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Bl4ckh0g

Weekend Tester
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Everything posted by Bl4ckh0g

  1. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    OK first This is only about long range gunnery. Nothing more. No other skills are mattering right now. The Yamato has a maximum dispersion value of more than 300 meters. That means that two shot can literally fall astern and aft of the Yamato with a pinpoint long range calculated shot from 26 km. That does not depend on the player. You can use the best aiming mod available to do your shooting. You will miss shots. Because the Dispersion on the shots is really bad. You can park 3 Yamatos beside each other and star shooting with a fourth from 26 km and there will be shots hitting none of them and there will be shots citadel penning them and there will be an occasion when you one-salvo one of them regardless where you aim exactly among the 3 ships. That's the problem here. Not basic awareness or team work skills..
  2. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    Again sorry for skipping the Text of Babylon Actually This change would force BBs into close combat. Just like the current dispersion values do that right now. The dispersion or precision on the BBs guns would improve. Meaning that the Yamato would not have a 300+ meter maximum dispersion on it's main guns, it would be less. The increased shell travel time would compensate this. And I think there is already Air-drag implemented in game , since in the 0.3.1.0 patch notes they state that they increase the velocity loss the shell suffers after entering water. So I guess if they have water drag they have air drag as well. If We'd go with the increased air drag part, then shells would lose speed faster making them reach longer ranges slower. This however would not matter much in closer ( <10km) ranges since the shells would still have more speed. Also as someone already stated this would make the game a slightly bit more historical. And in the Age of Sail did they not engaged in less than 3-4 kms? And Yes it would make long range shots more difficult. But the current horrible dispersion values now on the BB class are meant to do the same thing. To make Long Range shots hard and not rewarding. But since WG decided to do this via making shell dispersion bad, they also made it to some kind of lottery. Since you can hit targets even from 20 km with luck.
  3. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    Sorry for cutting the post but it would take an age to scroll through that. So Firstly Dispersion By Accuracy I meant that you would reduce the shell dispersion so shots would fall closer to where you aimed them. It would be like a cruiser's gun but slightly less precise. Increasing flight travel times by either reducing the shell velocity of the shell leaving the barrel Or by increasing air-drag. Now this is the main thing here. By doing this you would have to give targets more lead and it would require that the target would not change it's course in order to hit it. Like a torpedo just faster. Now this would mean that a target at 15-16 km range have (let's say some BS number here): 20 seconds to evade the shot. This is quite a drastic example but it might do. This also means that other battleships can dodge your shots as well. Now in order to hit the target reliably you have to close in. OR you have to calculate the possible evasive action of the target firing not 1 but 2 or 3 salvos hoping one would hit. Which obviously would only work against big slow moving ships like battleships. Hitting a good DD or a CA from 16 km range no matter how good you are will be a challenge. Note that this would not make battleships more Precise overall Because right now, this is the same. You cannot hit a DD or CA reliable at 16 km. You have a chance at hitting them because your horrible accuracy creates an impact zone the size of a military base, thus making your effort to calculate their trajectory useless. Because whether your shot will hit the target or not. That does not depends on you. That depends on the RNG. This change would not improve overall precision. This change would make the shots depend on you. Because you are the one who calculates where the shots will land. You are the one who will hit the target. Not RNJesus. In closer range the longer shell travel time would make it in a way that you would be able to hit more reliably because the target would have less time to dodge and you will have to give him less lead. Please note that I did not say that BBs are overpowered nor unbalanced. I said that their game play are not skill dependent enough. That means, whether you are a good player or not does not matter as much in a BB as in a DD, because in the end of the day RNJesus decides whether you are having a good game or not. This change would make BBs more skill dependent. This is not a nerf. This is a re-balance. Their overall worth would not degrade. They would be more powerful for good players, and less powerful for not so good ones. Edit: Skullcap I do not really understand why the devs would need to change ballistics here. The only thing they need to do is re-adjust the shell travel time. That is the same thing they do for example the Yamato. (afaik she has faster shell velocity than some other BBs)
  4. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    Yeah it would be really nice if the devs could see this topic and maybe even go as far to try to implement it or at least play with the idea. and thanks guys I'm very happy about the positive feedback
  5. Btw Sorry guys But I'm just gonna fanboy over this thread So the Alaska-class Let me tell you the first time I saw this ship I knew that this is going to be the Type 59 of WoWs and let me tell you why Ok So the Alaska-class is a large cruiser or if you prefer Battlecruiser This means that the Ship is lightly armored,fast and has big guns. This is a combo that will make them favored compared to battleships. So the Alaska specifically. It has 12" guns. But these are not your everyday 12" guns ,oh no boy. These were the worlds most powerful 12" guns ever created. Due to their super-heavy AP shells they had better penetration than the New Mexico's 14"/50 Mk 6 guns with a rate of fire of 2,4-3 rounds/minute. If this wasn't enough they could do 31-33 knots!!! There is only the Iowa class that can rival that speed afaik. And they have enough armor to repel 8" gunfire! And ofc their AA is better than the Baltimore's. So yeah I think this ship is gonna be great. Also it looks badass as hell. Perfect Pirate ship.
  6. the Alaska would make a mighty fine Tier 7-8 premium though It is fast, can do 31-33 knots, it has 12" fast firing guns with the same penetration as the New Mexico's 14" It is only armored against 8" guns though And it is quite a unique ship For me It's fits the premium role perfectly That being said, I heard they plan her for the second US fast BB line
  7. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    Would be awfully hard to balance it though You'd either over-buff the precision and make cruisers useless Or over-nerf the damage making BBs useless and even the middle ground would be a slightly more consistent but less rewarding lotto
  8. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    it varies gun-to-gun some day ago I tried pointing the guns on the Mogami at around 1 sec flight time and it was around 2 km distance also take into consideration the air-drag
  9. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    Kind of Forgot to add It would also the make the various aiming mod's job harder since even if you've shot with pinpoint precision, the guy still have time to dodge it and in closer ranges the mod doesn't matter as much so D-d-d-double kill
  10. Bl4ckh0g

    [Suggestion]Battleship re-"balance"

    Tha....That's like seven words Jeez Should I climb the Mount Everest as well?
  11. Bl4ckh0g

    Destroyer Comparison!

    By nerfing I really only meant by 2-4 knots and/or 500-1000 damage minus, which would not make that big of a difference, It would just make it more clear that USN DDs are not really mainly for torping stuff But hey I'm all for not nerfing stuff QUESTION TIME!! What do you think is the ideal ROF of torpedoes on DDs? I'm thinking that the tier 10s should not have a lower ROF than 0.6 and higher than 0.8 ( I'd love the 0.6 more though) while on lower tiers a maximum of 1.5 would be nice. I'd thought it would be better if they'd buff the current values by nearly double at tier 9 and 10 and reduce the higher values on lower tiers by 0,3-1 depending on the ship. ( this is more for tier 2-4 with the really high ROF)
  12. Bl4ckh0g

    Destroyer Comparison!

    Most of the DDs problems comes from the fact that it is really and I mean REALLY hard to make an effective long range torpedo run. And Thus Japanese destroyers which excel at long range torpedo runs are forced to close in where they cannot use their superb camouflage factor. You need to consider that for USN DDs to perform their duties, which is to act as a shield against smaller vessels, they need to be superior against them. If you take away the superior rate of fire and gun traversing rates, the USN destroyers will become utterly useless. They are fine now I think. They are ( generally) slower than IJN ones, so an IJN DD will always have at least a chance to run away from an USN one. Also there is the fact that the USN had absolutely superb guns on their destroyers compared to the IJN in real life as well. So Nerfing the USN or buffing the IJN in terms of gun to make them more equal, well that would cause some distress.... The best would be in my opinion, that they'd reduce the range at which ships ( maybe other than fellow DDs) detect torpedoes, plus a global smallish nerf to USN Torpedoes in terms of speed and maybe around -5-10% damage would make the IJN DDs more valuable while also making the USN DDs job more important as a screening force to the fleet. Other than that, Well, I'd also like to see some kind of progress in terms of maneuverability, detectability and torpedo reload instead of what we currently have
  13. Bl4ckh0g

    Destroyer Comparison!

    (This whole thing is based on USN tier 2-6 gameplay, bear that in mind) Okay so I did not really played any of the IJN DDs, I tried them and I did miserable in them. On the Other hand I'm very good in USN DDs. Like really good. Like really really good. (I'm just bragging here) On the serious note. Well, to be honest I think you should watch the 2 lines of DDs as two separate class. What I mean is that, the USN DDs are absolutely horrible in terms of torpedoes.( at least they should be compared to IJN) USN DDs are not for torpedoing, they are for Anti-DD work. Torpedoes are nice when you can shoot them at a distracted BB, but you cannot really expect to do anything with them otherwise. This is clearly shows in XP gains as well. I had matches in USN DDs when I did not hit with a single torpedo and all I did was 25-30 k damage. But I received 2 k xp, and I got that amount because I actively hunted down enemy DDs and killed low-HP cruisers. The IJN is meant for anti-ship work while the USN DDs are specialized for light-target removal. They can protect the fleet against DDs and can shoot down some planes before they reach the BBs. Thus I'm advising that USN DDs should really not be compared against IJNs without considering that the two nation's ships are entirely different in terms of roles. Also Losing 1 turret in favor for extra AA doesn't really affect USN DDs much since the only time when matters is when you fight against an other USN DD, About the 4,5 km torps being bad. I do not really think so. I mean compared to 5,5 km ones they are better. You have to close in around 3 km to effectively torpedo someone and the extra damage of the 4,5 km torpedoes is much welcomed compared to plus 1 km range....
  14. Bl4ckh0g

    Destroyer Comparison!

    destroyers not cruisers I meant DDs, sorry for that It seems I fixed it too late
  15. Bl4ckh0g

    Destroyer Comparison!

    Didn't you forget that with the upgraded hull the Clemson gets the double mounts, thus doubling her firepower? That ship has enormous firepower at tier 4, it can take on any destroyer any day up to tier 9 and have a nice chance...
  16. Bl4ckh0g

    Totally OP combination.

    GOD DAMN IT I JUST GOT IT KARATE KID JESUS CHRIST PEOPLE KAWACHI KID WITH MY MR. MYOGI jesus christ man roflmao +1
  17. Bl4ckh0g

    Klingon coating devices

    Naaah you know nothing... The Romulans were a pak of morghul orks infiltrating narnia through the stargate, but they failed when Harry Potter with Cpt. Picard realized what they're up to. They came up with a plan to transport the orcs through a black hole's event horizon which transformed them into greenish german space elves. They later became known as the Romulan. They managed to re-engineer the cloaking device they received from Sauron when they began their invasion,with that technology they dominated the space around them. The Klingons later brought that technology for 3 donuts and 2 vanilla flavored cakes... Jesus people learn your history damn it !!!
  18. Bl4ckh0g

    Gun casemate armor clarification

    So this is about the displayed armor value of the gun casemate's as tittle says. There is a problem with them. Firstly, on some ships like the Mogami, destroyers, most of the battleships etc. the gun casemate armor shows the value of the turret armor. Like in case of the Fuso, said value is 229 mm, on the Mogami it is 25 mm, Farragut 15 mm. Now there's a little problem here. The problem is that on quite numerous ships this armor value is not quite right. For example the New Orleans class cruiser was the first cruiser which gun turrets were protected against 8" gunfire by a 203 mm front armor. In game however this value is degraded to 76 mm. And it's not just the NO, The Cleveland, Yamato, Baltimore and Des Moines is the same. Now for some ships like the Mogami that 25 mm also seems wrong for others ,but sadly that is right, the Mogami in fact only had 25 mm of armor protecting her main turrets. Now I do not really think that the developers screwed up the armor value of numerous ships. What I think is that these values need to be clarified. I think most of these values are for either the secondary guns or for the AA housings, barbettes etc. On some ships it might be even nonsense the said value. What I propose is to make more "categories" like turret armor, barbette armor or AA/Secondary armor to make things more clear for players. And check that the displayed values are correct. On a slightly different note I really hope you plan to introduce some kind of X-ray vision for ships so we can see where exactly are the critical parts located to protect them and aim for them more effectively. Thanks for reading.
  19. Bl4ckh0g

    Destroyer Turrets Turn Too Slow

    hmm Yeah probably, Rate of fire is comparable to USN 5"/38 and the traverse would make them rather useful so yeah. Though I'm guessing they did not implemented it (other than on the Zao) is that there's only one class of DDs using them. AND they only made 169 guns. Though they only have third of the bursting charge compared to the 5" shells..... And hell, I'm all for making the IJN DDs useful, give them much better torpedoes ,I have nothing against them, I'm just stating that the 12 cm guns are bad. edit: AFAIK only the Taiho, Oyodo and Akitsuki-class were equipped with those guns
  20. Bl4ckh0g

    Gun casemate armor clarification

    Yes a model viewer would be the best, but I highly doubt they have the spare resources to focus on something like that. I'm guessing they just put this into the game as a "placeholder", maybe.
  21. Bl4ckh0g

    Klingon coating devices

    You know that the Klingon's only brought the cloaking devices from the Romulans, right? They are Romulan cloaking devices, you salted slug Jesus what a bunch of uncultured swine...... (if you will take this post seriously, I will find you and I will slowly explain to you in great detail why are you a humorless bastard)
  22. Bl4ckh0g

    Destroyer Turrets Turn Too Slow

    Well to be honest the IJN really had awful guns on their destroyers.... 4-6°/second turning times with 5-10 ROF compared to the USN 22-30°/second turning time with 10-20 ROF It is kinda historical. ( or not since they buffed them ) Although that being said. They are soo bad. I mean I literally cannot hit ANYTHING with torps at ranges exceeding 4 km , Yeah I know I'm crap and that's why I made freaking 120 xp in 2 matches with the Wakatake and that's why I'm never ever gonna even try to grind that line like ever ( at least in beta ) And you can understand WG for not wanting to buff their guns too much. Did you see what kind of shitstorm WG has to deal with because they made the USN DDs faster than they were? I bet there'll be hundreds who will whine because IJN guns are not realistic. I cannot blame them for wanting to avoid that. And yet they buffed the guns on the IJN DDs recently but I doubt they will buff them considerably any further....
  23. Bl4ckh0g

    Carriers ...

    Well yeah playing a carrier is pretty miserable Even when I did a good game or a really good game I didn't feel any satisfaction, like yeah we won because of me, because I did something that won us the game- that's just not there when I'm playing those ships....... P.S.: I loooooooooveeeeeeeeee the clemson, like OMG how freaking awesome is that ship?!?!
  24. Bl4ckh0g

    Carrier short stroke torps and general balance

    I think the american BTD-1 destroyer could carry 2 torps. Is it in the game though? I have no idea
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