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Everything posted by GrossadmiralThrawn
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ich mein, das wird ja auch benutzt um Schüssen auszuweichen, eben wegen dem brems effekt und dann am Kartenrand sliden usw.
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Die Z-44 im Premium-Laden
GrossadmiralThrawn replied to The_EURL_Guy's topic in News und Ankündigungen
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Überarbeitung der Kapitänsfertigkeiten
GrossadmiralThrawn replied to The_EURL_Guy's topic in News und Ankündigungen
Ich verweise auf "Adlerauge"... Der backline camperskill... ich hätte mit dem Skill die Kurve verbessert, mit der die Präzision ansteigt (z. B. unter 15km). Oder die 2 Zusätzlichen Skillpunkte wurden afaik als "Buff" verkauft... nur wurden z.B. Adrenalinrausch, Priority Target und für Schlachter, Inspekteur jeweils um einen Punkt verteuert... ergo: effektiv ein Nerf mit 1.5million Kapitänsxp kosten... man hätte auch einfach die gesamtmenge der benötigten XP gleichhalten können und die Verteilung ändern. -
Die Z-44 im Premium-Laden
GrossadmiralThrawn replied to The_EURL_Guy's topic in News und Ankündigungen
Die Z-44 wäre nicht wert den Platz der Z-39 auf Tier VII einzunehmen -
hat eher damit zu tun, dass keiner mehr damit rechnet. So als würde man mit der Asashio wirklich auf die vollen 20km Torpedn und dann erwischt man einen gegner, der grad die Seite wechseln wollte. Oder den Träger, der sich nicht bewegt hat.
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Godzilla vs Kong - Statement zu den aktuellen Fragen
GrossadmiralThrawn replied to Sehales's topic in News und Ankündigungen
Nein, es gibt silber. -
Yes, another commander skill rework rant
GrossadmiralThrawn replied to totally_potato's topic in General Discussion
What? My prefered combat distances are around 12km... Again, getting closer for many just isn't good enough when RNGesus can just as well throw in a 20km Dev strike as a 10km dud... No. RNG always plays a role and getting closer DOES NOT remove RNG. It just somewhat reduces its impact... This is an awesome example: -
Yes, another commander skill rework rant
GrossadmiralThrawn replied to totally_potato's topic in General Discussion
"When people can not play"... it's always that easy, ain't it?And no, it's not "their problem"... it's their TEAMS PROBLEM and especially the problem of their co-players on the same side... Or it's RNGesus deciding to screw you over in terms of hits. Like let's take Bayern and Aoba. Bayern shoots. The shots hit perfectly around the Aoba. Aoba gets closer... and closer... Bayern Reloads... overpens... Aoba torps..., Bayern starts evasive maneuvres...overpens... aoba turns away... overpens. I am very well aware that 15km isn't backline sniping. I'm using it as basically "The farthest you can be back while still being useful". In this regard it's also mainly about "getting closer does not always give a good bottom line in the calculation of danger/Damage dealing potential". Yes, you're more likely to hit. But is it MORE LIKELY ENOUGH, especially with overpens etc.? Of course better players hit more often. But even the best players need RNGesus on their side to actually hit. They can take the same salvo on a standing target three times and get everything from dev strike via citadels to 30 water hits and 6 overpens. And that, again, isn't really incentivising getting close. Why could t he opposite be brougth up... hmm... COULD IT BE BECAUSE THE OPPOSITE HAS TO BE INCENTIVICED OVER SNIPING?! Something that won't happen by just "BBs shouldn't hit the largest island in the game when firing at max range", but rather by actually making melee stuff WORTH IT. It's often better in terms of risk-reward. So why get closer when RNGesus giveth and taketh either way? -
Yes, another commander skill rework rant
GrossadmiralThrawn replied to totally_potato's topic in General Discussion
However, even skilled players do it, simply because it's often better from a "riosk-reward" position Missing the point. Completely missing the point. For one, there is still the DD, what the point is, that I've seen it often enought that a superior force turns away because, aside of a BB, there were two inferior support ships... I only said that the DD spots the cruiser and the DD, not that there wasn't a BB as well. They just usually are open fast enough. And thanks to RNGesus it's not impossible for the BB to waste all it's shots, even when aimed Properly. Thanks to RNGesus that is wrong. A BB might dev strike at 15km, but at 10km only put in overpens and water. False. It often depends on RNGesus as well. Perfectly aimed? Overpen. Or water. Crap aim? Dev strike Lol. However this is still an influence on this whole topic. -
Yes, another commander skill rework rant
GrossadmiralThrawn replied to totally_potato's topic in General Discussion
I mean, the Hindenburg also can one shot quite a few cruisers... And many DDs can also one shot cruisers (and BBs) with their torpedos, if they hit enough... Also, BBs can overmatch BBs. Or at least used to be able. Like Nagato could shoot through the nose of the Colorado and NorCa. -
Yes, another commander skill rework rant
GrossadmiralThrawn replied to totally_potato's topic in General Discussion
Yeah, you hit better... but for many the trade off just isn't worth it, considering that RNGesus blesses or punishes at all ranges. Yet BB's are also expected to go ino melee... Generally it should be the DDs, followed by Cruisers, followed by the BBs... however, I've seen it often enough: Tier VIII DD spots a Tier VI cruiser and DD. DD and 2 cruisers bugger off, while the BB then can try to turn away... Yes. I've said that. What is NOT properly rewarded is stuff for teamplay. Tanking? Nope. Spotting? Nope. The only thing that is really rewarded and feels satisfying is? Farming Damage. Utterly depends on how well the BB hits and WHAT is not firing on it. When the BB's cruiser (and DD) Support is decimated, because the BB stands there as unappealing a target as possible (i. E. int he best tanking position), it will fall. The main reason the BB gets focused is, because it's still an easy target for damage farming since it's large. The BB has no actual way of forcing the enemy to shoot it, and especially when the support flees or runs away, it will often be easy pickings for any competent DD captain, especially when the rest of the enemies ont hat side then concentrates on the last target. However, secondaries are a decent enough part for a few BBs int he game. Namely the germans, Georgia, Massa... And while the latter two apparently are still somewhat solid, the german Secondaries got really meh. And a good secondary armament is a good incentivizer to actually get in. But that's expensive. And situational. And they are relatively easy to decimate. -
Yes, another commander skill rework rant
GrossadmiralThrawn replied to totally_potato's topic in General Discussion
Yes. However it's still highly likely (some ships, like the commies, aside) that your salvos decide "Lol! Nope!" when you're in melee distance. Why push, when the BB is nearly just as reliant on RNG to get a decent hit on 6, 8, or 10 km as it's on 15 km? It's always encouraging to fire a broadside at a target "point Blank" and then get a 3 Overpens, 1 Pen and 8 splashes. Needs team support. And quite a few pushing BB'S i've seen had to fall back, because 2 cruisers and 1 DD were scared of 1 cruiser and 1 DD near the flank... And if your shells decide to troll you... Which is Not incentiviced by the game reward mechanics, just like basically everything that isn't "DMG FARMING!!!". I think I've heard that the cap rewards were nerfed a while ago for example, and spotting, and "Spotting Damage" also is a joke. It's not that you can't get a good amount of points doing that, but DMG is the main (and usually the most satisfying) thing to get points. Even Archievements are a decent example: Archievements that encourage taking a beating need you to survive the battle. And the flags they give often help with staying alive longer... Relies on the enemy team of considering the BB EITHER the easiest target OR the biggest threat. But NOTHING forces the team to ACTUALY shoot the BB. They can still go "Hey, look! There is that squishy cruiser 4 km behind the BB! Or hey, look! That DD in front of the BB! Let's blast that!" In other games, Tanks can force Mobs to attack them, or their team mates can stand somewhat savely behind them or something like that. AND either their party members can heal them (MMO etc.) or they have other, not limited, ways of healing. Also, the main build benefitting getting closer is of questionable, situational efficiency at best, costs 7 to 11 points (depending on how far you want to go) and directly competes with generally more useful skills. Secondary builds are mainly a waste of captain skill points, when a survival build is overall just more effective. Especially with Adrenaline Rush and Super Intended (and priority target for that matter) having been moved up a point. And the secondary build is comparetively easy to "defang", especialyl with DP secondaries. A few HE salvos, and your guns start dying. In MMOs, looter shooters etc., Tanks get their fair share of the raid reward at the end, since the rewards just come from the loot drops and the quests. In MOBAs, iirc, the rewards MAINLY come from Victory with added points for other stuff, and with the mobs, you have stuff that even the tank can farm a bit. It's the sad truth that, overall, tanking and pushing, unless you can count on your team, just aren't what the game encourages, even if the game that way usually is much more fun. -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
No, the new "BB Superintendend" increases the Run time of your heal by 10% -
Yes, another commander skill rework rant
GrossadmiralThrawn replied to totally_potato's topic in General Discussion
to be honst... that's basically the only thing of the rework I like... IN CONCEPT. Allows you to use yoru good captain on a main ship and then have it with Skills for other classes as well, for example for Premium Ships. But that's where it starts and ends. And I personally would've used Dead Eye to improve the accuracy curve if your target is underneath 15 km. Maybe after a few salvos the accuracy slowly improves. -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
I also miss the 2 point Ar. also, the skill also increases the heal duration and repair team duration, both are rather useful. -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
However Schultz should also have 10 Torps. Only the Spähkreuzer 1939 didn't have 10 Torpedo tubes. And that one had no Torps at all. Also, in regards of the DMG i was talking about the german DDs overall, not only the new line. Yeah, and with that build you forgo an extra heal, which in many rounds probably is more useful. Also no Adrenaline rush, which also is an incredibly useful skill, which also pairs nicely with being a frontline brawler. Again, you're using 7 Points to buff something situational, rather than putting those into an additional heal and, for example, Adrenaline rush, which will most likely be useful in more rounds. -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
If you want it proper, it's 11 Points and a modul. 7 points also is still a hefty investment, considering Fire prevention, Camo and the BB "Superintendend" being all on 4 rows. I always feel like manual secondaries should be a level 1 or 2 Skill. Now maybe 2 or 3. BUT with the old accuracy boost. It's extremely situationally useful. Better reload, the Spähkreuzers should have 10 torps (that was how they were meant to be built), maybe a reload boost. Imho german DDs overall needa bit of a Torp DMG buff. 14.4k is nice and all... but by Tier IX and X it's lackluster. Yes, you get your torpedos back fast... but eh... I'd say 16k at least would be balanced. I've made a theoretical split myself ages ago (though i do think that the SPähkreuzers should've been saved for a CL line, they are also included here) V: T-22 Splits into: Hybrids Type 40 Torpedoboat Leberecht Maas Z49 Z52 Zerstörer 1945 From what I'Ve heard, the Z-52 isn't that great of a ship anymore. It's still OK, but not nearly as formidable as it once was. The Z-23 is "meh" at best. So move stuff and add a new Tier X. The Zerstörer 1945 has 8 cannons and would be faster iirc. Guns: Ernst Gaede Z23 ??? Spähkreuzer 38 Spähkreuzer 40 The 8 Spot would probably be filled by a WG created fantasy ship. In anyway, these would be "gunboats that can go up against CL for a short time" rather than "DDs meant to fight CLs". Basically, like the Z-39, they can take nice potshots if a cruiser is stupid, but they'd still be "proper" Destroyers, capable of fighting other DDs and probably alos be aable to act somewhat closer to the Cap. Keep the Hydro as well btw. Gaede and Z-23 would, with their switch, allow a "slow accustomisation" to the 15cm Gameplay. Potential extra on IX: Z1 (Fletcher) Hamburg -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
Basically... instead of helping BRAWLERS, instead of encouraging getting closer. And with that I don't necessarily mean 8km and below, but 15 to 10 km. Your whole point is that Snipers should still be encouraged. They advantage already is that they are reasonably accurate from long distances... And the accurace gain from getting closer, for NON-Soviet ships often is already... well, not as impressive. You wouldn't help the actual issue of "Dead-Eye". If people want BBs to get closer, than GETTING CLOSER needs to be rewarded and encouraged. And what does that currently? Secondary builds? Nope. Extremely point expensive (8 to 11 points), for which you could take more generally useful skills... and even with teh skills, it's not very reliable. Especially after they nerfed the secondary accuracy across the board. -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
GW: "Let's make the new German DD's ABOUT DOING THAT! I'M A GENIUS!" -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
People complain that the Battleships don't get up close. So Make the skill in a way that it ENCOURAGES getting Closer. And a reduced turret traverse in exchange for better accuracy encourages the opposite, due to the Arcade Nature of WOWS. "Realistically", a DD at Point Blank for a BB (5km) wouldn't be fast enough to outrun the turret traverse of a BB... in this game it can run circles around it. Slower turrets discourage getting closer, especially with an increased accuracy. Should all the game be melee brawling? Of course not. However, if you want to get BB's closer, they need SELF-SERVING incentives, rather than "It's better for the team!" (though even that can vary. Yes, a perfectly placed BB CAN take a lot of damage for the team. But the enemy team ain't forced to fire on it, unless it's the easiest or only target... If the enemy Team doesn't get blinded by the BB, they can still just fire at the cruiser 3 KM behind the BB...) Or the usual accuracy improvement fromgetting closer, which still can allow a cruiser at 7 to 8km survive going broadside to the BB for a while if RNGesus hates the BB. If a BB can't "securely" take out a Cruiser in "optimal range"... why go there rather than just spam from a save distance? And Teamplay just isn't really rewarded. Selfishness is. -
I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
I mean... the game should MAYBE start to PROPERLY reward other stuff... but I guess if, for example, tanking gets properly rewarded, folks will cry "THAT ENCOURAGES YOLOING!!!"... Spotting should net proper rewards and the spotting damage mechanic needs to be overhauled... and so on. In other games, awards are mainly coming from victory, with the other stuff as extra. Here it's the other way round and DMG is the simplest, most rewarding, and mostly the most rewarding, way of gaining points. In an MMO RPG, a tank will gladly take a beating because he knows he gets his reward at the end of the bossfight... here? Unless you also deal damage, it pays badly... -
Nene, die haben schon schön den CV gejagt und versenkt. WG war, nachdem was ich gehört habe, angefressen dass die DDs halt schön die Träger gekontert haben. WG ist ja sehr darauf versessen, es so aussehen zu lassen, dass das Geld, das ins CV Rework gesteckt wurde, nicht zu Fenster rausgeschmissen wurde und dass die Nummern stabil sind. Wenn die absaufen sieht das natürlich nciht gut aus. Im Grunde: WG würde die Träger noch so buffen, dass alles im 10km Umkreis automatisch aufgedeckt wird und die Artillerie die bisherige GZ alt aussehen lässt, wenn sie glauben, dass das die Nummern stabil hält... Nachdem, was ich gehört habe.
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Ich dachts mir. Nur ist das Online immer etwas schwer zu unterscheiden, wenn das Kommentar nicht entweder "Gekennzeichnet" ist oder wirklich von Sarkasmus trieft.
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Heißt oft, dass RNGesus grade gnädig war. Und sobald du rauswinkelst sagt RNGesus "Nö" und haut dir zwei granaten, die eigentlich sonstwo gelanded wären, in die Zita.
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I don't get the dev blog (CC) outrage
GrossadmiralThrawn replied to Imsali's topic in General Discussion
Every shell misses by miles, but that one shell pinpoints and course corrects to hit the citadel of a running cruiser after it's done it's turn and has moved 150 meters to the right of the place the salvo was aimed at.
