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Everything posted by Takeda92
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Furutaka...poor girl, please adjust ANY of its stats, preferrably positively this time ;)
Takeda92 replied to 4venger's topic in Cruisers
According to this RU dev post Furutaka will get buffs for her Rof, turret traverse, rudder shift and torpedoes. Translation credit goes to @Sharana- 130 replies
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I'm sorry, but I would not put my cat in danger when I go ram enemy ships with my Myougi.. If I'm allowed to sink with my ship, I won't allow a cute furry mammel that doesn't like water in the first place to drown with me. And would you sink other ships, knowing you will sink an innocent cat along with it? do you have the heart to do it? XD
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I was thinking of different kind of ship pets.. you know, those that come from a certain browser game
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Ok WG, you win. I'll pay. Seriously, name a price, however much you want.
Takeda92 replied to _x_Acheron_x_'s topic in General Discussion
My stats in it aren't exactly bad in it.. I still think she needs buffs. People should stop the "I'm doing ok in it so it shouldn't get buffed." small buffs to turret traverse or here and there won't make her OP, just more comfortable and fun to play, while still maintaining her difficulties and challenges that you have to overcome. It is simply balancing out the advantages vs disadvantages of the ship, Nothing more. These buffs could be the difference in "sell it as soon as unlocking the much-more-fun Aoba" or "good ship, it's a keeper!" -
Only Kagerou and Shimakaze carry Long Lances though! (in the game I mean)
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Who needs a ship pet, when your ship is your pet? XD
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You have to buy the module hat gives you +10% concealment. It will make detectable at 6.3km instead of Hatsuharu's 6.7km.
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Nah, why do balancing and new content, let's do ship cats and april's fools instead, people would love it!
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One of the reasons I prefer the lower detection, or should I say, making the torps harder to dodge, rather than increasing RoF is the incredible increase in costs of torpedoes as you go up in tiers. Imagine Shimakaze sprouting out 15k worth of torpedoes every 90-120 seconds, while each time you get 1 hit, or even possibly none. The longer detection range + the range of your torpedoes have to travel to reach the target all means you are very likely to miss a concentrated salvo, which means you have to spread your salvo up, thus making it easier for enemy to dodge. Also, even on tight spread, on long ranges those torpedoes get so separated apart than it makes them easily dodged in between. So just bumping up the DPM by RoF can't necessarily help those ships. Increasing the damage to fix the DPM is an option, but you can only go so far with increasing your damage per torp without breaking the game balance. That's why I prefer if the torps I fire would be more likely to hit home if my initial spread was soundly calculated, fired at range that minimizes the randomness of the targets' movements (so enemy less likely to change speed or direction) and also gives you enough cash to pay for the costs of the salvo you just fired So all in all, I rather I fire better calculated torps that are more likely to hit than just spam the firing button and hope something will hit at 20km. This is why I don't like the current implantation of high tier DDs. Btw, even though I say that, yes Kagerou also needs a reload buff. Just because the ship can't do anything else while waiting for those very low number of torpedoes to reload. It should be compensated by range decrease but that's just my opinion.
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First of all, torpedo detection is related to DPM, actually, it is more important. DDs in high tiers at least with the long reload rely on hitting as much of their spread as possible because they will be out of the fight (torp wise) in the next minute or two they are reloading. Having longer detection means easier for the enemy to navigate through the gaps and thus can lead to a difference between 1 torp hit and 2 torps hit. Here the torpedo alpha comes into play. Look at Mutsuki and Hatsuharu, almost same DPM yet Hatsuharu gets to fair better (according to stats) in torpedo damage because while their hitrate is similar, the damage of a single torpedo is much more results in better average damage. Fubuki however, has the same torpedoes, just more of them. So if you just spread your torps hoping one will hit, you'll end up with the same average damage of of Hatsuharu. You can get better results if you use your third set of torpedoes to saturate the previous two sets.. leaving very little gaps which will result in more torp hits. Yes, I meant Gearing, not Fletcher, my bad. But the difference is Gearing is supposed to surpass Fletcher as gunboat, not a torpedo boat. There isn't enough data about the performance of high tier DDs (9 and 10) but if what are you saying is true then we should be expecting Gearing to have lower damage, xp (and maybe winrate) than Fletcher, in which I doubt. In fact, I'd argue the Fletchers reload and DPM is rather high for what it should. We were promised to see gun changes to the American DD line so there's a chance they will fix the difference if there's any. As for Kagerou, the whole ship design is wrong IMO. The Kagerou we have is one trick pony ship that has only one thing going for itself, Long range and hard hitting torpedoes. Thinking about it, it's not much different from Kitakami except you have stealth. Of course this style make her not fun to play and completely out of the game in the 2 minutes she reloads. It's true what you said, that longer range shouldn't result in lower DPM. However this is true for Kagerou because she is a ship that relies solely on torpedoes by design, and the extra range is useless because it is exceeds your render range, so yes, Kagerou shouldn't have lower reload than Fubuki, because the extra range doesn't justify being a higher tier. Also note that reload speed and the torpedo launcher type are kind of correlated. I don't know if this is exactly what WG intended but the more tubes per launcher you have the longer your reload gets. As you can see from the difference in 2 tube launchers, 3,4 and 5 tubes launchers. However this seems to be the case in only a single line, since American 5 tubes seems to reload much faster than IJN 5 tubes. I assume balance kicked in here. What makes Minekaze an OP, or let's say, such an effective ship, is a combo of her higher reload (not DPM), best concealment and maneuverability for her tier range, and the choice of best two 533mm torps of the IJN line that combines the best features of speed/range and lower detection.
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Should we change Destroyers to make them more balanced RE...
Takeda92 replied to Terppa12's topic in Archive
According to stats taken recently from Asian server, IJN DDs are already doing worse than USN DDs past tier 6. And that's because only those who sail in straight lines and don't pay attention gets hit by torps. If you look at the bidden stats of IJN torps you'd be surprised how much worse than what they seem! -
Looking at his ship stats, I noticed he plays the IJN DD line up to tier 8. However one ship is missing, he seems to completely free xp'ed the ship. Can you guess which? XD Poor Mutsuki, even WG employees know she's so bad that they don't play her XD
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Ok WG, you win. I'll pay. Seriously, name a price, however much you want.
Takeda92 replied to _x_Acheron_x_'s topic in General Discussion
Even though I agree with the fact the guns are good, the ship has so many disadvantages that outweighs that one single advantage. If you really like the guns then you can just build a small boat and put those 6 guns on it and call it a good ship. You also forget that, to citadel a ship, they need to show you a broadside first.. if they angle to you them your superior penetration won't mean anything. They will force you to use HE and since you don't have good RoF you will get out-DPM'ed. -
You forgot all t6+ IJN torpedoes are easier to detect than the rest of all other torpedoes for historical stupid balance reasons. Fletcher's DPM seems reasonable since it gets 16.5km range. The torps are almost Japanese in stats (scratch that, they are better than most Japanese torps) and giving more DPM would just add in more salt to the wound.
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Furutaka...poor girl, please adjust ANY of its stats, preferrably positively this time ;)
Takeda92 replied to 4venger's topic in Cruisers
I actually have some similar screenshots of my own in Furutaka, but one game doesn't prove the ship is fine, it proves you are good. Btw, I like your sig- 130 replies
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Pansacola at tier 7.. with 10 203mm guns compared to Aoba's 6... no?!
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Furutaka...poor girl, please adjust ANY of its stats, preferrably positively this time ;)
Takeda92 replied to 4venger's topic in Cruisers
So all these server stats coming up showing how poorly the ship is performing, and all these these threads on at least 2 servers I know of.. and WG still thinks that releasing ghost premiums has more priority over game balance?- 130 replies
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Funny thing is, I never liked Myoukou in CBT just because of the turret traverse, while I loved the 203mm Mogami. One thing I did in myoukou is I sacrificed some RoF to boost turret traverse.
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You';re not going to like Ibuki when you first get it then XD
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Midway: We're we better than the Japanese or just luckier?
Takeda92 replied to ThatOneDidntGoIn's topic in Age of Armour Warships
If I remember correctly from the documentary, those planes catching the carriers was luck, since the squad that did it lost its way but they found a destroyer that led them to the carriers when the fighters were pre-occupied elsewhere. Americans lost 200 planes during Midway which not many people seem to mention. Tells you something about how effective the Japanese fighters. Please correct me if I'm wrong though, there is a chance my memory is rusty. -
My opinion on cruisers of both nations is that they are more or less balanced (few exceptions) but... IJN cruisers usually require more skill to be able to perform. IJN thing is punchy guns and torps, but for that they lose a lot like AA, big turn circles, slow turrets and huge citadels. Meanwhile USN cruisers don't lack anything and they are above average in almost all stats.. except they don't have the big punch of the IJN cruisers. Tenryuu vs St. Louis is best example of the balance between the two. Pretty sure when Russian cruisers come in they will have the best of both nations and weakness of neither
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10 slots cost 1000 yen.. that's about 7.30 euros or 8 dollars. A lot cheaper than buying anything in WoWS tbh.. I already have 50 slots bought over a span of a year in KC!
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Will some top BB-only players get the Bismarck for testing?
Takeda92 replied to Mister_Greek's topic in General Discussion
This is from NA forum mod: -
This gives those torps damage value of 13700 which is more in line with their calibre
