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Everything posted by Pikkozoikum
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Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
Yes, I once made a suggestion to give the Tone as special trait as premium 2 slots of planes. Slot 1: Hydro Slot 2: Def AA Slot 3: Aircrafts Slot 4. Aircrafts Slot 5: Heal, depending on Tier, though should be at least T8 imo. I guess T9 So Tone could equp different combinations like Spotter + Subchaser, or Fighter + Subchaser, or Subchaser + Subchaser Many people wanted the Tone too specific imo, that she is like a little CV, though Premiums are often not that special. They often have only small differences with already existing game mechanics -
Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
So lets remove everything, until only USN and IJN is left? :D -
Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
But that's the obvious. Some people say this, some people say that. But WG is the Developer, so they decide, not the community. They listen to feedback and use this feedback for their ideas, really see no issue with that. ^^ And there will be always complaints, I'm pretty sure. I personally like all the new changes with no exception. But that doesn't mean, that the whole concept is perfect. There are still 2 points, that have to be changed, then it could be fine for me - periscope depth with function: It's nothing else than a surface level, but it should actually have an own function and meachanic. It should be the major attack mode - Deck guns: Most will still say, they are useless, but they won't be useless, and beside that, some submarines would be get unique features with their guns. (Surcouf, IJN submarines) -
Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
The fighter and Spotter planes were supposed to spot, though Maybe they rework the mechanic -
Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
Fun fact, most people think, they never listen to the playerbase :3 -
Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
It's kinda indirectly forced to surface with that mechanic. It's just the decision of the player. He could stay forever submerged, but this might make him very useless. I like this mechanic As I understood it, it's just like you said, a new circle. Like Ship concleament, air concleament, submarine concealment. Sounds like a good improvment -
Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
you could say that to every game, that patches the game. Less work, and easier not to patch and offer more content xD -
Submarine Battles results and work on submarines (DB 60)
Pikkozoikum replied to Tanatoy's topic in Development Blog
I thought the same, but I also think some changes still have to be done. If I'm not wrong, the Periscope depth has still no real function. And I think we need deck guns :3 -
This is quite werid calculation. If your aa does dmg to "kill" 0.9 planes, then 50% more would mean 1.45 plane kills. Though the US DD have 100%, haven't they? Not playing US DDs, so can't say how much it is worth, but 100% sounds like something. And there is still the flak explosion effect.
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i am so so mad at wargaiming ( rant )
Pikkozoikum replied to wot_chikor's topic in General Discussion
Maybe try a chocolate cookie ;) -
i am so so mad at wargaiming ( rant )
Pikkozoikum replied to wot_chikor's topic in General Discussion
1. Steel camo is only a prestige item. It only shows "I have a lot steel" and it brings of course specific cosmetic, a steel look. I'm pretty sure, there is no scam? 2. That are game mechanics? Those exists since ever, nothing new? 3. You play a pvp game. Nerfs and buff will be part of the game. You always have to expect those. Otherwise I recommend, if you are afraid of nerfs, don't invest any resources in it, so you can't regret it. -
It depends, if the player sends his planes in another direction, that those planes don't get detected by the DD until he is ~10 km close, then it could be already to late. Especially if he notices the spot later because of distraction Though I generally wouldn't sneak to a CV unless it's not on the way anyways.
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What is the counter play, when a BB fires at a cruiser? Even angling and dodging won't always work and a bb can hit for 10k-20k. The CV has mostly the range advantage, but he can lose planes. A squad of 12 planes has more dpm, then multiple squads of 3 planes So it's not about "it's fine" for me, more like it's not broken like some say.
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Automated AA is not terrible. It depends on what you want. Manual AA will cause a greater skill gap, if that is not wished, you go with automated stuff. Same with RNG, RNG works good against skill/Skill gaps.
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CW Boykott durch Clans wegen CV´s
Pikkozoikum replied to muelltonne_steel's topic in Allgemeine Diskussionen
Problem ist nur, dass man die Grenze nur schwer setzen kann. Da ein CV nicht die Kampfflexibilität anderer Schiffe hat. Wenn ich in nem Kreuzer beschossen werden, kann ich in Millisekunden darauf reagieren. Ein CV kann nicht auf sowas effektiv reagieren, er steuert die Flugzeuge. Daher ist die Frage, wo will man die Grenze setzen? 20km könnten schon zu wenig sein, dann spotten die CV sich gegenseitig und die BBs schießen den schnell weg.Wird die Reichweite zu groß gesetzt, macht es keinen Unterschied. Denke da einen fairen Spot zu finden, ist schwer -
Why don't we have historical flags?
Pikkozoikum replied to ItsJustAFleshWound's topic in General Discussion
No idea, just have seen such screenshots -
Why don't we have historical flags?
Pikkozoikum replied to ItsJustAFleshWound's topic in General Discussion
As far as I know it's now allowed in games with historical content. Since a year or something It should be allowed now, and in china, they have totally different flags for Japan and stuff. -
High tier gameplay: Random DDs with better AA than Yamato????
Pikkozoikum replied to KubiG37's topic in General Discussion
It aims for the last plane in the squadron. Earlier patches, the AA was randomly hitting planes, that made the squadrons way more tanky, because more planes could "tank" the damage, before actual losing one. Hit chance in this game doesn't exist in a case of actually hitting or missing. Hit chance is a % damage reduction. 50% hitchance would mean, that the ship does only 50% dps. Yes, and the damage of Yamato should be way higher with a lower hit chance. Yamatos hit chance is too high, the damage too low. -
High tier gameplay: Random DDs with better AA than Yamato????
Pikkozoikum replied to KubiG37's topic in General Discussion
That's what I'm talking about, I talk about the difference in damage and hit chance. If you look at the guns, do you see the potential damage, or the actual dmg? You see the potential damage, hitting doesn't matter, if it's only about the damage. idk, 164x25mm guns and a few mgs, vs 8 Halland bofors. I mean, it depends obvioulsy on the target, if it's well armored, those 25mm might do 0 dmg, but when we talk about damage, we always go with the maxium potential damage, that can be inflicted. So armor doesn't matter. The AA is interesting and looks good in WT; but it's a very bad gameplay design. You often have only one plane or maybe another mate with you, those get shred instantly, or the ship is gone. But it's mostly a suicide. You have no squads, who attack a ship, and you have no team reward, so it's not even worth it to attack in a squad. The naval battle in WT could need a rework^^ But try to search on youtube for super yamato in that IL stormvok something game, not sure how it is called. That was amazing AA. See spoiler, looked it up 164 x 10g = 1640g, 8 x 115g = 920g It's about the damage, not the hit chance. According the the explosive matter, the dps of the yamato should be twiche as high than the Halland, but the hitchance could be like 50% Currently the Yamat has 449 dps with 85% hitchance (with captain on secondary). Total is 381. Instead it should be 952 dps with 40% hitchance. Total would be still 381. -> The difference: It makes more sense. -
What do you mean with average win rate? The average is in theory 50%, only draws could shift the number
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High tier gameplay: Random DDs with better AA than Yamato????
Pikkozoikum replied to KubiG37's topic in General Discussion
That's why the hit chance should be low and not the dmg? xD What would make more sense in your opinion for yamato 1000 dps short range - 40% hit chance or 500 dps short range - 80% hit chance -
High tier gameplay: Random DDs with better AA than Yamato????
Pikkozoikum replied to KubiG37's topic in General Discussion
What no, are 70 shells not hurting more, than 10 shells, when they hit? I'm talking about pure dmg. More guns, more dmg. -
High tier gameplay: Random DDs with better AA than Yamato????
Pikkozoikum replied to KubiG37's topic in General Discussion
Yes, but the logic behind that is different. 1000 dps means, a lot dmg, so it must be many guns. 100 dps means only a few guns. So it's more realistic, even if it's dps wise the same. What does more dmg. 70 guns, or 7 guns? Talking about dmg, not hit chance. as you say, the difference is the hit chance. Currently the hit chance of bbs and dds are pretty close like ~70% vs 100%. But it should be actually way more different. It would be realistic and still have the same mechanic. So the conclusion is, that the Yamato should get like the double or tripple on the short range dps, but with a way worse hit chance. That would be realistic and logic. -
High tier gameplay: Random DDs with better AA than Yamato????
Pikkozoikum replied to KubiG37's topic in General Discussion
That's why I said, the potential dmg, or max dps of the AA on Yamato should be high, with a small hit chance. 70 guns with double or tripple barrel -would they potentially cause more dmg than let's say ~10 DD-guns or not? -
High tier gameplay: Random DDs with better AA than Yamato????
Pikkozoikum replied to KubiG37's topic in General Discussion
That's why I said that, if you increase the dps very high like 1500 dps, then it would be logic due to the shear amount of aa guns of the Yamato. And to balance that, you reduce it by over 50% with the "hit chance". Then nobody can say "Yamato has so many guns, so little dmg" ^^
