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Everything posted by puxflacet
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HMS Hood available on the 19th May
puxflacet replied to anonym_u5USg8CcK96I's topic in General Discussion
they care and should care...because whole concept of the "hunt for the bismarck" campaign is hunt for historical camos for hood and bismarck. and they find out that hood was sunk in dark grey so they changed the showy blue to dark grey, because they realized that they were wrong. ..but what to do now when wg dissociate themselves from the dark grey camo which people allegedly dont like? so they came up with compromise: dark grey but with red&white turrets...but that is still not the camo in which was hood sunk...so still lying -
HMS Hood available on the 19th May
puxflacet replied to anonym_u5USg8CcK96I's topic in General Discussion
people just have a bad taste and wg shouldn't listen to them and shouldn't be afraid to carry through things do you realize that you are literally lying to the people? hood never had this camouflage so how can you present it as historical? hood was sunk in dark grey, not this ugly cooked up trash -
if dark grey is the "intact" it means that red&white&blue is gone EDIT: oh no. it still exists...i dont get what wg is doing EDIT2: although it seems that now the campaign camo has just red&white turrets while the rest is dark grey
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i must admit that if hood should have any camo, the repulse's is probably the best pick. im glad they didnt go nutz like with prinz eugen. people were whining and wg cooked up some neo-nazi moto club absurdity...geez EDIT:i must correct myself. they did go nutz. i tend to force out that ugly campaign camo from my mind
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they didnt plan that. they could just realize their error and trying to fix that. because if the red&white&blue camo will be the campaign camo, they are literally lying to people when stating that it is historical...but easiest thing would be probably just replace the text to something like "just some crazy camo we made up for the hood"...but that would ruin the whole concept of the campaign which is hunt for historical camos for hood and bismarck i guess "intact" camo is just the campaign camo without those holes, cracks and debris
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hood is just becoming with every new change more and more silly because they think it is historical EDIT: maybe they realized that they were wrong, scrapped the crazy red&white&blue camo, replaced it with the historical dark grey for the campaign and hood's initial camo will be the repulse's...but that's just my deepest wish
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Their cruiser counterparts occupy tier II and some even tier III (Bogatyr, St. Louis) but we have only one pre-dreadnought battleship in the game - the infamous and misconcepted Mikasa which caused a lot of hate among players. Still these ships are in my opinion very interesting and beautiful and would be a shame if WoWs just skipped them. but there is a major issue what to do with pre-dreadnoughts if we shall ever see another. mikasa right now really struggles and that's just because her role in the game was not really thought out. these are my suggestions for mikasa and every other pre-dreadnought eventually: IDENTITY: DEDICATED BRAWLER item 1: strong secondaries ✓ done (almost) mikasa's secondaries were always considered strong except their range. no wonder - those 152mm were in fact not secondaries but primaries on pre-dreadnought battleships since they were still built around 19th century principle of "the more guns the better" which resulted in designs with even 3 different calibers for main armament. it is worth note that in reality those 152mm had same effective firing range as 305mm. however i think we should not argue about that these should be player-controlled because it would be hard to balance them (better armored st. louis with extra health and 4x305mm says hello) and we should reconcile with that these would be just secondaries. for the brawling purpose they are ok anyway. the only issue is their range. i personally think that their range should be increased to at least 5km base. another suggestion, which is worth to be mentioned, is different ranges for different calibers: give 152mm lets say 5km and 76mm 3km range. although both 152mm and 76mm had pretty much same effective firing range, nevertheless separate ranges for different sencodary calibers would be definitelly needed for semi-dreadnoughts (see below). item 2: torpedos ✖ missing there were already debates about submerged torpedo tubes for battleships and my stand to this issue is that pre-dreadnoughts should be the only ships which should have them. to balance this weapon we can stick with their historical performance, since torpedos at the beginning of 20th century were rather slow and short range, so pre-dreadnought's torpedos in the game would be something like 30-40 knots and 3km range. that would make them reasonably balanced since they would be useful practically only for brawling against battleships. fast and manouverable ships should not have much troubles to evade them. another issue is their aiming. placement of these tubes was usually 1 bow, 1 stern and 1 or 2 on each side (mikasa is exception with just 4 tubes - 2 on each side). there is frequently stated myth on the forum that these have to be aimed with whole ship, but in fact they were equipped with gyro-angle mechanism (like on submarines) so their firing arc was pretty much unlimited, however i'm not sure if they should have this ability in the game since it would make a precedent for other ships. maybe they could work even with very limited arc since the placement of those tubes is very convenient (...also, do you remember bathtub boats?) item 3: ram! ✖ missing another feature typical for pre-dreadnought battleships is bow strenghten for ramming with significant beak (exception are french pre-dreadnoughts which frequently lacked this feature). indeed in those times naval tactitians and designers believed that ramming the enemy is still viable tactic. that however never happend in combat since 1866 (but unfortunately several times unintentionally) but we have different situation in the game with lot of close fights, especially at low tiers. i think that pre-dreadnought should have permanent bonus for ramming - like permanent hotel yankee (die hard) signal. just look at mikasa's ram! i know early dreadnoughts still had something like a ram, but usually these were just fake shapes which were not from solid steel like on pre-dreadnouts and were there just for stability purpose or because of stereotype - however i'm not completely sure about that, so please correct me. with all these features pre-dreadnoughts would have identity as dedicated brawlers and would have an edge over dreadnoughts in close fight which would make them viable - hugging islands and guarding straits would be optimal use for them, while at long range dreadnoughts would have their edge over pre-dreads as they should have... WHERE TO PLACE THEM: clearly pre-dreadnoughts should cease in 1910 (app. T3) as it was superseded design, however i believe semi-dreadnoughts like lord nelson-class, satsuma-class, mississippi-class, danton-class, radetzky-class etc. would be still viable brawlers at tier 3 so what do you think?
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i dont like shrinking the competition more and more. that just indicates that something is wrong. i think even tier 1 should be facing at least tier 2 as well as mikasa should be able to deal with tier 3 ships (somehow) just like every ship on tier 2 has to she already has better dispersion than all german and us low tier bbs and kawachi. in fact her 305mm have probably the best performance you cant squeeze from them without making them completelly unrealistic. their historical rate of fire was about 1 shell per minute so they are actually super-buffed in this aspect. i once made a suggestion that these 305mm should get their historical reload (60sec) and they should become just extra punch (almost like consumable) and player would have control over the 152mm with proper range which would become the main weapon (like irl), but then she would become just st.louis on steroids, completelly ruining the game concept
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well, armored cruisers would completelly destroy my suggestion, because clearly we can not treat their wing guns as secondaries...they are complete nightmare to balance and to fit into current game concept...but i would also love them in the game...dunno i would rather not see deutschlands in 1920'+ configuration. they became weaker after the refits (removal of secondaries). they are just tier 2 material and 1920+ refits would give them nothing but aa, when there are no planes at tier 2
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- camo
- camouflages
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yeah...hood is an exception...
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i reworked my original post - added new suggestions - so feel free to comment, like it, un-like it...
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finally no tiling? looks promising
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werent respawns lately introduced in WoT?
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This should never happen to battleships [detonation of another yamato]
puxflacet replied to P2Win's topic in General Discussion
if there would be specified magazine areas on every ship, people could go for them in close fights hoping that they will quickly finish the opponent...detonations would get a gameplay purpose edit: however there would have to be some fine tuning to the percentage of occurrence so that it would not be completely pointless to seek the magazine hit when detonation happens once in 100 games and also that not every lucky magazine hit at long range causes a detonation...cruisers and dds targeted by bbs would suffer the most...dunno P2Win, on 11 May 2017 - 09:06 AM, said: For all the people who are bringing up historical ships blowing up...Nobody care, this is a game. however people should care. detonations belong to the warships just as big guns and explosives...the problem are not detonations themselves, the problem is bad implementation. removing them would be same thing as "the water doesnt look good and doesnt bring anything to the game, lets remove it"- 65 replies
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Tirpitz draft needs to be fixed
puxflacet replied to CommanderCorrigan's topic in General Discussion
national flavor 0.6.5 -
i think the size of the current splashes is ok. that shouldnt change...also dont forget that ships are moving most of the time while splashes are not
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indeed. that is probably the reason behind the current duration. however smaller shell splash should have shorter duration and size than bigger shell, so rapid firing guns would be obstructing the view less than big hard hitting guns firing twice in a minute. the 5 second splashes are just battleship shells...but yes, it would make aiming a bit harder. but as was stated above: it is worth the test imho
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This should never happen to battleships [detonation of another yamato]
puxflacet replied to P2Win's topic in General Discussion
which historical arguments? these are more like common sense arguments: hit into magazine does big boom- 65 replies
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This should never happen to battleships [detonation of another yamato]
puxflacet replied to P2Win's topic in General Discussion
will it ever happen? should have been right from the start, because as i said detonations right now have no point - they are neither immersion feature because they do not look spectacular nor skill based because their calculation is somewhat mysterious and seem completelly random- 65 replies
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This should never happen to battleships [detonation of another yamato]
puxflacet replied to P2Win's topic in General Discussion
sorry, i wasnt saying how it works, but how it should work imho...but thanks for the info the big error from wg is that detonation is calculated just based on hits from whole citadel (and surroundings?). there should be specified magazine areas on the ship - shooting under the turrets would get completelly new meaning and detonation could have its skill aspect...but hit to engine room should just not cause detonation- 65 replies
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This should never happen to battleships [detonation of another yamato]
puxflacet replied to P2Win's topic in General Discussion
i must admit i'm not 100% sure how detonation works in game, but i have just two points: 1. to occur, first requirement should be that the projectile or bomb has to reach magazine area (not just citadel), then rng can start the wheel of fortune... (is it like that in the game already? dunno) 2. give it some spectacular visuals as it should have...then i wouldnt mind to be blown up from time to time - for me the only purpose of this feature is immersion. so far it doesnt fulfill this goal ...but i cant even remember when i was last detonated, which indicates for me two things: it doesnt happen very often and it is not spectacular/remarkable enough- 65 replies
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so you would be happy if these would be rare? i'am actually ok that there is a lot from to choose. imho reasonable way to customize your ships. i would rather ged rid of some crazy camouflages
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they are (mostly) just equivalent of tabloid press
