, KI. Seriously, there is nothing left to strike in some games. I know there is rework coming, but it seems it's months (well in all seriousness it already is YEARS) in the making.
  11. Some interesting info around the world

    More info about the Graf Zeppelin, taken from the FB testing group: Greetings, captains! We are back and pleased to announce that the 4th phase of Graf Zeppelin testing starts next week after update. All test participants will receive two aircraft carriers - GZ Test I and GZ Test II. GZ Test I with Flight control: 1-0-3 (1 fighter squadron and 3 bomber squadrons). Your fighter squadron will have 9 planes. The tier of fighters has been reduced to VII without changes in their battle performance. For your bombers squadrons you may choose between AP and HE bombs. This flight control is introduced to address the point that was appearing in your feedback: lack of air superiority. GZ Test II with Flight control: 1-2-1 (1 fighter squadron, 2 torpedo bomber squadrons and 1 bomber squadron). Your fighter and bomber squadrons will have 9 planes. The tier of fighters has been reduced to VII without changes to their battle performance. For your bomber squadrons you may choose between AP and HE bombs. This is completely new flight control with all the aircraft types. It offers a good compromise between air superiority and striking, but be careful - your torpedo bombers hit only Aircraft Carriers and Battleships. Aircraft takeoff time and time required to prepare for takeoff have been cut in two for GZ Test I and GZ Test II. Also, we reduced landing time for all aircraft. Thanks, and see you soon!
  12. USN CV rebalancing incoming!

    Well the pattern is debatable, I actually kinda prefer the IJN drop pattern for attacking BBs. Not to mention that the IJN squadrons are much more agile than the USN ones. Every time I play tthe Midway, the planes feel like they are "sliding on ice." The one point that is true is the lower damage.
  13. USN CV rebalancing incoming!

    It is really strange... 12 torps from USN squadrons is a no no for TX planes, but 12 torps from IJN "alright" granted they do less dmg per torp, but have much better drop pattern, more agile planes and faster reloads...the longer I think about the T8 planes, the less I like it.
  14. I am interrested in trying out the new USN CAs... I see a lot of fire potential, however I am seriously worried for CVs. New line. USN. With excellent AA... Seems like everything released for last 4 lines has crazy amounts of AA...