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Everything posted by wilkatis_LV
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Surveillance Radar, Interface improvement, Flooding
wilkatis_LV replied to MrConway's topic in Development Blog
You realise that it would be as bad as couple pixels too high = your shells land multiple kilometers behind the target? Those are your words not mine What I said is that shorter duration + reqlistic ability to build “against” them gives players the ability to let them run out naturally. It’s no longer a insta-repair or die —— Forums doesn’t work properly on my phone for some reason, so here’s a not so nicely quoted answer: Sationary vs moving DD - I wonder which will die before the other one has lost even 1/2 of its hp? Just because it can be hit doesn’t mean it will be the same number of hits and dmg Voordinated teams: You don’t see that at KotS becuase CV spotting ruled everything Meanwhile in high league CB... have you ever been even close to that? It’s not a rare reaction to such a move Unaccounted for radar cruiser - hint in the “unaccounted for”. Tou can’t know where he is, you can only guess. And thing about guessing - it’s often wrong That whole Moslva part - I recommend A and D keys. Your keyboard should already have them. Being ineffectively splashed at long range is nothing dangerous Ok, lets do that with US CAs... Arcs = easy dodging = you’re even safer What about russian CAs? They don’t have the dpm + at that range even CA dispersion on a DD will let you down both cases would result in less damage taken than from the Mino -
*insert futurama you serious meme* Someone forgot to read the thread past the original post
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Finally I'm not the only one seeing / saying this
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It's linear, original dispersion values for silver ships t3 to t9 were wrong (taken without the range upgrade while range was given with it) Updated data is here:
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Honestly, that's surprisingly low. Either it's balancing magic, or that ship is smaller than it looks
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Surveillance Radar, Interface improvement, Flooding
wilkatis_LV replied to MrConway's topic in Development Blog
Except that number of floods is doubled not reduced Here, dmg output comparison: Single flood is always slightly inferior to the current flooding (0.5% vs 0.6%) Meanwhile double flood gains damage far quicker and far more devastatingly than your current floods do. In fact, current floods need to tick for 66s to get the damage that double-flood will do in 40s. What's more likely - you getting a 40s flood or 66s flood? Hmm? In those 40s you lose 16.67% of you dmg output with a single flood while gaining 66.67% with double. It's a win-win for both sides - BBs and DDs. Yes, because there are so many ships that can radar you before you spot them. And it will be so easy for them to hit a moving and dodging DD at that range. Obviously And yes, radar makes smoke cover irrelevant. That's kinda the point of it. And for the "island piercing" part - how many times have I offered to make it more realistic by making it LoS, but also a toggle on / off ability with no cooldown, no max duration, no limited uses and longer range? Must be 20 at least. Weird how that part of realism noone wants Reversing into the cap is a common occurrence for radar bating. Ok, this maybe doesn't involve smoke, but it's still DD spotting. Between going full astern and going forwards there will be a period of either sitting still or moving very slowly. Meanwhile in smoke you may not even expect someone to radar you (for example they haven't been spotted in the area / for a long time, or if it's more organized game they may have been pulled up to radar you, you just didn't know exactly when that will happen). Again - at that point you may be sitting still, reversing, or at best case slowly creeping forwards. In both of those cases it's quite the difference between being able to engage the DD immediately and having to wait for him to pick up speed Then was it long-range radared by Moskva, or did the DD screw up and crawl so close to her that he's now done for? What you're saying there contradicts itself, because at long range you're not an easy target and can escape the radar range, meanwhile at close range... it's really the DDs fault there We did testing in the clan a while ago: Mino, 48s radar, CE build, moving full speed towards DD DD (YueYang in that case), no SE, moving full speed towards the Mino, partially paying attention to something else (I was alt-tabbing & reading forums) so the player is distracted Mino radars when he is spotted, only when the DD notices that he is radared he starts trying to escape DDs survivability rate: 100% And this is pretty much the worst case you could get yourself into as you find yourself closing into a radar cruiser at over 70kts relative speed while already being 2km into his radar zone. So your 25s is now 30s (36 with the mod) at those long ranges... Yeah, I really don't see the threat if you are capable of thinking and breathing at the same time (which I think you can) -
I'm in the same boat as you with over 100 ships there. Not every one of them needs a reset tho, but... we'll see This is quite a popular opinion, and rightfully so. However I wouldn't put too much hope into that one
- 7 replies
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- spotting aircraft
- cv rework
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Surveillance Radar, Interface improvement, Flooding
wilkatis_LV replied to MrConway's topic in Development Blog
Let me put it this way: If you reduced Zaos reload by half, but also reduced it's alpha by a third, that would still increase Zaos dmg output. Not per salvo, clearly, but overall. Same (similar?) idea here with torps. Then for whom it would be? Only the useless "I want to sit still here" seem to be whining about radar, those who already are smart enough to deal with it aren't the target audience (at least not directly) for whom the radar rework is meant Even if it's just radar bating or capping - it still happens pretty much every game at some point. And if the team radaring is expecting to have you radared, so they had their guns pre-turned for you, those 6s can make all the difference in the world between getting blasted by multiple ships and that same simply not happening -
Surveillance Radar, Interface improvement, Flooding
wilkatis_LV replied to MrConway's topic in Development Blog
Which is exactly the type of player who requested the radar rework, isn't it? That would be the competitive aspect of this nerf. Coordinated teams like in CB / KotS will be affected by this, not randoms But it lasts for a shorter time aswell, which is why the sum dmg is about the same. At full duration reduction you get 33 fire ticks (ok, maybe 34, not sure how the rounding works. Need to test it) and 22 flood ticks. That's 9.9% dmg from fire vs 11% dmg from flood. That 1.1% difference isn't really much to go on That's just like multifires - do you repair 2? Maybe 3? Less dangerous, more reliable. It suddenly actually does something instead of being all or nothing. It's a nerf for effectiveness, but should be a buff for actual flooding dmg dealt. Not per single flood, but overall -
Either multiple torps or something else hit you, would be easier to tell from a replay (you have your last 30 replays saved wherever you have WoWS installed, then in a replay folder. Default would be something like C:\Games\World_of_Warships\replays) All ships with citadels do This is actually kinda dumb, because it nearly never works. Most BBs don't have enough HE pen for it, and those who do... you'd still be better off with AP
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HMS Herpes - 1st CV to be instaspotted when the match starts That thing looks so high I wouldn't be surprised if Stalingrad outspots it
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Well, BBs can't mount Radar mod, it's a Cruiser & DD exclusive. Missouri never got it But lets assume it's given to them same as Spood Beest was given to MN BBs: t8 40s & can't mount it t9 50s -> 60s t10 60s -> 72s With 33s reload it's not worth on the t9 as it's the same 2 salvos, but assuming they can use Reload Mod in the t9+ slot you can go to 29s reload / 34.5s turn rate to barely get that 3rd salvo off (you get 2s to spend with guns loaded in that whole time). I think it's still not worth it for the 9 On the 10... Yeah, why not I assume that's a spinoff from the russian S_O post? He said they will test something similar to Revolutions dmg-con, as in limited uses + short cooldown, but it's nothing guaranteed
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Surveillance Radar, Interface improvement, Flooding
wilkatis_LV replied to MrConway's topic in Development Blog
DD is the easiest to hit right after it's radared - while it's stationary or just starting to move Those 6s are plenty of time to either get into some cover nearby (or at least be well on your way to it), or at least to get up to full speed and start dodging. They repair fire, you see them repairing it, you send torps, they hit and set a flooding. What's the cd till next dmg con? 30...50s? Lets average 40s at 0.6% their HP per second. That's 24% of their HP dealt New system - 40s flooding duration, so that same 30...50s dmg-con becomes irrelevant. Same for if they still have it up - maybe it's not worth repairing? If they catch torps only on bow / stern and get 1 flooding that's @ 0.5% hp per sec = 20% dealt. Barely less. But if you get hem midships and get BOTH floodings that suddenly extends to 40% which is nearly double dmg output in the same time. Nearly as punishing for nearly-dodging, far more punishing for proper broadside misplay. I don't see anything wrong with that For dealing with reduced duration floods: single salvo -> pause -> next salvo (similar to how you'd get permafloods now with just your torps). Only "problem" would be that it looks like floodings don't reset themselves anymore, which is a change I do not support. But it's not explicitly stated, so I'll wait to see that on some test With this rework? Double floods would be insta repair, single flood? Not so much. Single flood would slightly outdamage one full heal before flooding duration reduction counted in. With the builds I usually run (which btw aren't exactly super popular) I'd have 23s floods, that's 22 ticks per flood = 11% of my hp per flooding. That's about the same as single fire will do to me. Do I really need to dmg-con that? Don't think so -
Unless Flamu mentions it with great emphasis (as he constantly did with RN BBs) - they won't Well, the way I see it is - the clueless hordes are no serious threat at all at like 90% of the time (in not even more), unless you yourself screw up and get overran by them, and the players who will actually be dangerous in them won't be sniping from max range.
- 108 replies
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- cv rework
- radar changes
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Surveillance Radar, Interface improvement, Flooding
wilkatis_LV replied to MrConway's topic in Development Blog
Literally 1st thing stated there: When you apply radar mod to them you get between 2.4 and 6s extra duration compared to current radar. So 6s is equal or longer than all of them Because hitting DDs at that range is so reliable What part of "flooding will more often do dmg instead of <<being insta-repair and rung away>>" a nerf? DDs dmg output will increase from it -
This is even heavier case than that You know, if it doesn't work - turn that up to 11 and try again Ofc there will be sniping with some magical range build, you can always find those. But don't expect even half decent performance out of them that way, VMF BBs do seem to be punished for opening the distance a bit more than others Thing is, with HE that's still inefficient. They'd be far better using AP and their forwards speed to get some nice broadsides. Especially in randoms where someone pretty much always gives you their side
- 108 replies
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With the launch of the next update for a full week we get: Free captain resetting - that's their skill points Free captain retraining - that's when you move them from ship to ship Free module demounting (that's things as Aiming Systems, Concealment Module, Reload Mod and so on) Just because the captain won't be automatically reset doesn't mean it won't be resettable manually
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Apparently no, that's for both - CV and catapult lauinched Possibly. Then again if you think reduction of Hydros per game will increase DDs power... those DDs will already have their hands full dodging rockets Also Radar ranges and durations have generally increased a bit
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Premium tiers 7 CVs - Shouldnt be raised from tiers 7 to 8 - Unfair.
wilkatis_LV replied to Crusherheads's topic in General Discussion
No they wont. CVs are only at tiers 4, 6, 8 and 10 Feel free to refund your premium CV if you don't like its new position, noone forces you to keep it -
Best H.disp. of all BBs up to 13km, worst of all past 19km. Best range is at t10 with 20.7km (well, if you want to go range that would be 24km) So... not much of a sniper line And if you mean that HE will inspire more BBs to be bow on... that's not how that works
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About the Japanese battleship in the new CV
wilkatis_LV replied to AmagiandAkagi's question in Q&A Section
Yes, exactly like it is now No, unless they plan to make their main guns dual purpose (still a no) -
Yes, this makes more sense: Formula is approximately R(km) * 12.4 + 16.7 = MaxHdisp(m) Comparing to other nations: Better than IJN up to 13.2km Better than RN (Warspite, Hood, Vanguard) up to 16.33km Better than US / RN (standard) / VMF (premium) up to 18.04km Better than KM / RM / MN up to 18.96km This is much more in line with the S_Os mentioned 15kms Conqs 457s already do more dmg than Yamatos 460s Republics 431s are barely behind them Similarly Montys 406s do as much as GKs 420s, more than Conqs 419s
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With a screenshot of him sinking and the message above minimap... Perfection
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Surveillance Radar, Interface improvement, Flooding
wilkatis_LV replied to MrConway's topic in Development Blog
Throw enough at the wall and some of it will stick Do you even realize how low the hit % is for these blindshots? Sure, some hit every now and then, but nearly all of them miss without getting even close to hitting. Especially when the player shooting isn't a unicum so his aim isn't even perfectly on point making it that much worse Will it be done? Sure. A rare case of lol. But, unless I'm going to lose the ability to fire at that DD before I see & lock on him or unless my reload is quick enough for that - why would I? Wait a couple seconds and then get that accurate shot It's there to force you to use target lock which comes with a built-in aim-assist. Without that at longer ranges even slightest "mistakes" in vertical aiming (in this case anything that isn't on waterline would be a mistake) would lead to you never hitting your target as the shells pass harmlessly over it -
New collection, Arsenal and New containers
wilkatis_LV replied to MrConway's topic in Development Blog
Best news today?
