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Ian_MacAllan

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    [AYM-W]

About Ian_MacAllan

  • Rank
    Able Seaman
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  1. Ian_MacAllan

    How to Fix Aircraft Carriers

    Comparing a CV's aircraft to torpedoes/ammunition and hence demanding an unlimited supply is quite off the mark, I think. I think it is better to compare a CV's aircraft supply with the hitpoints of other ships. Why? Let me explain: A CV's hitpoints are usually irrelevant for its offensive capabilities - only the remaining aircraft are relevant. In 80 to 90% of the games, CVs survive or are the last one of their team to die. Only sometimes do CVs die early, e.g., due to the enemy CV sniping them (high risk option, does not work reliably) or because they are completely out of position and get overrun. Now, what happens to a 'normal' ship that is very low on hitpoints (especially Destroyers and Cruisers without heal)? - they must be much more defensive and focus on not dying instead of dealing damage -> they loose a great part of their offensive capabilities - they must avoid dying in order to deny the enemy team a points gain - they must try to find ways to contribute to the victory other than dealing damage: spot, cap unprotected caps, lure the enemy away from the objectives, etc. That is quite similar to a CV which is very low on planes: - they loose a great part of their offensive capabilities, they must focus on their last strike planes not to die (avoid enemy fighters and ships with good AA), only attack targets which have low AA - that may even mean dropping a payload to escape the enemy fighters - they must avoid dying in order to deny the enemy team a points gain - they must try to find ways to contribute to the victory other than dealing damage: mainly use the few remaining planes to spot. Even capping may become an option, if all enemy ships are on the other side of the map...
  2. Ian_MacAllan

    Alarmstufe Rot heute im TV

    Heute gibt's "Alarmstufe Rot" im TV (Tele5, 22:05 Uhr). Da kann man Steven Seagal als Schiffskoch der USS Missouri (bzw. USS Alabama) "bewundern"
  3. Ian_MacAllan

    [Suggestion] Better Turret Control..

    I would love to have more control over my turrets ... could be done similar to the torpedo-spread, where you can toggle between wide and narrow spread by pressing "3", e.g., like this: Press "4" (or whatever key...) to select turret movement: position 1: all turrets follow the current aim position 2: only front turrets follow the aim, rear turrets are locked in current position position 3: only rear turrets follow the aim, front turrets are locked in current position Default position at the start of every game is 1. There should be an indicator near the damage panel indicating the currently active mode. For low-tier ships that do not have centerline-turrets, but have single-gun turrets "everywhere", this would be: Press "4" (or whatever key...) to select turret movement: position 1: all turrets follow the current aim position 2: only centerline and starboard turrets follow the aim, port turrets are locked in current position position 3: only centerline and port turrets follow the aim, starboard turrets are locked in current position
  4. Ian_MacAllan

    New camo type?

    My bet: it has similar effects as the "Restless Fire" Camo, which is: -3% to detectability range. +4% to maximum dispersion of shells fired by the enemy at your ship. +250% Commander experience earned in the battle. If this really is the case, then I hope the camo can be purchased (at a reasonable price!)...
  5. Ian_MacAllan

    Akizuki: the verdict

    What if the Akizuki would receive the buffed French cruiser speed boost (+15% speed, cooldown 90s on premium consumable)? You could then alternate between smoke and speedboost (38 knots boosted speed). Add in the speed flag (and possibly the 'special' propulsion module for 3 minutes speed boost duration) Sounds playable to me ...
  6. 20s is an eternity if you are in a DD under fire. Hence the proposal... But 10s? I think you are exaggerating. Lets see what can happen during this time: A CL can fire 2 Salvos at you (if he had pre-aimed at you before you stopped shooting) A CA can fire one salvo (with some exceptions like Des Moines which can get up to 2), A BB can fire one Salvo, but only if he does not need to change his aiming too much. Of course, if you are focused by multiple ships, things add up (but then you managed to get in a bad situation, and you should suffer for it?). But in a 1 vs 1, your risk will be very manageable. Add "Priority target" skill on the DD and you can further minimize the shots coming at you...
  7. Ian_MacAllan

    Idea: Hiding enemy team composition

    +1, but also average/above average players use the teamlist like this While this may be entertaining for battleships (who sit back, relax and watch how things unfold), it's the DDs that suffer. Didn't know the enemy had more/better DDs and/or lots of radar cruisers? Well, time to get back to port! This will make DDs very hesitant to move forward and develop the game by scouting and capping, as a result the game will get very campy (or: even more campy) - and due to that, in the end everybody will suffer. You will also see more Lemming trains and things like all 3 DDs on your team go to a single cap (DDs can lemming, too ). But for competetive play (clanwars, tournaments), it may be an option (as it is in WoT). In this environment things are more predictable: all ships have the same tier, there are limits on how many ships of a certain type can be used, etc.
  8. Another issue that is usually not discussed is the impact of returning to stealth on DPM (damage per minute). How much DPM does a BB loose while returning to stealth after firing its guns? Zero. Usually, a CA/CL or DD cannot fire continously without drawing too much attention, so it must return to stealth from time to time. Assuming that on average you spend 40s of a minute firing and 20s returning to stealth, you loose 1/3rd of your DPM ...
  9. I posted the same idea (bloom duration depending on ship class) in a different thread... I think anything below 10s is way too short. Your opponent must have a realistic chance of firing at you. In the meantime I got a different idea that would also give the base detection a meaning after firing the main guns - decrease the detectability bloom in steps (similar to how the view range decreases in steps during a cyclone): Destroyers (example: detection range 6km, main battery range 14km): - after firing the main guns, detectability is equal to main battery range for 10s (example: 14km) - after that, detectability will be in the middle between detection range and main battery range for another 10s (example: 10km) - after that (20s in total), return to normal detection range Cruisers (example: detection range 10km, main battery range 16km): - after firing the main guns, detectability is equal to main battery range for 15s (example: 16km) - after that, detectability will be in the middle between detection range and main battery range for another 5s (example: 13km) - after that (20s in total), return to normal detection range Battleships (example: detection range 14km, main battery range 20km): - after firing the main guns, detectability is equal to main battery range for 20s (example: 20km) - after that, detectability will be in the middle between detection range and main battery range for another 10s (example: 17km) - after that (30s in total), return to normal detection range PS: if anything like that gets implemented, the same durations should be used for all ships of one class (i.e., independent of guncaliber), as this is way better to memorize.
  10. Ian_MacAllan

    Ranked Battles - Season 7 Rules [Suggestion]

    @ __Danger___: I really like the general direction you are heading. Some suggestions: Ship Tier: I think some variety is nice - be it from season to season or depending on rank (e.g., tier VI up to rank 15, tier VIII above - and tier V / tier VII next season?) Ship Limit: max. 1 CV, same number of DDs and radars per side, identical ships should be distributed as evenly as possible Rewards for losing team: actually gaining stars while loosing is not needed. Just make the top 3 players on loosing team not loose a star. All-Stars League Rewards: I think your proposals are over the top; what do you mean by "exclusive ship"? something like Flint/Black? A premium ship? Anyway, I think it is too much to gain from just one season of ranked battles. Better stick with signals/containers/...
  11. Ian_MacAllan

    Akizuki: the verdict

    Fixing the Akizuki? Easy: replace her with the Super-Akizuki... https://en.wikipedia.org/wiki/Super_Akizuki-class_destroyer - 36.7 knots instead of 33 knots - 5 or 6 torpedo tubes instead of 4 Add a reasonable turning circle radius, and you have a very decent ship. While Defensive AA would be useless on the normal Akizuki (as you would have to give up Speed boost for this), with 36.7 knots it would be a good option (maybe even OP) ...
  12. well, what about this one: Parkour = the French martial arts of running away
  13. Ian_MacAllan

    Weekend premium subscription!

    Well, the premium time business model is similar to the business model of fitness centres. A large part of their total revenue comes from people who have signed a longtermed contract but don't show up for training. I bet most fitness centres would go bankrupt if they would charge per training session instead ... With the prices as they are now, the options seem to be quite digital to me 0 - don't get premium time 1 - get at least 30 days of premium time Of course Wargaming as a company must make money, so they will be very careful/reluctant when changing the prices of premium time. Right now, 30 days cost 2500 doubloons, and 3 days cost 650 doubloons. If they made an offer like 3 days for 300 doubloons, I am certain that their revenue would drop quite dramatically. On the other hand, I think that with a price like 500 doubloons per 3 days (i.e., 2000 doubloons for 4 weekends), they would actually generate additional revenue ... but that's just my feeling/opinion. As it is right now, the best recommendation is to get one of the bundles for 49,99Euros (13500 doubloons and 30 days of premium) or 29,99 Euros (7000 Doubloons and 30 days of premium), and buy additional premium time (30 days) in the game client; in case of the 29,99 bundle that's 7,89 Euros for one month of premium...
  14. Ian_MacAllan

    Stealth firing removal: "compensation" mechanic idea

    Good idea. While I don't think that stealth firing is such a big problem, it will get removed - the only questions are how and when ... I would prefer a simple solution independent of gun caliber, based on ship class. Duration of visibility increase after firing guns: Destroyers: 10 seconds Cruisers: 15 seconds Battleship: 20 seconds However, this is only one side of the coin. The other (maybe even more important) factor is the size of visibility bloom after firing main guns. Right now we have a caliber-dependent formula with lots of exceptions/deviations. Again, I am for a simple solution: After firing main guns: detectability after firing = max. gun range If you shoot at someone from open water, you will be spotted by him (independent of skills & equipment). Simple as that. One could argue that this could be bigger for BBs (detectability after firing = 105 to 110% of gun range) due to their big caliber and because they have a big "zone of control" due to their huge range. On the other hand, I wouldn't mind if (at least some) DDs can retain a small stealth fire window (detectability after firing = 90% of gun range), if they are fully equipped (camo, modules, upgrades) and skilled (AFT, CE) to maximise range and minimise detectability.
  15. Ian_MacAllan

    Legendary commanders

    So, legendary commanders have been announced for 2017, but so far no sign of them ... Do you have some candidates in mind? - name & nationality - which ship(s) did he command? - what was he (in)famous for? How could their abilities be represented in the game? - increase benefits from certain captain skills (like Steven Seagal with his bonuses to Expert Loader and Expert Marksman) - improved/additional consumables (e.g., increase active duration, reduce cooldown, additional charge, ...) - other effects on game mechanics (e.g., increase the chance to cause flooding/damage modules, ...) - should the abilities be limited to the ship class that he actually commanded? For example, Tameichi Hara was a famous DD commander in the Imperial Japanese Navy who was known for his torpedo skills (and for writing a manual on how to torp). He commanded Amatsukaze (Kagero class DD), Shigure (Shiratsuyu class DD) and Yahagi (Agano class CL). In game, he should give some boost to the torpedo performance of his ship, e.g., - increase benefit from Torpedo Armament expertise for DDs from 10% to 15 (or even 20)% or - give his DD the ability to single-launch torpedoes that is currently exclusive to RN cruisers or - give his DD (Shiratsuyu or Akizuki are not affected) the Torpedo Reload Booster consumable in addition to Smoke consumable (the 30s Kagero/Yugumo version!), with 1 charge Looking forward to your ideas!
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