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Brokenstar

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About Brokenstar

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  1. Brokenstar

    Brooklyn class preliminary design studies

    Is there any other good info on Design G? the 4x4 design. Schematics, statistics, speed, armor, anything. WG will be doing a Light Cruiser Tech tree, that was established ahwile ago. As the plans go, the Cleveland will be buffed and moved to tier 8 in the CL tech tree (no idea what will replace her) and the only other ship we know for certain is the Worcester is modeled and in the client. I would presume the Worcester will be the tier 7 that leads to the cleveland, the Cleveland will lead to the Brooklyn class which was really built. For tier 10, I would bet my money that it will be design G, it has the most guns, the fact that 12 of her 16 guns face forward by default, 8 of them are available bow on, which I personally feel makes her the most powerful CL that the USN has designed, with how WoWS mechanics work at least.
  2. Edit, added the following: If I could make only one change, I would have the "Manual Control of Secondary Armament" skill also add a 30-50% range boost.
  3. Survivability is not really an issue I think. Only the USN secondaries I find are particularly weak in that regard.
  4. If I were able to change one thing, it would be to give the manual control of secondary armament skill an extra 30% bonus to gun range. As is, the skill somewhat doesnt entirely feel its worth 5 skill points, and this change alone would make secondary gun builds a far more viable option to really any battleship with a captain with this skill. this would mean a secondary build captain by himself gives a 50% range bonus, which is plenty for any ship IMHO. Modules plus a captain would give a bonus of 70% total, example, Montana, or any other ship that has 5km range, would then have 8.5km. Thats a workable, us-able range that isnt so suicidal to use.
  5. I completely and utterly dis-agree with the same weapon having the same range regardless of the ship it is attached to. That isn't balance, that's looking for consistency for consistency sake. You can't make a weapon effective at one tier and have it retain the same stats when its on a much lower tiered ship and still be balanced. As for the whole idea that WG could implement the range differences within the same vessel. No, just no. That would require even more additional server traffic load. They didnt just do it the way they did on that technical capabilities standpoint for no reason, far in the future? perhaps, but don't assume that such a mechanical difference can be just switched on.
  6. ^not bothering quoting such a huge wall of text. But, for the most of it, I have to dis-agree entirely. Doing it that way would make BBs overpowered completely. For secondary guns, I really do not care about historical accuracy on range. Also, there is a mechanical reason with the games coding that restricts having multiple different firing ranges for secondaries, which is why all secondaries on any ship, regardless of size difference, fire at the same range. To change that would simply over-complicate things. That includes having them independantly change ammo type. Ammo type if you bothered reading my article is a serious balancer. The way you got your solution worked, sounds like you want your secondaries to do the job for you. That is not at all what I wanted with my article, as is, aside from exceptional ships, secondaries do nothing, which I want remedied.
  7. Range-wise that isnt unique at tier 7. On Nagato its only particularly good because of her quantity of secondary firepower. I'll include her because I know she is a sweet spot, despite her leading onto the dis-appointment that the Amagi is with her 4.5km. (Which i did clearly review in the ships in particular that need buffs section of the article)
  8. Done Eh, I didn't include her as she has so little equipment you don't really do a "secondary build" aside from anything her captain will add. Don't get me wrong, she does got good secondaries, still only 3km though
  9. Yes, I am aware how very often "secondaries need a buff" topic gets brought up, and so I am going to take a full view on secondaries as a whole.The Problem (Gameplay):Important Issues with secondary armaments that all need to be considered:-Range -Accuracy -Shell type When ever an adjustment is made to them, considerations in all 3 categories need to be made. Shell Type is probably the most ignored stat that has a significant impact.Range: As it stands, the range on secondary armaments is lack luster, and useless to 80% of the vessels in the game at the current moment. As it stands, even with buffing with skills and hardware, the only a few ships in particular that can do secondary gun builds "well" is Warspite Nagato, Izumo and Yamato. Accuracy:Accuracy is the 2nd most complained issue on secondaries, the "drunk gunner" problem. In Game the Manual Fire control of Secondary Armament skill does solve it, but the cost of it being a 5 skill points makes it so it is usually only attainable when you have grinded a line with a captain until tier 8-9 at minimum. (unless you play ALOT of games with premiums)Shell Type:This is a very important factor as it defines whether or not your secondaries will set fires for passive damage. In game as it is, the size of the secondary gun more-or-less defines what shell type it will fire, but it is a somewhat blurry line as guns between 1mm-150mm fire HE, however guns between 140mm-155mm fire AP. that small overlap is more or less picked by balancing. This shell type issue is why USN BBs, of which ALL secondary guns on them are 127mm, all fire HE shells. As opposed to all the casement guns lining IJN bbs till tier 8 which are 140mm-152mm all fire AP shells. This is the probable reason as to why USN BBs get shorter ranges on their secondary armament. This theme is quirked by the fact that Izumo and Yamato switch over to primarily 127mm guns, and in addition receive even farther range on them. Overall conclusion on problems:As it stands, if a player wishes to do a secondary gun build, they really have to choose IJN, and only really to start to be effective at tier 9/10. Aswell, even with the maximized ranges, the range is still so short that in order to use them you must close in within a range at which your risk of receiving damage from your opponents is greater then that of the damage output that your secondary guns can output. Possible Solutions: 1) An all across the board buff to secondary gun range, with accuracy and chance of fire setting nerf to balance. IMHO, the loss in accuracy and fire chance to get better base ranges on all ships of all classes is preferable then sticking with the current base ranges. 2) Significantly buff the "Manual Control of Secondary Armament" captain skill. As it stands, the accuracy buff that it gives still leaves the weapons relatively balanced for longer range combat. What should be buffed is the skill should be moved to level 4 skill level, and give an additional range boost to them, even if the accuracy buff is reduced as a cost for the range boost would be acceptable.3) Seconadry Gun Accuracy could be affected by range. Primary Armament of BB guns allready have an accuracy buff to targets less then 5km away, so to make a similar effect to secondaries is theoretically doable in regards to how RNG gets calculated. (targets within 50% of their range are 50% more accurate, as an example, testing would need to verify what numbers works) If it were up to me, I'd implement number 2 and 3 solutions. They together would open up viability for secondary gun builds for battleships, and even cruisers, of both the IJN, USN, and even the KM and IRN. The Destroyer issue: With all the buffs that I suggested, clearly, DDs would be completely and mercilessly murdered, other classes would do rather fine I think. So, here are 2 solutions: 1) A class bonus, in which DDs just will have a bonus to their class as a whole in that the firing accuracy on them from secondaries is reduced (perhaps an upwards of 15-20% accuracy nerf for secondary gunners when they are firing at a DD)2) An active skill bonus. As it stands, the speed boost active skill doesn't give a real big effect. Sure, you are slightly faster while its active, but thats it aside from your camouflage nerf that temporarily occurs whilst it is used. I would suggest that when a DD uses this consumable, in addition to the speed boost, it also adds an accuracy nerf to secondary guns that fire at a target using that consumable. A DD could use the consumable more tactically for an offensive strategy rather then using it for just getting across the map faster or running away a tad bit faster. A similar effect could be applied to when a DD is in or behind a smoke screen. If both consumables had this additional effect, it would balance out the accuracy gain in my proposed solutions.In my honest opinion, either one of both of the solutions to help DDs survive would be viable. The Problem (GUI): For the most part, the GUI for secondary gun usage is simple but lack luster. I only have 2 issues with it: Damage Numbers: As it is, there are no damage numbers displayed when a secondary gun deals damage. This is annoying as you have no real time conception as to how well they are doing, are they penning armor, etc. This could be easily remedied by the damage dealt popping up the same way as it does for primary guns, but perhaps with secondary gun damage being displayed in italics for easy comprehension. In the very least, this would allow damage counter mods to be able to read and add this damage actively. Target: A minor option would could be useful is the ability to right click a username in the enemy team list and click "Target Secondaries" which would be useful to getting a lock unto a DD popping in and out of detection. Banner: For some reason or another, their is no banner for secondary gun hits. I have actually made a banner on what I could imagine that the banner could look like: If this banner would show up under the conditions of a secondary shell hitting AND damaging the target, I'd be happy. The only rational argument against it is "but its an AI getting banners for you!" the counter to this being of course, plane kills are also AI kills that you yourself didn't do actively. An additional reason as to why this banner would be useful is for missions. There are missions that require to get certain amount of banners, as it stands, BBs are the least capable for acquiring large numbers of badges. This would level the playing field for them potentially. Visual:As it stands, secondary shells look a lot dimmer then regular shells. A 155mm shell from a yamato looks half as bright as a 155 from a mogami. If secondary guns are going to be nothing more then light shows for some ships, then they actually should be light shows. I like to see my secondary shots, but as is I have to actually distract myself and focus on looking at them to see where they are going, are they hitting, etc. This should be remedied IMHO.Ships I believe need secondary buffs.Montana; 7km, (currently 5km) -To help her compete against Yamato, since Montana does suffer compared to her. Aswell, Montana's secondaries are 127mm/54, her predecessors are 127mm/38 and yet montana's range is the same. This seems unrealistic upgrade-wise. (in regards to competition, Yamato's are 127mm/40) Amagi, 6km, (currently 4.5) -For progression and gameplay, the Amagi is a let down. All ships previous to her in the tech tree have increasingly good ranges on their secondary battery. Nagato is a highlight with her 5km range, with her 18x1-140mm(AP) guns and 4x2-127mm(HE) guns. The Amagi has 16x1-140mm(AP) guns and 8x2-127mm(HE) guns. Allthough it is true the Amagi is an upgrade for HE output, its completely nullified by the reduced range, and doesnt suit the progression system at all when you consider Izumo gets 7km. The Amagi's secondaries should actually be an upgrade, as is, due solely to the range loss, they are a downgrade despite the player moving up a tier from Nagato. 6km would flow the transition of Nagato to Amagi to Izumo. Zao and Hindenburg, 5km, (currently 4.5km)-Again, its the progression through the tech tree, the ships before her get 5km, and the when a player upgrades to Zao/Hindenburg, they lose range on secondaries. 4.5km is pretty useless at tier 10. North Carolina/Iowa, 6km (Currently 5km) -This would help flow the transition if Montana had 7km, plus, it would add the relevence of USN secondary gun builds. As is, it does feel unfair in that such builds are exclusive to the IJN. (Allthough the Tirpitz and Warspite suggests that there could be competition for secondary gun builds in those nations) If there are ships that in particular you believe need buffs to secondary range, comment them and why! If I could make only one single change, I would have the "Manual Control of Secondary Armament" skill also add a 30-50% range boost. Comments, questions, suggestions, concerns? I run a duplicate thread in NA
  10. I do not want these ships to be available for sale ever again. I like them, but, they have been up to now been completely exclusive to beta and alpha testers. To have them be availiable again ruins there exclusivity and rewarding nature to them. Not to mention the Gremyaschi is somewhat OP, to sell it again would require nerfs, which I don't want to see happen. In WoT there are such super rare tanks that were availiable only to beta testers, and I believe same case went for WoWP.
  11. Brokenstar

    Secondary Shell Hits Banner/Ribbon

    That wouldnt solve the main issue. The main issue is not accuracy, which is solved by the manual control skill. The Main issue is that to purposefully get in range of secondary armament, even with the Yamato/Izumo, you will recieve alot more damage to your ship then what you are outputting from you secondary guns, versus minimized damage if you would normally recieve if you were to of kept your distance. Furthermore, to lose your HP Regeneration for the, (for most ships) very situational and un-often situation of being within secondary gun range, for your proposed accuracy boost instead of range boost, the offensive gain versus the defensive loss does not fairly trade value for most battles. Range is far more valuable then accuracy, for more balance, we could also add that the range boost is 10% x tier of the ship, but thats pushing it on value of the secondary high alert consumable versus the value of the repair party.
  12. Brokenstar

    US v IJN secondary BB guns

    I just made a massive comment on how secondaries could be fixed as a whole, I'll write an article for it later, but for now its my most recent comment on this thread of mine: http://forum.worldofwarships.eu/index.php?/topic/44355-secondary-shell-hits-bannerribbon/ Which, I think, could make USN BB Seconadry gun buffing a viable tactic. My only issue, which could be fixed with the secondary damage prevention module, is that USN Secondary gun turrets get knocked out exceedingly easily from what I have noticed, compared to IJN atleast.
  13. Brokenstar

    Secondary Shell Hits Banner/Ribbon

    I believe secondary guns as a whole need a boost of sorts, and after long thought and consideration, comparing stats of various ships in game, I think I have thought of a way too do it. "High Alert for Secondary Gunners" This consumable will be an active option available to all ships, and with battleships in particular, to balance out the massive damage output that potentially could occur, a battleship must sacrifice her "Repair Party" consumable, (the one that restores HP). What this consumable will do is temporarily double the range of her secondary armament. To balance this consumable amongst the tiers, the duration and cool down will be based on the tier. The Consumable will activate for 10 seconds and cool down for 30 seconds, multiplied by the tier of the ship. Under normal circumstance, all vessels will get a maximum of 2 charges to use this consumable. Example: 1 (Bottom Tier) Lowest tier ship, the Mikasa, would be able to run the skill for just 20 seconds, and reload for 60 seconds, may sound OP, but for the short burst, she can only use it twice, three times if the captain has super-intendant. 20 seconds is a very very short period of time with how the nature of this game is. Example 2: (Mid Tier) New York has a base range on her secondaries of 4km, thus, she would have 8km during the time the skill is active. Which would last for 50 seconds, and reload for 2 minutes and 30 seconds. Again, she loses her ability to repair damage. Example 3: (Top Tier) Montana's secondaries have a range of 5km, which would extend to 10km, for 1minute 40 seconds, and cool down for 5 minutes. With buffs to her secondaries, her normal range could go up to 7km, and with the skill activated, 14 km range. This consumable will not effect the accuracy of secondary guns. This consumable doubles the current range after any bonuses you may of applied through skills, upgrades, or flags. Scenario; We all know the god of seconadries is the Yamato, with the nature of the reload and duration, it makes it practically impossible for her to use the skill more then twice in a battle, regardless if she has super-intendant. There just isn't enough time to reload and use, if she activated it the moment the battle started, and the moment it reloaded, by the time its cooled down for a 3rd charge, the battle would be 13:20 over, and that is a completely unrealistic scenario to activate the skill at battle start. -The Yamato, with the consumable, and with all possible upgrades to the secondary armament, would have a usage time of 1minute 40 seconds, and reload it for 5minutes, to boost the range from 10.1km to 20.2km. With the bad accuracy, even with the "Manual Control" skill, she'd definitely get a significant boost to her offence abilities, but she loses her defensive ability of healing, which is a massive loss. At such a range it becomes a question of the enemy even being spotted first, they can dodge it a bit, and lots and lots of her shells would miss. Why have this skill? -This would make secondary gun buffing a viable tactic for USN BBs, as it stands, secondary gun buffing is really only viable for japanese BBs. This may also be relevant to BB tech trees not yet added to the game. -As it stands, for players who wish to use the secondaries to max potential, the risk of receiving damage, versus the gained damage done, even for the Yamato's 10.1km max secondary range, is not equivalent. A ship will likely receive more damage and possibly be sunk, then what it was worth in the damage it dealt. Is this actually useful to classes other then battleships? Cruisers -Yes! Some cruisers have some very nice secondaries, they just suffer of never being able to use them due to their short range and low number. Cruisers won't lose their repair party gain this skill, that cost is for battleships only. Aircraft Carriers - Aircraft carriers would benifit them most from this skill, aside from battleships of course. If an aircraft carrier is being attacked by a DD, I would estimate only about 10%-15% of the time does a CV successfully defend themselves from DD without the assistance of an ally. This game is about any class can fight on equal chances to win, dependent on skill and your ship's customizations that you chose. Destroyers - There are very few DDs that have secondaries, the only one that comes to mind is the Kiev which has a 5km range secondary gun turret. But for DDs its more about how will the consumable hurt them from their opponents using it. Lots of play testing would be needed, but, the effect would be most deadly is close range. DDs usually only get that suicidely close as low tier, and at those tiers the consumable isnt as potent at those tiers. On the other end, at high tiers, DDs still usually stay at a range for stealthing reasons that they can dodge. If they do get close, its because its been an ambush attack (usually around an island corner), and if a BB activates their consumable at that exact timing, its because they were paying attention and were able to out-play the DD, IF, of course, they still didnt get murdered by the ambush torpedoes. With this consumable, its likely some ships may need to be rebalanced. As is, I have tried to make it as balanced as possible.
  14. Brokenstar

    Secondary Shell Hits Banner/Ribbon

    Hmmm, bouncing shells, allthough it is true that you can have skill in angling your armor, if someone is firing at you and simply has really small guns and that is why they are bouncing, it would be just a banner farm for something you yourself are not doing or had any influence in doing.
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