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Everything posted by Babykim
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Correct!
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Yes, this one caught my attention too... The general motto of this update: "CV must suffer more"
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US patchnotes are up and finally they are detailed: http://forum.worldofwarships.com/index.php?/topic/80610-056-patchnotes-and-downtime/
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The sooner the better!
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The news on the anti-cheater measures are very welcome indeed, but after reading through the thread on the RU forum I strongly suspect that the measure will not be extended to other regions any time soon. The WG is known to experiment with "social innovations" on the RU server before porting it to the rest of the world. For example, they have weekly sweeps of log files for profanity with automatic bans to the effect that a sizable percentage of regular players are permanently under a temporary chat ban. The cost reduction on high tiers is a different kind of innovation, yet still on the RU server only.
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Two pieces of interesting information from the getfun digest: 1. Starting from May 15th, any mod containing a lead calculator will be deemed illegal (rather than undesirable). Making and using such mods will entail sanctions. Initially, such sanctions will not be extreme. The above may apply (initially) to RU cluster only, as is the case with weekly log sweeps to punish profanity that only exist there. 2. Most of the premium ships will be available for doubloons soon, maybe at the end of May (JamesWhite). Source:
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Got the Katori, played one game, won and sunk one ship. I don't think I will play this ship often. Painfully slow and few guns only. It is a pure collectors item. I am happy with it as such. I now own all 4 treasure ships, and dare I say the Albany is the best of the lot
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You already know that this format will not apply to EU?
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I would like to discuss this issue with you, because we all know that shooting accuracy accounts for 90% of success in this game. Apparently, there an aim aid build in the game engine that corrects the vertical aim but not the horizontal. The game actually corrects the vertical aim for the player, because otherwise players would miss, more precisely undershot and overshoot, way too often for a comfortable gameplay. Small vertical aiming error (range error) produces a large accuracy error. Small horizontal error, i.e. error in the lead or lag, does not lead to large accuracy errors. The vertical correction is small so that vastly inaccurate shots still miss. Replays show the server-side corrected aiming point. To see this vertical aim assist working, you need to compare a video recording of the game with a replay. The replay functionality is not completely finished (hence not released), and it shows the corrected server-side reticle, while the video shows the actual reticle as placed by the player. Source in Russian (as usual): (starting from 3:00). Why never aim below the waterline? If the target is going on a parallel course (showing broadside) and you aim below the waterline, the build in vertical aim assist does not activate, or is bugged. If you aim above the waterline, it slightly corrects so that you miss less often. In other words, shots almost on target vertically will be exactly on target. Shots far off target vertically will miss. There is unknown built-in tolerance to the initial accuracy. Solutions. There are reticles that try to correct for effect by raising the horizontal line slightly so that shots aimed at the waterline go slightly above. There is a reticle design competition going on. Please take the vertical correction into account. Horizontal aiming, or lead and lag. The same does not apply to the horizontal aiming. The game engine sends the shells exactly according to the chosen horizontal lead. It is not quite clear how the vertical aim aid works when using a spotter plane.
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It is not bogus but quite a clever aim assist, the necessity of which was probably discovered early in the alpha test, when the overall accuracy was very low, because no one could hit the thin silhouette of a distant ship with their exaggerated arch shell trajectories. The point that things like these should be explained to the player, not accidentally discovered by the latter. We had some things like that before. For example, smoke puffs staying a bit longer when the ship moves. Depressed armor belts making it easier to score citadel hits on turning ships, etc.
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To test the conjecture you need to superimpose a video and a replay, and compare the behavior of the reticles. I thought this kind of testing is supertesters bread-and-butter. Maybe not.
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I take my sabotage comment back, read the longer mail.
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Now seriously: We have to ask ourselves, what do we expect of this system. 1. Do we want bad players to leave this game? Overall, I would say No. Yes, they sometimes drive me on the wall. But most of the times I am very happy to farm their silly scalps in random game using the OP premium ships. 2. Can we expect the bad players to become better? Overall, I would say probably Not. Bad players are on the most part casuals, who have invested little time or effort into the game. Most of them will leave before they get better. The exception are bots. These need to be discovered and permanently banned. Reporting bots is, indeed, important for the hygiene of the player base. 3. Can we expect raging players to stop raging after multiple chat bans? Overall, I would say tentative Yes. However, I personally don't give a slightest damn about abusive language in chat. It is simply not an issue to me. Consequently, for me, the system achieves irrelevant goals while failing to achieve the real ones (getting rid of bots, making bad players better). 700th post
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It is a badly designed functionality, not the game, for the sake of the game that I love so much. Many other people pervert the system even more by reporting bad play when they get trashed by a good player.
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Exploiting fail divisions to be high tier
Babykim replied to EralionArkanar's topic in General Discussion
We had this discussion before (see the screenshot of that Langley game to realize it does not, at least not always, work). http://forum.worldofwarships.eu/index.php?/topic/43883-a-cv-one-tier-lower-guarantees-that-division-is-top-tier/page__p__846561__hl__babykim#entry846561 -
You don't have to. IT MAKES NO DIFFERENCE
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Exploiting fail divisions to be high tier
Babykim replied to EralionArkanar's topic in General Discussion
This, plus the added waiting time to match that failed CV. -
So did I, but this strategy might be questionable because it does not take advantage of the correction. Hence many misses.
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The nice bit about the Molotov is her broken and reattached stern, clearly visible on the model. Background info from the Wikipedia: On 2 August [1942], while returning from another bombardment mission near Feodosiya, 20 metres (66 ft) of her stern was blown off by Heinkel He 111 torpedo bombers of 6./KG 26 acting in concert with Italian MAS torpedo boats. The damage reduced her speed to 10 knots (19 km/h; 12 mph) and Molotov had to be steered by her engines. Molotov was under repair at Poti until 31 July 1943 and used the stern of the incomplete Chapayev-class cruiser Frunze, the rudder of the incomplete cruiser Zheleznyakov, the steering gear from the cruiser Kaganovich and the steering sensor from the submarine L-25. Source: https://en.wikipedia.org/wiki/Soviet_cruiser_Molotov
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Important official info on the upcoming rank battles season 4: The developer Vallter_ says: We know that players would want to prepare their ships and captains for upcoming rank battle seasons, and therefore need to know which tiers will be eligible. The next rank battles season 4 will be held at tiers V, VI and VII. Those who are confident that they will reach rank 1 may prepare their tier X ships. EDIT: You will be able to test the rank battles during the general test for the update 0.5.6, which will take place during the coming two weeks. Source: http://forum.worldofwarships.ru/index.php?/topic/54208-%D0%BF%D0%BE%D0%B4%D0%B3%D0%BE%D1%82%D0%BE%D0%B2%D0%BA%D0%B0-%D0%BA-4-%D1%81%D0%B5%D0%B7%D0%BE%D0%BD%D1%83-%D1%80%D0%B0%D0%BD%D0%B3%D0%BE%D0%B2%D1%8B%D1%85-%D0%B1%D0%BE%D1%91%D0%B2/
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Because the ship is officially released in other parts of the world? This cannot be it.
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I have found these notes, apparently leaked from a test server. Anyone seen these before? Buffs: New Mexico Hull C - some single-mount Oerlikon -[become]-> twin-mount Oerlikon. AA goes to 58/75/60 (outer/mid/inner AA ring, add up for total AA, and check in-game stats for current AA) Cleveland - 127mm DP has 5km range as secondary armament. (was 4km) Colorado Hull C- some single-mount Oerlikon --> twin-mount Oerlikons, some twin-mount Bofors --> quad-mount Bofors. AA goes to 58/161/133. N. Carolina Hull A - ALL Bofors --> quad-mount Bofors. AA goes to 151/159/166. 127 DP has 5km range as secondary. (was 4.5km) N. Carolina Hull B - more quad Bofors!. AA goes to 151/239/158. DP buffs. Iowa Hull A - ALL Bofors --> quad-mount Bofors. AA goes to 151/223/76 Max speed goes to 33knot with engine upgrade. DP has 6km range as secondary. Iowa Hull B - more quad Bofors AA goes to 151/286/176. DP and speed buffs. Iowa Hull C - more and more quad Bofors. AA goes to 151/302/195 (a total of 19 quad Bofors installed, historical config. Hurray!). DP and speed buffs. Montana - Get 1 more quad Bofors to surpass Iowa. (20 mounts, was 19, guess where is the new Bofors installed ;) AA goes to 157/318/194. Maximum speed goes to 30knot. 127mm DP has 6km range as secondary. (was 5km) Ishizuchi - Now she has AA! AA goes to 6/0/0 (go and get your first plane shotdown in Ishizuchi) Myogi Hull C - has more 25mm AA gun installed, and say bye-bye to small caliber AA guns. AA goes to 15/40/0. Kuma Hull B - more AA guns! AA goes to 0/30/5. Furutaka - the old Hull C is her new Hull B, and the new Hull C comes with 3 twin-mount main turrets! (30s/180deg, 36s for single-mount turrets) Reload time is independent from the Hull upgrade, 200mm shell always takes 22s to reload and 203mm takes 15s. AA goes to 20/20/7. Fuso Hull B - more small caliber AA guns! AA goes to 40/14/35. Fuso Hull C - bye-bye small caliber AA guns! AA goes to 40/81/0. Aoba Hull A - now uses the same DP as Furutaka Hull C. AA goes to 20/10/53. She now has more hit point. (30500, was 26300) Aoba Hull B - has more hit point. (31900, was 30500) Nagato Hull B - more 25mm AA guns! AA goes to 40/70/0. And she now has turrets with rangefinders! Nagato Hull C - more 25mm AA guns! AA goes to 40/188/0. Amagi Hull C - more 25mm AA guns! AA goes to 81/215/0. Hipper - Hull C (new). With powerful AA guns. AA goes to 100/135/53 (See below for her Hull B stats). Roon Hull B - More AA guns! AA goes to 100/165/60. (See below for her Hull A stats). From Hipper Hull B all the way to Hindenburg - HE ammo changed to "203mm Spr.gr. L/4.7 Kz." (2500 13%, was 2300 11%, spam the HE!) U.S.S.R. ships - Global buff to three AA guns. 37mm 70-K AA gun has range increased to 3.2km (was 2km). 37mm 66-K and 37mm 46-K AA gun have range increased to 3.5km (was 3.2km). Check in-game to see who are affected. Moskva - 130mm DP has 6.5km as secondary. (was 5km, U.S.S.R over U.S. indeed, play soviet ships for the win!) Tweaks: Karlsruhe - armor scheme changed. Konigsberg Hull B - removed some AA guns for a new catapult and catapult fighter consumables. AA downs to 24/10/12. Armor scheme changed. Nurnberg - Hull C (new). Removed two torpedo tubes and catapults for additional AA guns. AA goes to 32/60/89. The total research cost is unchanged. Hipper Hull B - ALL 20mm Flak 38 --> 37mm Flak 30. AA downs to 100/55/52 (enhanced mid ring but nerfed inner ring). Hindenburg - ALL 40mm Flak 28 --> 7 new twin-mount 55mm Gerat 58. AA downs to 133/206/72 (but mid ring now has consistent range of 5km, consider it a tweak). Nerfs: Roon Hull A - 37mm Flak LM/42 --> 20mm Flak 38. AA downs to 100/117/30. (enhanced inner ring but nerfed mid ring, consider it a nerf). Japanese ships - Global nerf to 100mm DP. It lost 36% of its original AA strength. (13.3dps each mount, was 20.8). (Zao, Ibuki, Taiho and Hakuryu are affected, do your math to see how bad the nerf is)
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Team Battles are simpy unpopular, imho.
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Does anyone know a current minimap mod that displays ship names?
