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Everything posted by t0ffik1
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Nope BB's doesnt need buffing, but some other classes in early/mid/late tiers need some tweaking (like late game DD's probably need minor buffs or fixes to fighting pattern). Maybe the tier 3-4 class bb' could use a minimal help to fend off tier 3-4 cruisers, but otherwise after tier 5 BB's crap on cruisers with their full power and its not much a cruiser does vs them.
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Well the BB's tier 3-4 are kinda crappish, but in case of IJN the tier 5 above seem kinda way stronger in 1 on 1 then a cruiser, and i never lost a 1 on 1 (even when started at 50% hp) vs a cruiser in kongo or fuso till now, but i shure managed to get even on myogi devastating 90%-0 hits on murmansk from 14,5k, and devastating 100-0% hits on furatakas/omahas/cleavelands (aoba seems to agile) with kongo or fuso from around 10-8k multiple times. So either the OP has very poor targeting skills as bb's are the hardest to play tree (as they are the most specific class to play where your less reaction time based, and more predicting class) or he just cant fit his play style into them. Ofc i've seen bb's lose 1 on 1 vs cruisers but you could just cry and whatch what stupid mistakes the BB player did. Well i can see minimal buffst to bb's tier 3-4 maybe... but not shure about them Actually the best chance in 1 on 1 vs a bb has a DD, cruiser is most cases will get squashed if its not tier 3/4 bb where he has actually a chance vs decent bb player.
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they were less protected as they werent heavy battleships, but fast battleships aka battlecruisers... The heavy battleship role was reserved for nagato and yamato (who they didnt even had fuel to use) and fuso. The fun part that in mid of war IJN orderder to shoot their AA at half of effective range max to save ammo as the shortages were so big. They were to raid enemy supply lines and kill every defence there or run from superior number. US were extrealmy afraid of that (even with their superior numbers and rebuild/resupply ability) thats why they made their best BB the Iowa (as its basicly a faster north carolina with almost identical weapon power and armor). Well lucky for us IJN engaging on US was so spread think and resource lacking that they didnt had chance to win already even with almost every major battle early on won by them (not overwhelming enough wins) and the fatal mistake on Midway
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Other room armors, are not counted in deck armor (so no other decks, as practicly every ship had several little armoed lower decks probably exept Iowa and Yamato who conentrated their main armor deck more deeper and on 1 more effective plate)... so your facts are kinda incorrect. But on one part oyu were right... Kongo had 120–80 mm (4.7–3.1 in) thickest armor on main deck, while hms hood had a span of 0.75–3 in (19–76 mm). If you want to add other rooms armors, like over magazine ect, kongo will go even more ahead of Hood as over vital spots the armor had over 7in (where hood barely goes up to 50-60% of that value). Sadly hood had a joke instead of an armor on him (where kongo was actually pretty good armored for his speed (he was faster then hood after hood got refited) http://i58.tinypic.com/28b649y.jpg here is the armor layout of hood, compare it to kongos deck armor on critical places max 7in...
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thoes the aquisition range of it work on torps also? as the 20% with the one from the commander tree could make relative easy torpedo detecting and dodging even on big ships
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The mod you see only shows the stat increase you currently have (so as you didnt both anything you have the base range, but clicking on higher hull shows you the range it gives and then you just always add 10% (btw the map mod as i was annoyed by the stupid not historic flag doesnt affect it as i only use him and a map mod to show last position of a ship after hes gone from visuals)
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its not 38mm but 3x the values so up to 102 on critical points... For example HMS Hood had 75mm armor thickest in deck. the thing is the game has not real life values, as kongo/fuso/nagato would whipe the flor with US battleships of their coresponding size, and nagato would be minimally smaller in armor (with the same guns) then a north carolina = colorado would get blown up before he would do anything (damn nagato had actually 2nd angled armor on citadel like bismarck class so it was probably similar in effective thickness as north carolinas belt). IJN ships had to be nerfed a little to US battleships, as even when first made they were of way higher quality in almost everything to US exept citadel belt armor (and in end of war radar range, + AA upgrades of US vs Kamikaze, but still IJN AA was good enough just shorter range, and ty to lack of ammo/resources in the med/end phase of war they waited and opened aa fire at 50% of its max range to not waste bullets). http://shipcomrade.com/ships/japan http://warshipstats.com/compare/ On these sites above you have the in game values if you look for them (ofc the angling of the armor isnt written in here)... While in most cases IJN bb's similar deck armor then their enemies in size in US and just thinner belt (actually nagato when compared to colorado had around 40% more thicker deck armor), in game they seem to have way less deck and belt
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Ahh these dmg values. With the current player base (not closed beta) not achievable now on lower/med tiers...
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Any particular reason USN T8-10 BB have abysmal dispersion?
t0ffik1 replied to Sander93's topic in Battleships
To be exact with history, IJN had practicly on every BB better optical targeting systems then US, even in medium range night fire, kongo's class fire was precise enough (althrough it was vs to heavy enemy bb's that were out of his class) that he scored 13 belt hits and destroyed its superstructure to the point that 1 bb was unable to fight and had to run away, while 2nd killed him. Other bb's also had similar systems and were probably way more accurate in anything then abmysmal weather conditions to US ships (and their better radars) as normal night condition didnt gave any advantage to US and their radars. And yes they had a mechanical computer or how do you name it (similar to us) to target enemy movements and coordinate fire (it just needed more ppl to run) And another fact of hisotry... the longest hits scored to moving target ships had Germans (whos optical systems were the best in world - and smaller cal gun allowed for more precision) while 2nd (also with optical systems) made Brtisith around 300m shorter. US actually never were considered as accurate, they just had the huge numbers policy. -
Swamp monsters are coooool well tbh some ships had the island camo on othem, but it was only if they stayed long in that region, while normally the gray color should be the best camo for open see maps and the game should fix the camo types per map if you buy one (i find it more disturbing that in game IJN bb's have avarage class weaker deck armor when corresponding to tier US classes counterparts they actually had it thicker ).
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Well ofc, as the reason she had to sacrifice some armor is the extra 2 turrets ;) (and has one of the most wide spread armors in IJN bb's, but still even more restrictiver armoring would help her much. Its one of the reasons ppl stopped using so many guns/turrets... Its better to have little less but higher Cal ones and more armor (as it allows for more invoulnebarity). Still even with old torp belt (that japs didnt refitted) and even if considered little outdated in end of WW2 she was still very capable to fight the US and was outgrown mostly by nagato and US new fleet wartime BB additions.
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Na i dont think carriers are OP. Ofc in real life in WW2 1 carrier didnt sunk almost anything alone, their strenght was attack in few where the enemy cant retaliate but since the bigger ships had their range reduced (so dd's arent cannon fodder ect) the carrier needs something to compensate for it so or so... But i definetly would like a serious AA plane corelation mechanics that isnt base on CONSUMABLES ALONE. Typical plane run/spread should be affected by overall AA he gets, and that would have to be inplemented in game ASAP (as torpedoes already are 100% accuracy how fired, 100% detonation radius what is absurd when US torps had around 40% fail to expload ratio from what i rememeber) so there is no the best spread option aviable for them when a squadron engages 6 ships without the consumable... Lets keep it real the spread should be getting wider and wider the more you your fired back upon (and US squadron spread is just absurd tight, as killing the frontal plane would make all others expload they fly so tight by looking at the torp drop range between them)!. This change would make you think and not just drop a torp on someones head, as comming to some ships or groups to close would actually made your spread go so wide that it would be more beneficial to fire it mid lenght (that increases game knowledge and skill on real players who think and others who exploit the lame mechanics), where good players would probably retain almost all their dmg, while bad ones will see that they have to improve.. Like for example after US made huge numbers of Bofor's additions to their AA's ships after kamikaze attacks (what IJN should have as option to do maybe in future), attacking US ships would make you suffer spread increase already on med range as of bofors, and then a minor increase on close range (so if you suffer med range already the biggest increase you can go all in). Where IJN's AA's even if there were around 3-4x of them they were around 2km shorter range and less bursty but more sustain dmg (what was also good as the not many more armored planes surivved the raids if they werent in overwhelming numbers like for Yamato where over 340 planes were to engage it) and you wuold get the max spread increase in close range (that was also the weakness of IJN's AA) so droping med range is more beneficial.
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So sort range BB damage is still pointless.
t0ffik1 replied to _x_Acheron_x_'s topic in General Discussion
Its not only colorados fault but the seconderies having almsot 0 acc, so either they hit making a difference or they stay at 0 having 0 influence - thus being a 0/1 setup - very inbalance state... All serious online competetive games thrown away such mechanics as being absurd/inbalanced and actually not very realistic and WOWS has it (and what is the seconderies on all targets acc ratio 5-10% max... seconderies should hit more ofthen on bb's a little more often on CA's and MAYBE a little more also vs DD's... So the larger the target the more accurate are they (even if the more armored targets can better reduce the dmg as the seconderys are by any means big guns). This wont solve fully your problem, but that can also be a distinctive class weakness - and then it has to stay if it was so in reality. It is known in history of WW2 that in a close quarters fight in a pass a dd came so close to a BB he couldnt even point his guns at him, but that could be done only for few seconds. But still the main defense is... you suspect a dd comming your way and he is already under 10-9k, you change course away from him. You see it under 9k you shoot at it to let him know your already targeting him - and that made me never get circled by a DD exept 1 time when i blowned him up with my main guns. Dont swim solo if your not confident enough in your skill in fast reactions specially in lower tier classes where DD's can be detected (if they dont shoot) at 6k or so. And who the hell said that DD's are UP... WOW, they are probably the easy'est class to use as you dont need to predict a crap in them and can react to almost anything. Their dmg is good and torps still have no RNG mechanic what is WTF (my 3rd best ship is a DD)... I know its not reality when you would need a fleet of destoryers to kill a BB as they were inferior in all places, but for that much more cheaper - but still lets keep it real and not make ships invoulurable in some aspects specially when they are in your face and a mere cover fire from secondery's would make a DD take at least some dmg practicly always... -
The rust makes i more real... you dont swim out of port for 10minute voyage to arctic sea, it takes long time where ships rust even more then we have in game (for example in a coal mine where are salty water incourgences form time to time for a medium quality steel start to rust takes around 24h) The ships actually look like they would just go out of port few weeks ago and head streigh into battle. So i would say keep the rust (or add more even if not much), and i doubt they ever make port skins, as they could add way better stuff.
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Are the Atago's guns not sufficient enough to penetrate Tirptiz's Armor?
t0ffik1 replied to CatOnKeyboard's topic in General Discussion
Tirptiz has a very thick armor for its tier (thicker then IJN's) and to it his engine room has heavy 2ndery armor around 100-120 mm or so (not shure the exact value) who is angled, so if you even manage to get through the main belt the shot will bounce off. I would say try to hit his front or aft magazines instead. Or plunging fire as he has weak for his class deck armor -
Well the thing is thats how its used to be, some bb's have advantage in range, some in close quarters, if you have more armor and seconderys you should try to go into short range, but currently its 1 side gets lucky with extra dmg from seconderys while other has to wait for reload (and whats if he doesnt have the time to wait as the ACC is so low?). I had the situations where my secondery didnt land a hit in 2 minutes even once (and enemy got 3-4 hits) and started fire... I call it perfect example of INBALANCE as we were both kongo's as on higher ACC we both would hit more stable amount per salvo (since the % increase on acc would mean the % increase on avarage, but on values close to 0 its either go 0 or one gets lucky). Also had games on other side, when i landed few hits in first salvo of seconderys what helped me - but still the low ACC makes it very inbalanced secondery dmg in 1 match even on similar ships. If he has superior secondery's on his BB he is in most case more heavy and slower so you have to use your speed - i would say that only increases the game feel between fast bb's and heavy bb's and thus makes the game more skill dependant as like i said now its just 1 guy gets random hit other doesnt with the ACC. Also coresponding to the ships you linked If RN has it as tier 10 it should be very inferior in HP, armor, speed to Yamato. The only thing it has superior is secondery guns (even if they couldnt breach any critical armor they would surely inclict some dmg to superstructure), and in current state you will have to buff its stats over historical very far as secondery are so unreliable at all.
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And how it doesnt? ... its better that both take similar dmg at the time then 1 side hitting that dmg, while other not as the acc is currently a gamble between the value and 0
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Arent BC's partly used in BB tree (in upgraded versions as fast battleships? - example kongo)
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Well the thinkg is its RNG that now affects it is big, why you ask? like one posted it has 18% of chances that secondery will hit you, as it is way highly probable that only 1 side will get a hit, where 2nd not. With increasing its acc lets say to 30% the avarage hit rate on both side's will force it that there wont be a side with 0% hits in the long time they reload = the dmg is spread more equally in time and less bursty = more balance.
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1) I would like a system implemented to torps that makes in not expload (like in reality) and bombers/torp planes get their spread increased depending on AA focus they get and not ignore 99% AA's and fly with 100% accuracy as its stupid when compared to every other system having RNG where torps are not affected by it - so it wouldnt be drop torps under their feet and land 4 torp US salvo or 2-3 IJN, but you would have to judge how far you can drop your torp's vs different ships. 2) Also i would like the Japan flag changed to an historicly adequate one (nope i dont like downloading mods to get it). 3) Would like a map that would requier for example destorying an Air Field on island where the enemy fleet is defending it (should i rly name the battles name i took it from ?). 4) 1 on 1 map or 2 on 2... 5) Training map that doesnt requier a mod to download
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Its not reducing the skill, as both sides get the same buff lol. How it would reduce the skill of players if the secondery of both bb's fire more accuratly then 1 hit per 5 minutes? Its not like they can do much dmg so or so with their low cal guns, but at least they could do minimal dmg on both sides (that avarage value would influence both players the same way - so not RNG reduced over current value - like i said just a fix to make the fight more realistic). Actually it would increase the skill as now you would have to think vs what bb's you go in melee and not just blindly circle like now
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then read again as it seams you cant read either (or think at least), i dont say buff BB's vs DD's ect, it schould be a fix to buff its ACC in case of bb's vs bb's = its not a buff in that case as both sides get the same change (so in overall its not a change), its a fix that makes the fight more realistic
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And you dont notice that main battery hit ratio is counted from 20+km to almost 0 ? LOL someone doesnt have a clue about statistics... Typical shots fired from main BB battery from 5k under what i observe on my case has easly 50% hit ratio. Where i see my secondery shots fire 1km in front, aft, around the target... I seriously thing the secondery batteries should have way more acc vs BIG TARGETS and maybe minimal buff vs small ones, as a DD so or so would be harder to hit. But i dont see how the hell you can miss a BB on 3km range from secondery. Knowing the game engine the batteries are way smaller with lower acc as they dont have such long barrel/gun and it would also lower the speed of the projectile and its penetration value, so still big part would probably be blocked by enemy armor. But yes, the seconderies are a joke now... They probably do lower DPS/M then and hashidate/erie ships with 2 guns driven by bots (and you have typicly like 15+? secondery guns?). So buff their ACC on big targets the most, little on small and medium. So if you see BB's dogfighting them selfs the seconderys do hit more then 1 time per 5 minutes.
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Carriers are OP, Battleships are OP, Cruisers are OP, Destroyers are OP
t0ffik1 replied to Ectar_'s topic in General Discussion
Well looking at the history a single carrier could rarely sunk even a single cruiser in a fight or other ship class if egnaged, the power of carriers was long range attack (withouth the rist of coutner attack from other clashes) and that they attacked in group attacks on 1 target. In this game we have mostly single carriers so they would be of relative little use, and just like DD's were made stronger then in reality so that they arent cannon fodder vs bb's (who had their ranged nerfed with carriers even more) ect, so were the carrier - im ok with it Im ok with the dmg of torps, ect (well not after the last patch the bug - as it never was documented in patch notes that US 6 planes had the power to fight 8 IJN planes and burst 1 group down in 2s). But talking about torps spread... Torp and bombing attacks werent more reliable then shooting guns on max range, and in this game we have pretty unreliable bomb attacks (im ok with it) and not failing to detonate torpedoes that are droped in perfect lines even through almost the most heavy AA defence... And that i think its a huge problem to the game balance. The torps have to do big dmg (YES THEY HAVE TO) but the attack arc ect should corespond to the AA fire the squadron gets (and i dont see 6 planes droping 6 torps in 150-200m wide spread in a run 300 from an enemy tier 10 BB who had 200 AA guns on him, as in such tight formation they would die before they get in 5k range). The planes can be left like they are, but the spread has to be made to corespond to enemy AA firing on you (so if oyu try to fly over an such BB you lose most planes and they wont be able to hold tight formation and lose their accuracy of attack if they get to close). -
Many ships in this game werent used to what first they were inteanded by desing, im quite shure that even when it had the crew to instantly launch around 60 fighters and operate them as it was still half build when it was already sent to battle. Im shure they would be instnatly forced to fix that and made it a full tier carrier as its not like IJN had to many of them (sadly it was sunk on part of voyage to get defences installed and was very voulnerable, and still it was the commanding admirals arrogancy that killed the ship, as he found US torpedoes way to inferior). Yes its a speculation, but still the only thing that would hold her up from doing it was to low pilot number and restructiring in her crew and thats easy to fix since all the elevators, commanding abilities ect was already big and advanced enough to order her whole fleet of planes so it would be at best minimal tech changes. So it was a simple waste of the biggest and most heavyli armed carrier in WW2 as a resuply ship of fear of her loss probably - just like IJN was not eager to send in Yamato class bb's through almost whole war even when they had fuel for it in first half of it what would for shure cut down some IJN losses from battles and increased US. Even IJN's officers were joking about how Yamato class just sits doing nothing (and nagato 2nd best IJN BB also was for pretty long saved from war...) This also would look way better then a paper never existing ship i would say.
