-
Content Сount
797 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Everything posted by Fominator
-
And I've hit several ships at 20km. But isn't a common occurrence and you rely 100% in you target being bad and 0% in your own skill.
-
Sure? Because the best ship to fight a BB is another BB. Cruisers are required to escort BBs and provide vital antiaircraft fire and defend BBs from destroyers. Dealing damage to other CAs and BBs is their secondary role. Stacked high tier BBs have more than enough AAA to defend themselves from planes, and American ones will carry even more. Your Kongo is almost worthless without cruiser escort if there is good CV captain on the opposing team. Kongo is fast an maneuverable, a CV is worthless against a competent Kongo captain.
-
It have been discussed before (I think the post are in the old alpha section). Is a bad translation form "anti-torpedo boat armament" which translates in game into "secondaries". Don't use red for your text or the mods will get mad.
-
That was the second part of the post, when I was talking about HP and RL damage correlation. Also, if torpedoes needs buffs (they need at high tier), how about making them closer to the real ones to improve the game balance? ...just saying.
-
50% to 100% damage minus bulge reduction. and they deal massive damage. Good alpha but less DPM than guns. Good try.
-
More than a nerf I'll say tweaking. Short reload times are borderline OP, so they should take a bit more, around a minute, maybe 75 seconds, and do more damage, making each shot count and punishing the spamming by losing better opportunities. Is true that after tier 5 all ships with torpedoes, both DDs and CAs, are in the dire need of buffs. Probably reduced acquisition range and shorter reload times. Well, HP, AKA "combat capability" is an abstract measurement of the damage that your ship can take and keep fighting. I ain't an expert, but probably after a torpedo hit most destroyers and cruisers are damaged enough to sink or be forced to retreat (in game represented as sinking too, arcade game etc etc), most battleships probably can take more. Kongou was sunk by only 2 torpedo hits from a submarine (these do way less damage than they type 93 ones), but is the only example I know, we'll need someone more knowledgeable in historical naval warfare for further speculation.
-
Actually, you just don't play much. And yet, without any experience in high tier (the biggest part of the game), you spend a lot of time complaining in all the torpedo threads. Arguing without knowledge of the subject make yourself look very silly.
-
That explains why you have literally the double of average damage with your Kongou over your Gremy. It should be 4 times more?
-
Totally. I mean, you won't sink a ship with 50 150mm shells, but you can do it with 1 torpedo, so the other 3 shouldn't be necessary. I'm glad that at last some new player ask for torpedo buffs instead of nerfs.
-
Honestly, I don't know why they don't release that info in the 4 regions. Well, this video is kinda old, you know... True, but is the only one we have. IIRC that's before the turret "buff" that nerfed Fubikis turrets, she also have lower WR than Kagero, while being (IMO) a better ship. I doubt that better turnrate would increase the WR of the IJN DDs though.
-
Nowadays? More like "since forever", mainly because the only ones who make "nerf torpedoes!" threads are new players.
-
Stacking BBs have a lot of AAA, and the Americans carry even more than the current IJN ones. Next patch also increases the patrol radius of the scout planes too, so no need of DDs or CAs for spotting pesky DDs, if anyone is stupid enough to play them after tier 5. Welcome to World of Battleships.
-
Straight to the authority fallacy, neat. I kinda agree that low tier DDs need longer reload times and more damage though, mainly to keep the same playstile in the line and making them less obnoxious and more deadly (in the hands of a skilled player), but only if torpedoes get a lot of tweaking, specially the acquisition range, which is the thing making torpedoes useless, and not only for DDs.
-
Yeah, being worse than CLs at tier 2, 3, 4 and a whole 1% more WR in 5 while using the better weapon against noobs in low tier (noob filled) matches makes them OP as [edited], better nerf them until they are useless against people who doesn't eve know how to play. Guess they should nerf cruisers too, right? Oh, and CVs have a 0.1% more WR than BBs, so they needs nerfs too. Once the BBs hit the game, the draws skyrocket, specially in tier 5 onwards (20km range. Why go near the objectives?). Blame he blue line campers.
-
Not really, after 7km (usual engage range for IJN DDs) torpedoes are easy to avoid, even if you don't know the DD is here, just don't sail straight for more than 20 seconds. To get guaranteed torpedo hits, you need to get really close, like 3km or less. You won't get that close to any smart BB player, unless his team already have lost the match (9 vs 3 or something like that). WG published the Russian server (the only one that matters for them) stats, let me post it again! Yes, the red line is for the IJN DDs. But hey, better nerf them, seems they are OP. There is the complete video with more stats.
-
Well, yeah, torpedoes need a lot of tweaking. Like increasing the reload time and damage in low tiers (until 5), making each shot count, not just spam and pray, decreasing the reload times in high tiers and reduce the acquisition range overall. Isn't really hard, but seems WG is balancing the torpedoes around the bad players, hindering all the ships with torps (both DDs and CAs) which, right now, are UP against good or even average players.
-
Yeah so powerful that IJN DDs have the lowest WR overall of all ships.
-
Torpedoes had gyros, a single hit would cripple a ship and leave her out of action/"combat capability" (see: HP) and they type 93 could reach 40kms while being nearly undetectable. But we are talking about balance in an arcade game, so, what's your point?
-
Exactly, so even with smoke or detectability buffs, the root of the problem remains.
-
Correcto. op no sé que mas decirte Nada mas lejos de la realidad. Uno de dos, los he visto peores.
-
In game? Minekaze, fast and fun. In history? Yamato, because big guns.
-
And that's true, you need a decent number of games in all the line. Is like I only played Kawachi and Myogi and cry because BBs have no AA and bitching about their short gun range, asking for a buff. Do you think Fuso or Yamato have bad AA or short gun range?
-
Not really, some testers played since the first versions, but many others (myself included) joined the CAT pretty late, after the first "beta weekend" or later, and a lot of them didn't even played that many games, there was even a batch that couldn't reach the 100 games to get the Iwaki Alpha, so some "Weekend Testers" like you have more experience and knowledge of the game than some alphas. About torpedoes? Acquisition range was shorter, so you need to start evasive maneuvers before the torpedo alarm. Only the new players complained about torpedoes (new batch of players, new "nerf torpedoes" threads), while the usual advice was "git gud" since torpedoes were balanced. Again, no alpha tester with several hundred games thought torpedoes were OP.
-
Well, I've never saw any player with more than 500 games complain about torpedoes. Yet these have been nerfed every big patch. If WG really wants to balance the game around the bad, low tier players, they could say it so I won't waste more time.
-
They also had gyroscopes (hence the "terrible" launch angles of the IJN CAs) and they type 93 were nearly undetectable. But seems that WG hates torpedoes.
