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Everything posted by Pikkozoikum
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General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
Idk, the Damage Control party is quite versatile and sounds fitting tbh You just need to consider, how ideas are made. Just imagine, have you never got some ideas, which you really liked, but then others are like "That's a bad idea" I think, some of the devs had the idea to make that with DCP as a counterplay, the team said, yes that works as a pvp mechanic and then they decided to do that. You dislike it, I'm fine with it. People see a lot stuff different Well... cruisers without torpedos can specc torpedo skills. That's nothing new ;) I mean, unless you don't go with a captain rework, tha differs also in nation -
General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
The results is the same. If you can't kill a SS, then it takes longer If you can't kill a DD, then it takes longer. Yes, a SS can dive, what a DD not can But a DD can move faster, what a SS can't If not already winning with points ,then spot the SS, deplete the DivCap. At the end of a battle, a submarine won't have too much of it in most cases, I assume Otherwise, if you have ASW, use them. Unlike against invisible DDs, blind firing an SS can actually working, duo it's explosion radius and spread. So if you a rough idea about the position, you can try that. -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
hm ja, war nur zu faul, denn ich kannte die Ausgangsbasis nicht, hab mich erst da eingeklingt und hätte erst alles lesen müssen, um den Zusammenhang zu verstehen -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
->es ging ursprünglich umd die Aussage "Auge um Auge" aus der Bibel. ->ich sagte nur ,dass sowas normal sei, das nennt sich reziprokes Verhalten ->Intelligente Menschen sollten über sowas stehen ->Meine Antwort ist nur, dass auch intelligente Menschen etwas tun, was sie nicht kontrollieren können, obwohl es der Intelligenz widerspricht mal zusammengefasst ;D -
General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
It's coop. I had rarely a sub lasting until the end (20min). It also depends on your team etc. Sometimes a CV was the last ships, or it was all over just so fast over. In Coop you won't find DDs running at the corner, because bots dont do that. In randoms even BBs can hide for a long time, espeically if there is no enemy around, because of splitting. -
General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
How do you get spotted by a radar through a mountain? How do you drop an infinite number of torpedos? I think there is a lot very unrealistic and weird stuff in the game, because the game designs around the pvp gimmicks and not around realistic effects. That's why we have limited radar and hydro, why we have a heal or DefAA. That all are mostly pvp-mechanics and not mechanics for a realistic gameplay. But if you need an explanation, maybe the Crew of the Damage control party is layering the ship with a material against sonar. (That existed for german submarines to make them more stealthy, but was late war stuff and not for warships) Of course that would be also unrealistc, because the ping already happend. Could be also some kind of sonar-distruption what ever thingy. But actually, I don't care about that. It's a counter-mechanic it's an arcade game or at least with arcadey gameplay Hard to say. I think they first didn't checked that. Then they might have discussed it and didn't change it yet or they don't even plan it -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
Würde ich gant allgemein auch so sagen, aber ich kann mir auch vorstellen, dass ein intelligenter Mensch auch schon einen Mord aus Affekt begangen hat, was einem intelligenten Handeln ja völlig widerspricht :3 -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
Ich würde Job schon als eine Tätigkeit definieren, die entlohnt wird, anonsten wäre es kein Job nach meiner Definition ^^ -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
CC ist doch gar kein richtiger Job, soweit ich weiß, wird das nicht bezahlt ;P -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
Nennt sich Reziprokes Verhalten. Das ist natürlich bei Menschen. Wenn ich dir nur gutes tue, dann bist du mir höchstwahrscheinlich auch wohlgesonnen -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
Das war eigentlich auch das ,was ich erwartet hatte, aber in dem Video wurde es gegenteilig erläutert. Ich muss das mal suchen. Problem ist nun, das mir zwei Quellen dargeboten werden^^ -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
Wäre aber wünschesnwert. WG sollte sich da was eingestehen, diesen einen LWM paintjob veröffentlichen, von mir aus für 500 Dublonen, damit bisschen was in die Kassen zurückgeht. Und alles gut Wobei WG an dieser Stelle eh nichts richtig machen kann. Wenn sie jetzt darauf nicht gut reagieren, wird das die Community nicht gutheißen. aber reagierst sie "positiv" darauf, gewährt Entschädigung, selbst dann wird es Kritik geben ala "Da, der Beweis, dass WG nur falsch liegt" -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
^^ -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
Wird nicht funktionieren, da viele Spiele nie ins Forum schauen. Ich habe uach erst nur das Spiel runtergeladen damals, gespielt, irgendwann mir gesagt, dass Premium in der Anfangsphase gut sein wird, Premium für Monate gekauft, dann Premschiffe und irgendwann dann mehr in die Foren geschaut. Aber bis dahin hab ich schon Geld ausgegeben gehabt Und es gibt Spieler, die sich gar nicht informieren (in Foren oder externe Quellen), einfach nur spielen. -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
S_O, glaube der Chef-Entwickler? hat im Discord schon gesagt, dass sie sicher erst nach dem Wochenende dazu äußern werden, oder so ähnlich -
Renamed: CCs kehren WG den Rücken (vormals LWM thread)
Pikkozoikum replied to SubAbschaumSupreme's topic in Allgemeine Diskussionen
WGs Strategie Geld zu verdienen scheint sehr gut zu funktionieren. Ich dachte immer, WOWS wäre da eher schwach, aber in irgendeinem Youtube video wurde der finanzielle Status mal erläutert. Nur denke ich, kann man auch auf andere Weise gut Geld mit diesem Spiel verdienen. Ohne die ganzen "Scam-Sachen" und Loot-Boxen. Wenn sich dich Sichtweise von WG ändern würde und das Spiel für die Spieler machen würde, würden diese auch viel lieber Geld ausgeben aus Überzeugung zum Produkt Ich nehme da gerne League of Legends als Bespiel. Ich habe immer gerne Geld für die Skins ausgegeben, da ich von der Geschäftsidee auch überzeugt bin. Ich mag die grafischen Veränderungen, aber sie beinträchtigen nicht das Spiel. Jedem ist es freigestellt, sich Skins zu kaufen oder nicht, ohne dass es einen spielerischen Vortiel hat. Ich erwähne jetzt natürlich nicht, dass die in den letzten Jahren auch sowas wie Lootboxen eingeführt haben, wobei diese sich aber auch nur auf Skins beziehen. Meiner Meinung nach sollten sie auch einfach "skins" einführen, neben den Premiumschiffen. Alle normalen Tarnfarben entfernen und dann Premiumfarben von T2 an einführen. Tarnfarben geben nur visuelle Änderungen und Premiumbonus (exp, geld), keine Streuwerte oder dergleichen. Dann macht man es so, das man sich diese für nur 1 Tag, 1 Woche, oder permanent kaufen kann für Dublonene. Und zu letzt dann noch, dass man immer wieder mal neue Skins bekommt, vorallem historische. Nur wenige Schiffe haben es da, wie ich es eigentlich gut Finde, z.b. die Atago hat echt viele gute Skins Und ja, ich hab mir tatsächlich noch zwei zustäzliche gekauft... fand die einfach alle gut :-/ -
There are no horns, only alerts, those are funny. There is always a hype for any new implementation. I think overall submarines will be less impactfull duo their speed and range, but then they are not always bottom of the Team score. Currently there are only Coops anyways, and those are a quite bad meassurement
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General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
I actually like the mechanic, it's called "emergency blow" "An emergency main ballast tank blow is a procedure used aboard a submarine that forces high-pressure air into its main ballast tanks. The high-pressure air forces ballast water from the tanks, quickly lightening the ship so it can rapidly rise to the surface. " Maybe it takes a while to fill the ballast tanks. No idea, but this mechanic felt actually pretty cool and way more realistic than "You empty, you surface" When you surface 1 sec and dive, then you are still on periscope depth and can get hit by guns, not sure. Might be in many cases not worth it It tested it: Every instant dive after emergency blow lowers the emergency blow time. 20s -> 10s -> 5s -> 0s It seems not to regenerate, at least not after 20s surface time ps.: Thanks for pointing that out, it's interesting to test submarines at it's limits -
General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
I'm kinda confused about the calculation, did you use the 5.22 coefficient? Because in an earlier quote someone posted for torpedos a 2.6 coefficient. Btw, of course it makes harder, but the reaction time didn't changed. The thing is, that submarines needed a speed buff on torpedos. It makes sense to buff the speed. Maybe it's overbuffed, that can be the case, but buffing it is good, but they also nerfed it by concealment, to keep the reaction time, so it's not ultra overpowered. It makes sense, what you say, but if you compare homing vs non-homing, then losing "non-homing" is worse for fast torpedos, than for slow torpedos. Because if fast torpedos would fully home, they would rather hit, than full-homing slow torpedos. It think 90 knots full-homing might be alsmost impossible to dodge, while slow torpedos could be outrun or maybe even outmaneuvered So I would say, losing homing is a bigger nerf for fast torpedos, while fast torpedos with non-homing distance of course still are better, than slow moving Going with pure hypothetical number to make the example clear Fast full-homing torpedos hit rate = 99% Fast homing with safe distance hit rate = 70% Slow full-homing torpedos hit rate = 75% Slow full-homing torpedos hit rate = 60% While the Fast are always better than slow, so is the effect, that there is a safety distance makes the fast torpedos more worse, than it makes slow torpedos worse. Well, said it earlier, the point was to buff the torpedos. I have no doubts, that faster speed won't help. I just want people to make aware, that they also got an nerf, which compensates it, to make it not too OP And if a ship sails broadside, then the distance should be the same. If a ship moves away, then, no matter if fast or slow torpedos, the ship is actually in a good position. It's harder, but not impossible Yes, I said, that speed is a necessary buff for the submarine, it will help with a lot issues, and it's in my Opinion the right change. It makes no sense to keep submarines worse than every other ship and it struggled to manage the torpedos around islands and stuff. Yes, DDs have technically the same issue, that they can only drop between island gaps, though DDs don't rely on a pinging mechanic to get max dmg, that's the big difference. People are ranting and complaining about, that this is stupid, but I think this is the right buff, and I wanted to point out why, and that the torpedos are not jsut faster, but also have larger concealment, which generates the same reaction time It's not false, just because you disagree. I played a lot submarine. Of course the submarines can hit, but that recommended brain-afk playstyle of the enemy. The submarine struggled way more, to get the torpedos through islands and that's technically the only thing, that sumbarines do. They don't have fast speed for repositioning, they don't have main guns. They have only torpedos and they have a ping-ing mechanic. I posted earlier the issue with submarines, what slow torps cause. This was very common For slow torpedos was mostly 1) and 2) the case 1) Pinging the ship would cause the torpedo to make a huge arc into the island 2) Pinging later, so the torpedo can pass the island would lead into the ship being behind the island. with 3) the torpedos are faster around the island and the SS can ping earlier, to make it work I think this effect was needed. It doesn't make torpedos now always curve around islands, but the gap, where it is possible, is larger Yes, but if Zao would get a big buff, nobody would be surprised. Because everyone knows, that this ship is not the best. I think, that most people don't know, in what state the submarines really were. They saw may be a few videos and maybe that were videos, where it actually did something. But I played over 50 SS battles on PTS (aside all the other tests) And there were many matches, were a submarine had issue to do anything, because of the speed of the submarine ,but also the islands vs the torpedo speed. The faster speed will solve the issue. As I said, if it's overbuffed, it can be tweaked, but the type of this change makes sense. Maybe take away 5 knots from the torpeods. Though my current "feeling" is, that the dmg buff was not necessary I still think, there is not much difference in terms of reaction and avoiding. I wanted to point out ,that it's rather a necessary buff to get the submarines to a balanced level. I haven't seen the fast torps on players yet Bots are mostly moving straight, though I torped a diagonal moving DD, and it missed... He wasn't even much turning. My feeling is, that there is a sweet-spot for torpedo doding, when you move a certain diagonal, that they will miss by default, or at least, that there is a very specific maneuver, that makes them constantly miss. Something like that, I can't proof it, because it's hard to test. It's just, that sometimes the torps seem to dodge, without enemy is really doing much Why would I? I said, that the speed helps the submarines with some specific issues, that the homing/pinging mechanic causes to be effective. Though I said that multiple times in earlier posts ^^' That kind of sarcasm is unecessary and is also a quite ridiculous example ;P Here, some of my earlier statements -
General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
5 seconds? wouldn't it rather be ~1 second? The reaction time for both torpedos is around ~10s. 70 knots for 1,9 km, lets say 2km. That would mean a ship with 35 knots would only move 1km in 10s. That means both torpedos would have 10s to reacht the position + the distance, that this ship reaces after 10s (which is 1km) Old torpedos did in 10s 1.9 km, that are x seconds in 1 km. So x is 5.3s New torpedos did in 10s 2.4 km, that are x seconds in 1 km. So x is 4.2s The difference is ~1s. Of course in that second would the ship move also further. I would calculate the exact difference, but I don't know how much the game accelerates the ships and stuff But also there is the point, that torpedos stop homing at some point, and if the reaction time is almost the same, than there is a lot of time to "react", position your ship and actually voice the torpedos. The DD was pinged before the launch and yet it just missed. I had also an example with a BB, but somehow I have no screenshot, I thought I made one v_v Faster torpedos are not harder to avoide, if the reaction time is the same. I see, that homing are here a bit different, because they can also adjust faster, but the reaction time is still quite important. And I was pointing out, that this didn't change. In both cases you have around ~10s time to adjust in a way, that you can dodge or prepare DCP. Of course the difference is large, when moving away, but more around 1s While that makes sense, it's mostly the same time. The extreme would be around 1 additional second, or when you move towards it, it's even less time, but then it probably doesn't matter On the on hand, there is a difference in such cases, but in the other hand it might make in most cases no difference in the outcome. I mean, when you move away, you are already in a good position to dodge those. Also early pinging warns the played and he can even react earlier. Of course, but that is the point of the buff of the speed. I think the SS lacked in that ability, so they got more speed to do that. But in return they added concealment, so the enemy player has a chance to react. It would be a failed design, if submarines would have no chance to hit. So what you say here is absolutly correct and the point of that buff As said earlier, the point is, that submarines have actually chances to hit. I think they are now a bit overbuffed, but that is only my early impression against bots But while the faster torps gives the subs more chances to actually reach a target, they also added concealment to make it not overpowered, so the enemy has a chance to react. What would you say, if they would keep the concealment level? ;) -
LittleWhiteMouse leaves the CC program
Pikkozoikum replied to Miscommunication_dept's topic in General Discussion
Well, on the one hand, you can always turn it like not that they are wrong, but they kinda see the value. It's their choice, if they deny or not. And if they say now, "Well, we decided to implement that skin" Hm, yes, but for me it's just common sense -
LittleWhiteMouse leaves the CC program
Pikkozoikum replied to Miscommunication_dept's topic in General Discussion
Why are they not adding that goddamn skin? It can't be that hard and expensive to implement it and it would push their reputation a lot -
1) Yes, I did this type of suggestions as well. WG thinks, that it will be too stressful for most players, which I disagree. If someone spends time in dodging a CV strike, this players mostly will focus on that CV anyways. My Idea was, that the burst on click componet becomes a skill, that can be aimed. But instead of the 3-5% dmg, it does one flak barrage depending on the Flak of the ship 2) Technically I would agree with that, tough I also think, that it might be even easier for good players to deal damage. Mostly I think, if you make AA manual, it will be overall worse. Because all people now need to apply "skill" in the aiming. If they don't do that, because they are too busy with doing stuff. In a big group of ships, you may have only one good player, who does active shooting, and 3 ships, that are not shooting at all, because they don't care (but I want manual AA nevertheless, Steel ocean had manual AA and it's massive fun with AA ships xD) 3) Would be fun, would even make sense (we have that with the submarines actually), but I don't think they will ever do it, sadly. But it would go well with manual Flak 4) Sound like a good idea, that you have the relation of small dmg - fast, big damage - slow. That would be a good balance. Though it shouldn't be too big, One shotting BBs would be too much, like in RTS times. 5) I had such an idea with controllable Scout planes. Which would be countered by low-concealment ships. They were single planes per squad with ~1000-1500 HP, so they die fast, Ships like DDs or CLs would kill them so fast, that they can't do much. In return those planes would have the ability to passive spot, but also to active spot, going for an "attack run" like bombers, and then the player could click on a spotted ship ,to increase accuracy (20% better dispersion) for the time of observation Strike planes would lose the ability to team-spot (also the spot plane would also get contributed with dealt damage, when a ship shoots a marked target) 6) Think better fighter interaction could be kinda nice, they already did something, but on the other hand, I don't want the old "1vs" style, where it's up to a good or bad CV, who wins. 7) Actually I like the new version of rocket planes with the gun strafing. I mean, if we get the strafing somehow implemented in another version, then removing would be okay, I technically don't like rockets, but I really love the strafing ,because that is something, that fighters did. But arguing around historically facts has no value. Just look at the J5N from the Hakuryu. J5N ist an interceptor fighter, which launched from air fields and 250kg bomb load. In this game it is a Dive bomber and torpedo bomber. I don't think, that this plane has dive bomber air breaks ^^ 8) Would be cool, I liked the idea of USN with 2 rockets, 2 torps for IJN and I assumed actually 2 types of bombs for RN. Then they even removed the torps from IJN, sad days. Overall I like this post, because it's constructive about CVs and not the complaints and rants, which I read a lot in the forum
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General Submarines related discussions
Pikkozoikum replied to YabbaCoe's topic in General Discussion
Well, against Submarines sailing straight actually is a good tactic, if there are islands. They can ping for homing and without double ping and hit to the citadel, they do less dmg. With the slower torpedos it actually worked extremly good, because the torpedos needed way more lead and went a very long arc. It was so hard with islands around Idk why DCP is dumb. It is like it always is. I mean, it's also dumb, that DCP can instantly stop floods and fires. So that's the style of this game since release, if you call it dumb, then this is a dumb game since ever. ^^ I agree, that the mechanic with CV is kinda meh, but he is no invulnerable. He can be hit with lowered torpedo dmg, or you play around the DCP effect like this: this was with slow torpedos an earlier test Vermont has the strongest ASW planes :3 But that doesn't matter, it's a reaction time. You can have 120 knots torpedos. But that doesn't matter, if you see them from 10 km ^^ The Distance to speed relation is what matters (Though the speed can also have an effect on homing of course, but in case of reaction time, it's no difference) -
I read it later, though looking at the head lines, I probably agree with most points
