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Santhaclaws

Players
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    11
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    292

About Santhaclaws

  • Rank
    Able Seaman
  • Insignia
  1. Santhaclaws

    Gun control should be different

    Thank you. I didn't know that.
  2. Santhaclaws

    Gun control should be different

    Right now guns chase the mouse cursor like nuts. There should be a way to control front and back turrets independently of the ship and the player corsor. That way a ship could do tighter turns and have its gun ready to fire and not waiting, in case of BBs, a few precious seconds to the turrets to turn.
  3. Santhaclaws

    Battleships.....

    HE same thing and it is random. One shell can do 2k without crits a hit of 7 or 8 shell can do only 5,5k ... if that isn't random I don't know what is.
  4. Santhaclaws

    Division Size

    Which is kinda stupid when you consider that clans, fleets and guilds bring in comptetition and competition brings in a desire to win. Desire to win = more cash because die hard fanatics will buy more premium content. But for biger fleets there should be "rooms" they can enter and balance the game manualy. If it all comes down to casual sailing and shooting things with 2 friends and no competition then this game is doomed.
  5. Santhaclaws

    Battleships.....

    BBs suffer from some problems, way to random shell damage is one of them, but range can't be higher. And the ridiculous fact that a DD can survive being hit by 4+ BB shells at close range, less then 5 km, if you are lucky enough to hit it at all.
  6. Santhaclaws

    Things wrong with Warships

    True about the teamwork part. As for the AA, US AA was great. When the proximity fuses were introduced in the Navy IJN fighters and bombers were going down like flies, and the fact the IJN lost most of their expirienced pilots in Midway was also a contributing factor. CV play should not be reduce to just giving fighter cover, as it was in Navy Field, becuse that will drive the CV players away so the only solution is the redesign of AA, introducing manual AA so some players would be bad some better, and increase of AA range and strengh, accuracy is supposed to be bad.
  7. Santhaclaws

    Things wrong with Warships

    1st Hitting a BB or a slow CA is easy even above 13 km but citadel hits are random. One game I get 6 citadel hits out of 40 hits other 0 citadel hits with 80+ hits. 2nd There is no way a BB can dodge a torp run from a DD that is closer then 5 km, unless the DD player is seeing duble and shooting the wrong ship, but the problem is, I am repeting my self like a parrot here, how can a DD survive a multiple BB hit from close range? That is simply retarded especially because it is hard to hit a DD that actually has a clue what he is doing. 3rd ... fire with AP shells? Never happend. I got citadel hits and a turret hit but no fire ... HE on the other hand starts fires frequently. 4th like I said torpedo bombers need to lower their altitude because right now they are craping the torps like seagulls and since the range of AA is ridiculously low there is nothing a BB, like Wyoming upgraded, can do if a TB squadron comes up to 3 km and drops its torps from high up like they are carrpet bombing. Balanced in theory in practice is anything but balanced.
  8. Santhaclaws

    Things wrong with Warships

    Manual AA system was trouble for some players in NF but for some it was no problem. Players should have a choice and the aiming in this game is a lot easyer then in NF where you had to actually know the angles of the guns you are using. You are right about the Wyoming but that does not change the fact the AA guns have ridiculously low range. On the topic of armor customization that would bring in a higher dimension to the game bacuse the players can chose how to play. On the EU server BBs usually didn't use armor going for speed but when someone did it was a suprise watching your shells bounce of the deck meaning you need to charge him to hit the belt ... but those BB usually got smashed by the subs.
  9. Santhaclaws

    Things wrong with Warships

    Torpedo are not overpowerd. They work precisely as they should. The low range belt shoot calculations are crap. There is no way a DD survives 3 BB shells from 3 km range and now that is the problem ... and the crap AA system. DD should be able to torp BBs but DDs were and are fragile and they usually ambushed the distracted BBs or torped from long range because if the came 3 km from a BB the would go down fast. AA range 3 km ... wtf? Wyoming original AA guns, 3 inch 50 cal 1911, had a 13,4 km fireing range. As I see it now in future fleet battles Batleships are useless. In a 10 vs 10 battles get a bunch of CVs and DDs and just smoke screen all the way until you get in the enemy line the lumbering BBs can't evade torps fired from close range but a DD can take hit and like you said the turret turning is slow so once a DD gets close he can just run circles around a BB. BB should be big and slow but nothing within a 4 km radious should survive being hit with more then 50% of the salvo ... except a heavy cruiser or another BB. And on the armor ... a little customization would be good for all ship classes. Give players a choice to sacrifice speed for extra deck, belt or bulge armor.
  10. Santhaclaws

    Things wrong with Warships

    BB were slow, fat, inacurate (hit rate around 3% was considered good) but their guns did crap load of damage. 1st the citadell area is apparently to small. http://i.imgur.com/KFn6nTU.jpg. And the shell damage is still to random. 2. Yes I know BB should not be immortal. But with the low manuverbility and size BBs have only 2 things working for them ... armor and damage. Now BBs have none. 3. TB should lower their altitude and become more susceptible to AA fire. 4. Thats auto AA and its accuracy is crap. 5. I would gladly help them balance the game. At least it would not be a rushing arcadish stile it is now. 6. DDs are insane to hit but crusiers and BB driving in a straight line are cannon foder. 7. Again the game balance. If DD can sink me with 3 torps a BB should deffinitly be able to sink a DD, that has no armor btw, with 3 shells fired at close range. Right now they are able to drive around a BB and torp him. 8. AP does a lot of damage but hiting with 6 shells smack down in the middle of an enemy ship and see 5k and then hit with one shell for 4k without a crit ... that just to random. Right now, how the balance is set up, CVs and DDs rule the game and small cruisers with torps.
  11. Santhaclaws

    Things wrong with Warships

    First of the game looks great. You put a lot of effort in the ship desing and it shows. But the game has serious problems. As an old Navy Field 1 player, not 2 that game a disgrace, I love ships and study them as a hobby. Problems start show in tier 3 at the first battleships. First of all ... in what universe can a cruiser survive a hit from 6 battleship shells at a point blank range to make matters worse the damage is so random it hurts my eyes. A hit that can utterly criple one ship does no almost no damage to another even though the ships are the same class, St. Luis. The game engine wants you to aim paticular places on the ship to do damage, citadel is one of them, well the citadel is usually in the middle of the ship ... so when a Wyoming class BB hits a point blank salvo with AP shell on a ship one would expect that ship is gone ... not only slightly scratched. The point is the shell dmg is to random espacially if your reload time is 29 seconds. 2nd ... how does the armor work in the game? BB were built to be imune to destroyer and light cruiser fire and at some points small DDs with 5 inch guns do more dmg then hits from BB that should have been massive. 3rd ... High altitude torp bombers? Torp bombers need to get "down" to throw their torpedoes not drop them like they are carpet bombing. 4th ... No manual AA system? The automatic one sucks ... old Navy Field had a manual AA system so what is Wargamings excuse? 5th ... The islands? They look like mountain tops sticking out of the water. No underwater ridges, shallows ... hell bring in some waves to make aiming harder. 6th ... Aiming? To easy .. if you are playing a St. Luis and don't have 100+ hits per game you are doing it wrong. 7th ... Ship durability? I know for the purposes of the game ships need to be unrealistically strong but some situations are just funny. 3 torps are enough to sink a BB but when a BB hits a DD with 4 HE shells DD sails on with half HP ... wtf? 8th ... huge disproportion in HE and AP crit rate HE shell set the enemy on fire, destroy main batteries, cripple the rudder, destroy secondary weapons even does citadel crits ... but AP ... once i hit the turret and it has a higher chance to pierce the citadel but that is that. AP shell were the main choice because it is supposed to do huge critical damage by piercing armor and hiting the interior of the ship, example Bismarck destroying Hood with one AP shell piercing the armor and hiting the ammo magazine. This only the beta and I hope Wargaming fixes some of these thing because if they don't this game is going to get really boring really fast.
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