Jump to content


Weekend Tester
  • Content Сount

  • Joined

  • Last visited

  • Battles

About Proteus83

  • Rank
    Able Seaman
  • Insignia

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Proteus83

    New Account Level "leveling" is very questionable....

    It's kinda annoying to have basic stuff like camo and signals locked behind higher account levels, while stuff like operations and campaigns are unlocked before such basic necessities. However for actual new players the transition between protected MM at T1-4 to the normal MM at T5 is most likely a much bigger gamebreaker. At T4 Random is like 2 real players per team+bots filling the empty spots. Hilarious for rerolls and an easy "PvP" introduction for new players (until a reroll nukes them). Then you get your T5 ship, start your first battle in your stock ship without camo, signal and with a 0/1 point captain facing a red team now full of real players sailing Nelsons, Belfasts and the likes. A reroll might feel like T8 in TX MM and deal with it, but I wouldn't be surprised if many new players leave after the first few matches with T5 ships - being thrown from a little goldfish pond right into the shark infested ocean is just crazy (and nothing a Tutorial could prepare you for). Going back to lower tiers also solves nothing - you'll just be back in protected MM which can't teach you how to deal with real PvP.
  2. Proteus83

    Interesting post about how is WG balancing ships!

    YY was pretty much a Gearing 2.0, her noticeable differences the lower detection of DW torps (while unable to hit DD) and the option to exchange Smoke with Radar. If YY was really OP looking at those would have been logical. Instead her gun and torp reload was nerfed giving her a significant disadvantage in all circumstances even if Radar or DW are not applicable. Maybe WG has the tools to find overperforming ships, yet it doesn't stop them from making poor decisions how to deal with them.
  3. Proteus83

    Giulio Cesare stays as it is + balance of other premiums

    Leaving the existing ships alone is the only sensible choice, however I'd say testing of replacement ships like the T6 GC should have continued. To get new balanced variants of those ships back in the shop (and add in a voluntary exchange option for the owners of the old ships to reduce their numbers further). It's a shame ships like GC or Belfast continue to be unavailable.
  4. Proteus83

    Belfast [Post Giulio Cesare saga]

    Pretty sure WGs spreadsheets show the totally working MM matches plenty of T8 against T6, so not much change for them. T5 is the playground for the Kamikazes and Gremlins, so you'll fix them too along the way. Power creep... introducing radar to T7 premiums might have been, adding it to the silver ships is more about restoring a semblance of balance between silver and premium without nerfing premiums and alienating parts of the paying playerbase.
  5. Proteus83

    Belfast [Post Giulio Cesare saga]

    WG already introduced three T7 premium cruisers with radar, giving it to the corresponding silver ships would just be logical and fix the most glaring balancing issues. Radar readily available at T7 and Belfast is just a RN cruiser trading torps and heal for radar.
  6. Proteus83

    Belfast [Post Giulio Cesare saga]

    Wouldn't mind her being moved to T9 (with heal and torps). Or just give T7 silver cruisers radar and leave Belfast alone...
  7. Proteus83


    "For all classes of ships, except destroyers, visibility from the air now cannot be less than the range of the ship’s air defenses. This will prevent cases where a squadron comes within range of a ship with its air defense switched off with the ‘P’ key, after which the ship activates anti-aircraft weapons and causes serious and sudden damage to the aircraft. " Hopefully this no surprise policy will also be used for surface detection? Like for Shimas: Those evil boats just sneak in, throw their torps and boom they cause serious and sudden damage to your battleship. And unlike CV you can't just turn on a dime and boost out of the way, neither just launch the next squadron. You just die horrible and helpless. So range=detection for all ships - 20km visibility on Shima now, it's only fair!
  8. "This change is designed to decrease the excessive efficiency of these ships by removing the smoke screen/radar combo." Seems like a change to the worse, nothing is done about the "excessive efficiency" by just removing it from solo players while leaving DD divisions ready to excessive efficiently butcher anything getting within their combined radar and smoke. E.g. forcing the radar ship to be visible/ counter-spotted while radar is active would completely negate any radar/smoke combo exploitation, and would settle the issue under any circumstances.
  9. Dann hab ich wohl sehr viel Pech, seit Wochen keinen mehr zu Gesicht bekommen, wie man sieht bis zu dem Punkt das ich mich gefragt hab was wohl aus ihnen geworden ist.
  10. Wie stehts eigentlich um die Asia DD - seit dem Aufschrei bzgl. Radar nix mehr von denen gehört oder gesehen?
  11. Kreuzer DD jagen lassen zu wollen funktioniert halt nicht, den Job dann an Radar-DD auszulagern ist doch nur logisch und konsequent: Feuerlegen machen BB ja jetzt auch selber. Outsourcing: Die Anwort auf alle Probleme.
  12. Proteus83

    Public Test 0.6.11 - Smoke Changes

    So 111 PT battles, mostly CA/CL/DD. Still think CA((/CL), especially brits daring to play offensive / aggressive are punished way too hard by this new system. BB feel mostly unaffected, loss of the occasionally usable smoke is (more than) compensated by more visible CA. DD are a mixed bag. PT meta with lots of CL/DD due to missions is significant different to live. Think on live they will much more benefit from the smoke changes than they do on PT, as there are many more BB and CA with large gun bloom around. For random battles I'd go with no big changes for BB, slight buff for DD vs CA. And well, quite some nerf for CA against everything, at least if they don't spend the match behind islands. Smoke mechanics now work pretty much in every possible way against them: They fire rapidly - more likely to be spotted - DD know way better where the CA are - less chance for CA to catch DDs - CA dead since everything shoots the sluggish floating citadels. On PT people don't really care, but live much more camping and static battles are the obvious result to be expected. Beside those balancing concerns, the battles this system create themselves feel... wrong. I think I already mentioned the sheer obscurity of every single ship having his own smokefire penalty in my last post? It's neither intuitive, nor consistent. Somewhat similar to the old stealth-fire - undetected Zao spamming you with HE while you can't do anything about it, remember? Well, now the very same issue is pretty much back, created by the huge gaps in smokefire capabilities each ship is assigned. All or nothing spotting wise of the old smoke was at least fair to everyone. Overall the game is less fun to play with these changes, just too much arbitrariness about who is allowed to shoot or spot whom safely or not. I think offensive smoke(fire) is important for squishy ships and to break out of the pure camping meta, yet seeing this change, I guess I'd rather see smokefire removed altogether than this. I really hope this won't go live in this state.
  13. Proteus83

    Public Test 0.6.11 - Smoke Changes

    Currently the smoke change doesn't seem too bad because 18-20 people per match are either playing Mino or DDs. Charging a smoked up ship doesn't work if there are several more ships sitting smoked up near by and torpwalls everywhere. However once this change goes live, the smoke change will be about the one poor sod per team sailing his RN CL, getting spotted by this the new mechanic (and of course Radar, Hydro) and getting nuked by the usual 5 BB per side. RN CL have a very small safety margin. You need to be as close as you can get to get consistent hits. Essentially you'll want to smoke your Mino somewhere in the 10-12 km range. Up until now, best case (someone spotting, no torps incoming, no red ship with hydro, radar) that gave you 8-10 km of pondering your target with your AP and a final close range torp spread. Quite a solid threat to pretty much everything (without radar or hydro) trying to charge your smoked up position. Given situational and map awareness, you could make a difference, be it by supporting your DDs or holding the line for your team. RN CL offered unique possibilities to boldy fight where no other cruiser could dare. Due to the smoke changes, this changes drastically: Instead of smoking as close as you dare, you'll have to smoke as far away as you can. The moment someone sails towards your smoke? Either you retreat immediately to stay out of detection range, or you'll fight an uphill battle you can't really win: Because the most dangerous part of charging your smoked up position were these last few kilometers where you're shells can't miss, and your torps can't be fully dodged any more. With these changes, you're no longer this deadly smoked up threat to ships without hydro/radar/torps. The one crutch to make your ship viable is instead turned into a poisoned trap.So what else to do? Playing like every other cruiser?. Just one tiny issue: You're the worst at doing so, as you lack range, hitpoints, armor, HE shells, maneuverability... Ranked / competitive battles with everyone and their grandmother sitting in smoke bubbles are bad. But solving this issue the way you want WG, you're throwing the baby out with the bathwater. RN CL need every kilometer, every centimeter of smoke protection they can get. And for many other CL/CA, utilizing smoke in random battles was also a way to break out of their usual constrains for a few moments. Hydro, Radar, torps, well placed blind shots - the tools to counter DD, CL and CA concealed by and firing in smoke were already in place without this new changes. Besides all this, the smoke changes have additionally one major practical drawback: They add a huge and unnecessary layer of complexity with every single ship having their very own smoke fire detection range. Are we supposed to memorize dozens of different values used only in this special smoke circumstances? You tell us you want to keep things simple wherever possible, WG, yet here you take the most bureaucratic approach possible. My suggestion -keeping balance for random battles while counter the competitive BB smoke camping- would be to unify the system based upon gun caliber: small calibers branch up to and including 152mm guns: 2,5km visibility after firing your guns (still a +25% increase in minimum visibility) -->tiny bit more risk, yet CL remain viable without breaking their gameplay. medium calibers up and including 240mm: 5 km (+150% minimum visibility). --> A fair trade off in my opinion: The CA likely have had to take quite some risk to get into that smoke (and getting out aferwards), it should be risky to try to push him out in the meantime as well. First thought was to go with 203 as cut off, but if Moskva or Henri actually dare to get close to the enemy and into smoke cover, they damn well deserve to utilize it to the fullest. big guns: 15km or more --> Deploying any scout will reveal smokefiring BB. This way, there are only three new values to memorize. BB lose pretty much all their ability to smokefire. CA can still break out of their usual routine for a high risk/reward smokemove, while giving even ships without hydro/radar the risky chance to flush out said bold smokefiring CA. CL (and DD) on the other hand are left alone. They are squishy (in a british understatement way) enough as they are, no need to punish them even more for not being a BB.
  14. Proteus83

    Bonuscode für Marblehead + 7 Tage Premium

    10 Versuche, 1x Code für neuen Acc, keine Marblehead. Schade.
  15. Von BB Seite wird immer viel an den anderen Klassen herumgemäkelt, vielleicht sollte man auch mal darüber nachdenken warum die BB selbst eigentlich eierlegende Wollmilchsau sein sollen? BB sollen die beste Reichweite haben (am besten ohne RNG-Komponente), den meisten Schaden machen, der beste Tank sein, und sich noch selbst heilen können während sie gleichzeitig wie ein Hase im Zickzack ausweichen. Quasi die Vorteile der gesamten MMO-Trinity in einer einzigen Klasse vereint. Denkt doch mal drüber nach was ihr selbst abgeben wollt, um den anderen eine faire Chance gegen euch einzuräumen. Man kann nun mal nicht alles haben, und WGs Lösung mit vielen HP aber langsam und träge, sowie viel Schaden und Range mit geringer Genauigkeit passen euch nicht.. was soll es also sein? Wenn ihr selbst Reichweite, Genauigkeit und Schaden wollt, müssten BB im Gegenzug Glaskanonen sein, wenn ihr tolle Tanks sein wollt, müsst ihr auf Reichweite und Schaden verzichten usw. Arbeitet das mal heraus, danach könnt ihr über andere Klassen richten.