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Everything posted by wilkatis_LV
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How is Conqueror's accuracy compared to Lion?
wilkatis_LV replied to elblancogringo's topic in General Discussion
A common trait of RN BBs that for some reason everyone loves ignoring: AP is amazing and accuracy is between decent and pretty nice up to 2/3 of your range. Both of those become useless in the last 1/3 So, if we compare Lion and Conq: Lion Range 20.7km Accurate (and with great AP) up to about 13.5...14km Too much effort to bother at 14+km Conq Range 24.3km Accurate (and with great AP) up to about 16...17km Too much effort to bother at 17+km If you'll try to snipe with those ships expect nothing but lots and lots of misses. Use their concealment to stay at ranges you prefer fighting in gaining the advantage over your enemies, unless you have no other choice. -
Has anybody else had shells falling short?
wilkatis_LV replied to FixCVs_Nautical_Metaphor's topic in General Discussion
I think you bois are really underestimating how massive vertical dispersion is at any range. It's at the very least multiple times that of the horizontal, which is given to us in port / wiki (even if that value isn't exactly true either) As couple examples for you (all at a range of 15km): PEF Listed dispersion - 213m Actual values: Horizontal - at least (probably a little more) 307m Vertical - at least (probably much more) 745m And this is what we call really good vertical dispersion. No, really, I'm not joking about that Kronstadt Listed dispersion - 210m Actual values: Horizontal - at least (probably a little more) 344m Vertical - at least (probably moderately more) 1122m Vanguard Listed dispersion - 206m Actual values: Horizontal - at least (probably a little more) 360m Vertical - at least (probably moderately more) 871m While the Horizontal values (taken from LWMs tests in case you want to know) are [probably] very close to the truth, vertical values can be seen as somewhat minimized as the irregular shape she gets from 180 shells fired clearly is far from getting the ellipse. Sadly enough measuring V.disp. is much harder as WG have introduced systems like stationary ship drift that serve literally no other purpose than just screwing with this kind of testing. In other words I'm still working on a way to get more accurate values for that And since shells velocity plays a somewhat important role in V.disp. - there's no reason to expect it to be low at closer distances when your shells velocity is at its highest Also that wouldn't be unrealistic at all - all your guns won't be perfectly aligned angle wise, right? Here, the initial calculation of projectile motion, pay attention to "Angle of launch" (the value I'm changing) and "Distance" (the important value that changes with it): If I change that 1° angle just by 0.05° up or down the distance already changes by nearly 100m (97m in both cases to be accurate): And to put into perspective how small that 0.05° change is: Lets say we have a circle with radius of 10m. 1° arc would be 175mm long 0.95° arc would be 166mm long 1.5° arc would be 183mm long That's some 8...9mm (yes, less than 1cm) deviation per 10m, and it gives you basically a 100m difference at point blank shot Same basic principles would / should apply here. And then there's another thing to keep in mind - have you ever compared how your salvos look from your (presumably zoomed in) camera vs how that same salvo looks when followed with the shellcam (Z)? It can easily look like this originally: Which, surely is a really tight spread, right? But when you look at it through shellcam, or even better, from above in freecam it can turn out to be like this: Which, I'm sure you'd agree, isn't actually a tight scatter at all. And that's not unlikely to happen, as shells have a better chance of landing before than behind the target due to the larger "empty" area. A lot of that confusion will come from 2 parts: Splashes are really obscuring your vision Distance compression That 2nd one is particularly interesting, but at the same time really really easy to show. Go in a Training Room (or just do this in a random battle while initially deploying as it literally takes couple seconds at max) and aim at water some 5km from you. Now slowly move your mouse and see how accurately you can change the distance, basically with a precision of a few meters, right? Now try doing the same at 15km or more. The slightest mouse movement will move you over a much much larger distance, as there - basically due to perspective, just like IRL - distance is "compressed". What looks like happening really close together easily may have large gaps between them, just that it's kinda far away. Yes, it does. But it always has. As I said - I'm open to see if there's a bug or not, and wouldn't be surprised at all if it's there. But I'm not entirely convinced, especially with how logical and easily explained that "dropping short" is. Yes, that's pretty much how it is (just keep in mind where the violet arrow is pointing). The "cone" is basically how horizontal dispersion develops Vertical dispersion is much more complicated (doesn't scale linearly). Also it's very very hard to test with any degree of reliability. But at least one of the few things really known about it is - it's always much much larger (easily multiple times) than your horizontal dispersion -
[PSA] Giulio Cesare Testing and Premium Ships Status
wilkatis_LV replied to Sub_Octavian's topic in Development Blog
And this relates to GC and other broken premiums exactly how...? Or maybe you'll have a problem with them buffing underperforming ships too because every buff that's not to your OP toy is clearly a nerf to it as ships around it get stronger? Wouldn't put that past you And as such it should be BALANCED, not "my daddys wallet is thicker so I win by default". Balanced, not P2W And now let me explain to you how your comparison straight up doesn't work for you: Lets say a mediocre car can do about 90km/h speed A good one can do 150! Speed limit is 90. I don't care how fast you could go up above that, because you're not allowed to. Go drive at whatever speed you want on a Training Room Closed Track, don't show up with that on a Random Match Public Road -
[PSA] Giulio Cesare Testing and Premium Ships Status
wilkatis_LV replied to Sub_Octavian's topic in Development Blog
Yeah, actually balancing the game is sooooooooooooooooooo bad, right? -
Has anybody else had shells falling short?
wilkatis_LV replied to FixCVs_Nautical_Metaphor's topic in General Discussion
Shells do fall short often, but this has been happening more or less always because of this: There simply is more area for it to fall without a hit "short" than "long" But don't get me wrong, I would be the least bit surprised if there was some new bug -
Yes, it should work both ways - on and off. I'm not sure was it just G or Ctrl G, should check both just to be sure.
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Well, US ships would fit. No other nation had to. What would you do with something like a Yamato? Or a GK? They'd never fit in it. Or CVs like Kaga... So.. naaah, don't think so
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Afaik it's definitely still possible to become a CC. The requirements may or may not have changed, but the result itself should be the same Best way to figure this out would probably be for you to PM to a Community Manager - like @MrConway
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Yes, of course, you got killed so 110% guaranteed that he is a hacker Or maybe you should just git gud? Andwhy haven’t you shared the replay with us? It’s not hard to hit a stationary ship in smoke, it’s not hard to follow tracers back to “see” where the ship is, and as it happens there are people who not only own a keyboard, but also use itfor this game! What a phenomenal concept, hmm?
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Wan’t Ctrl+G the shortcut to simply hiding UI? AA sector selection can be bound to the same key as something else. For example I rebound AA Sector & Horm to “tilda”, and both worked together
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Atlanta (VII) - shooting range 15,5 kms???
wilkatis_LV replied to Yaskaraxx's topic in General Discussion
Basically OP has realized his own mistake (possibly by checking the replay) but just so he wouldn't look "dumb" by admitting it he goes down the typical "must be a cheat" route with "no replays" added to it Well wasn't that predictable -
Is it possible to reduce game file size?
wilkatis_LV replied to humphrey10's question in Q&A Section
No, you can't. At least I have never heard of any such ability Either way, if your laptop is either old enough or "weak" enough (as in - a notebook) to have that little memory capacity, chances are it can't play WoWS at anything better than PowerPoint levels of FPS at minimal graphics -
T4 CVs are pretty bad, even by t4 ship standards
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With that colour choice?
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There is a monetary bonus for Salem that is usually overlooked - she has 1/2 of normal t10 service cost. Add in the -50% from permacamo and you have 1/4 of normal service cost per game Afaik it’s practically impossible to lose money on it, and t10s earn half decently on their own
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@iEarlGrey @MrConway It is so lovely that it’s not just random posts from random people who don’t normally visit forums that can’t be read. Who wants to see what WG staff are posting anyway? I swear, if this continues I’ll start posting everything in moderator red soon.
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[PSA] Giulio Cesare Testing and Premium Ships Status
wilkatis_LV replied to Sub_Octavian's topic in Development Blog
And, of course, that's exactly the kind of player WG always listens to -
Rubber bandy visuals? That's lag If I'm not mistaken WoWS shows you the average ping for the last X seconds (5?) not the actual ping So 40-40-100-40-40 would be shown as 52 despite actually producing a lagspike
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Well, at 11 in a row you'd have a better than 50% chance for the 11th to be the last unique. That, of course, would include any duplicates you already got after getting the 15th unique At 22 you have better than 75% chance, at 36 it's better than 90%, at 72 it's better than 99% and at 118 it's practically 100% chance. So, knowing the RNG of this game... 118
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What, you want to make your WR look even worse? No. YOu can see who tends to survive longer in lost battles. The last few ships left alive normally can farm massive ammounts of damage & thus end up on the top of score screen because the winning team sets caution aside and goes yolo just to get that extra bit more before the game ends. This is why so many record breaking high damage games are losses. This way you easily can be the useless reason for the loss, and still end up high on score screen And it's a terrible system promoting being a useless and playing with a "we lose, I save a star" mindset instead of "we need to win" It's not a good system in any way
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SoonTM
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[PSA] Giulio Cesare Testing and Premium Ships Status
wilkatis_LV replied to Sub_Octavian's topic in Development Blog
Or maybe you simply don't actually have nothing to answer there as I'm right, hmmmmmmmmm? -
WG. How to teach players about ship, game and consumables mechanics
wilkatis_LV replied to Bear__Necessities's topic in General Discussion
I'm not sure if this is quite relevant to the topic or no, but the 2 best ones I've seen have been to do with PA DWTs 1st was not too long after the PA lines release. Someone in chat said (and he was serious about it) that if you unlock the DD the "can't hit him" message disappears, that clearly means you can hit him now, right? 2nd - last weekend had a YY on my team who clearly tried to torp a Shimakaze. Told him it doesn't work that way, his answer was that "he torped there just in case a cruiser was next him" (at least 2 of 3 cruisers left were unspotted, those are the only 4 survivors). Fair enough, super unlikely but why not. Like 2min later, all 3 crusiers spotted and well away from the Shima - he torps the Shima again I really didn't know if I should laugh or cry at that moment -
Not quite my style, but I can see that working aswell, yeah
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T5 was great before they nerfed it, can't say how it is now T6 pretty much shows you how the line will be played, and apart from the amazingly bad turret angles is pretty decent T7 is amazingly strong, just that maybe not quite as fun as something like Fiji T8 - Charles - is probably highlight of the line (at least before HIV), just that you need Last Stand on it. Same will be useful on t9 aswell. T9 is just a straight up worse version of Charles, but with a heal T10 - HIV - is absolutely worth it I really have to disagree here CM is played just like any other French CA - long range abusing your ridiculous speed & ability to change it thanks to spood beest. Do "half turns" (1x Q and E) instead of full hard turns, that way your guns will outtraverse your ship & it's harder to aim against your turns. I never had problems with the DPM, especially due to your rather good fire chance and Reload Booster HE pen is exactly the same as on other non-german 203mm CAs - 33mm. Since at least 32 is what you want - you're perfectly covered there. Firing angles - perfectly fine, again - never had any problems that way. And it's french black hole armour, you don't need huge numbers for your spaced armour to straight up eat shells for 0 dmg taken. Plus if you use your keyboard (or even ju st go in a straight line with spood beest) it's not like you'll get hit particularly often And don't forget about AP, MN CAs are great with it In fact, MN 203mm shells are very similar to IJN 203mm shells (which happens to be another CA line you haven't played) Also Charles already has 16km / 17.6km range, so that should be covered for you Hitting a DD in anything past 8km is a tall order. Shells are not completely flat, but neither are they US high. They are quite comfortable to use. Plus those shells are not slow, german 203mm shells barely outpace them. Difference is a fraction of a second at most That simply means you are overextending & playing it wrong. Of course you'll fail in those cases Well, since you ask Oh, and no, I didn't have RB. This was played just before that patch, Jingles recorded it just after the patch. I wonder how that replay even worked Oh, get ready for a "good one" Basically - worse torpedo positioning; ship is the same speed, but loses about 1/2 of its speed as soon as you touch your keyboard; armour performs significantly worse; you lose your plane... It's literally a worse CM, just with a heal
