-
Content Сount
5,061 -
Joined
-
Last visited
-
Battles
10702 -
Clan
[THROW]
Content Type
Profiles
Forums
Calendar
Everything posted by wilkatis_LV
-
It's just a basic list of how much XP did the CV cost + how much xp the upgrades cost. Draw your own line wherever you are For example I'm looking at nearly 1.2mil as both lines will be at stock t9. Not too bad I guess
-
Chief Mate. iChaseGaming: Battleship AP vs Destroyers - Discussion Thread
wilkatis_LV replied to The_EURL_Guy's topic in News & Announcements
I'll just leave this here: -
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
Yes, that's pretty much how I know it works. Keep in mind that the hull has at least 4 different sections (bow / stern / and then the citadel area + rest of the midships area) with Superstructure as 5th. More interesting question now is why do DDs get that only at full rudder turns -
Afaik the "disable messages" is for that one match only. Blacklist is a long time solution.
-
That's the Blacklist, yeah
-
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
Tested in a PvP game, can confirm -
Outflank it. It can keep bow on only to 1 ship, as 2 or more ships can always split up AP on superstructure still does reasonable dmg in most cases HE. It's 32mm all over, so it's a really really soft target for HE Also with Izumo, Dunkek, Nelson and Richelieu in the game one would have thought that this wasn't exactly a new concept... It's Coal not Steel, every last pleb can freely get it. And even if it was Steel it would have just taken longer to acquire as Steel is given even for the lowest ranks of Ranked / CB, as well as it can drop in SCs.
-
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
AP afaik. HE explodes on impact, so technically it can never reach any 2nd compartment to hit -
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
Well, since the dmg limit on pens does seem to work I just have to assume that's a classical multihit situation. God f-ing damnit WG Either one overpen hit 3 times or both hit twice. Either way the result is clear -
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
I meant module as in section of a ship. Was more or less explained how this works in the corresponding "How it Works" video I only I was. I've been campaigning for this idiotic mechanic to get removed for at least a year by now, and you can see how successful that has been. Everyone just dismisses it as a "bug that will get fixed at some point". Well, it's not! Or just this, yeah. I know @Exocet6951 said it always comes out as a multiple of 3, but in my experience it seems that x2 and x5 are far more common. -
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
No, it has even been confirmed by MrConway as a game mechanic. Here: Especially note the last comment. It's not a bug. -
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
it would be impossible if the target would have been below the one he got. But since he got less than calculated - saturation can cut it short. Basically if modules has 1.8k hp and you hit a pen which should do 4k -> that's 2k on the ship + 2k on the moudule, but since there is only 1.8 you get a sum of 3.8 Perfectly plausible -
Uhh, what? Republics base AP DPM (so before you mount reload / legendary mod) is 290k, meanwhile same for Conq 457s is 238.4k
-
BB AP on DD's not working as intended
wilkatis_LV replied to ApesTogetherStronK's topic in General Discussion
It's a GAME MECHANIC not a bug. Ffs people, learn it already That multi-hit thing is the most likely explanation. Didn't see it on PTS so hoped its gone, haven't played enough on live in the current patch to know. If the multihit thing still exists WG has failed to fix the actual problem. Pens never were the part of the AP that did a ton of dmg to DDs bcuz of how rare they were, these multihits did it. But, of course, why would WG have listened to those few competent enough to recognize this when the vast majority of potatoes just yell about pens, aye? -
Suggestion about player base and customization options.
wilkatis_LV replied to Fonfalks's topic in General Discussion
Ok. It's a stupid idea. And since WG will never give you the ability exclude players from ever playing with you (even if just bcuz it would completely up the matchmaker), feel free to give it up. -
Suggestion about player base and customization options.
wilkatis_LV replied to Fonfalks's topic in General Discussion
Didn't you quit like 50 times already? I guess that once more a "welcome back, don't stay for too long" is in order -
Bring bach old Zipangu port please.
wilkatis_LV replied to Teekesselchen's topic in General Discussion
I always used the Snowy Zipangu from Aslains, so as it happens... I really really like the new one. Check around modpacks, the old one surely will be in them soon if it's not included already -
That's because mission is directly intended for those who have BOTH versions of the ship, not just one. Clearly you're not the target audience of it
-
Modules. Main batteries (and barbettes). Secondaries. AA mounts. Possibly some fully saturated areas. That's what you hit
- 22 replies
-
- penetration
- phrasing
-
(and 1 more)
Tagged with:
-
Get them to angle a bit. Not only this increases their effective armour thickness, but also gives your shell a longer path through the ship - less chances of arming and still overpening Firing from longer range (and no, I'm not saying this is a good option) as your shells will have slowed down more + the fall angle may elongate the shells path through the ship RN BB sAP - for example Conq might be the best BB a t10 to citadel a Wooster Underwater hits, as unreliable as aiming for those would be with BBs dispersion. Hitting the water instantly arms the fuse, so if you do that next to the ship chances are shell explodes in it
-
How It Works: Flooding - Discussion Thread
wilkatis_LV replied to The_EURL_Guy's topic in News & Announcements
@The_EURL_Guy just a day late, how quick of you Can't you sync up posting an article with you creating these threads for once? Or do different departments in WG have literally no communication between them? At 1:49 "Speaking of the Alabama... If she is NOT flooding at the moment of a torpedo hit, a calculation of the flooding probability occurs" ^ That's not exactly correct. Flooding calculation occurs every time a torpedo hits, and you can get a new flooding on a ship which is already flooding. It won't start a 2nd flooding, it will just rest the timer for the current one (back to full duration), as well as change the "owner" of the flooding in case 2nd flood wasn't caused by the same player who had the 1st flooding running on that target. -
Actually it was: It's stated as for ATAGO not ATAGO B. Exact same situation for the other 3 Don't need to imagine, just need to read It's not WGs (or anyone elses for that matter) fault that YOU didn't bother to inform yourself about what you bought
-
Worked for WoT - you could sell the same exact tank to someone who already owned it! Why wouldn't the same apply here?
-
As mentioned in the announcement AND multiple threads on this topic - this is specifically for you having BOTH ships - the B and the normal version. Playing a game in the B ship unlocks the mission, which then has to be completed in the normal version. Hell, I'm even quite sure the mission states that you have to use "Ship" not "Ship B" to complete it
