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Everything posted by Takru
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Interessante Infos aus aller Welt - Infothread (keine Diskussion)
Takru replied to LilJumpa's topic in Allgemeine Diskussionen
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Some more answers to some of the questions raised on Reddit by Sub_Octavian. Only picked what I personally thought of as being informative / interesting, since he was active quite a bit lately and half the answers were related to RPF. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjw909/ Q: Any updates on replay functionality? A: It is not low priority - it is planned and even worked on. But it won't come very soon, as we aim at quite rich functionality of replays. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjkaje/ Q: Question regarding Radar mechanics. A: With the exception of Missouri, Radar is purely cruiser option. We don't want to add cruiser - DD counter. That would be cruiser nerf, which is currently not desirable. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjnw31/ Q: Question regarding performance of German destroyers. A: It is too early to make conclusions, but our preliminary opinion: they are fine. Not as peculiar as RN CLs. Not as straight-powerful as KM BBs. This is a fine line, seems more or less balanced, but perhaps it lacks "wow!!!". We will continue observing it. The stats on mid and high tier are not settled yet. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjkl4k/ Q: [...] Are there plans to extend this to other cruisers in order to make them more forgiving to play [...] ? A: There are no such plans now. This heal is a part of unique gameplay style, specific to RN. Other lines have their own features. We'd rather not make them all the same. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjoulf/ Q 1: Does Adrenaline Rush reduce loading time by 0.1% for each 1% hp missing or is it 0.2%? PTS2 had it at 0.2% A 1: 0.2%. Typo here Q 2: Does Adrenaline Rush affect ALL armament of the ship? Such as Secondaries, Torpedoes and AA as well as Primary battery? If not, exactly what armament gets affected by it? A 2: Torpedoes and Primary for now. No AA. No Secondaries (we plan to add secondaries soon, though). Q 3: Adrenaline Rush bonuses only care about missing HP, right? So if I heal with Repair Party, I will be losing some of the Adrenaline Rush bonuses? A 3: Correct. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjjp8f/ Q: Question (rather complaint) regarding Bastion mode. A: Bastion chance is currently reduced, and in 0.6.1 the mode will be tweaked. We would like to make it more enjoyable instead of removing it. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjjf2p/ Q 1: The destroyer damage build is somewhat weaker than pre-patch (e.g. DE power level reduction) and survivability has been indirectly nerfed through the implementation of new tools (e.g. RPF) to hunt DDs. Is there a plan to offset this power level reduction elsewhere? A 1: The choice is here not only for DD captains. We wanted to make BB builds more specific with Aux guns, AA and Survival as main directions. General purpose builds are still viable, but we expect them to be less efficient. We would like to see more diversity in BB gameplay with these changes. Q 2: On a related note, as someone who enjoys DDs, CL/CAs, and BBs, I'm a little nervous about the direction of BBs right now. Is there any thought about the power level of BBs and what might be necessary to bring CL/CAs back to the fore a bit? A 2: We're nervous about BB population growth, too. I have to say, I reviewed this last week. The growth is slowing down (which is good), but not that fast, so It is hard to tell right now whether we will see some healthy (for the meta) decline a bit later. Actually, we hope 0.6.0 will contribute here in a positive way. We also have some options in testing, if this tendency does not change. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjm7ou/ Q 1: Question regarding changes to Expert loader A 1: We did not change anything here, it worked as it did before. I guess there is typo, because "will now work" clearly implies that something changed. Q 2: Question about Emergency Takeoff being rather expensive. A 2: The penalty applies only when you're on fire. If you are not on fire, you have standard cooldown. And without this skill, you won't be able to launch anything while on fire anyways. It is useful if you play in close formation and often take damage. Q 3: Inertia Fuse for HE Shells: Does the 50% penalty during retraining only affect the better penetration of the HE shells or does it also affect the reduced chance for fire? A 3: Only the better penetration (it should, I will double check that tomorrow) Q 4: Inertia Fuse for HE Shells: Will you add an explanaition in the game how caliber vs armor works, so people can actually make a choice with that knowledge in mind? A 4: Hopefully, we will do it sometime. Q 5: Dogfighting Expert: Why is it still saying that it improves average damage vs planes of different tier when we have mirror matchmaking for CVs for more than a year now? A 5: On low tier there can be 2 CVs per team, so it still works there. Q 6: Expert Rear Gunner: Why on earth was the point cost increased / doubled? Do you actually think it's worth spending two skillpoints, even if the enemy Carrier captain did not know about strafing? A 6: You would be surprised, but lots of players don't use strafing because they haven't mastered it yet. Q 7: Evasive Maneuver Just to clarify: The moment I hit the 'F' button the planes will activate that skill? So if I choose to send them near my carrier manually without hitting that button, they will retain their normal behaviour (read: keep their speed and HP)? A 7: Yes. Q 8: Regarding the new captain XP curve, why did you make it harder for newer captains to advance in ranks while make it easier for higher ranked captains to advance in ranks? I would have assumed that you'd want to make it a tad easier for captains with less points, so they are not as much at a disatvantage versus players with more captain skills. A 8: We do care about new players, but even with that, previous XP curve was way too unbalanced. You got new points like crazy in the first ranks, and then it got too tiresome. Q 9: "Air Groups Modification 2" upgrade will now increase fighter ammunition count by 50%. Combine that with Dogfight expert and I can see US CVs with AS loadouts where the fighters will have to rearm very rarely. Is this intentional? A 9: Yes. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjifuu/ Q 1: HEAP - Are we gonna see the penetration stats of different ships and shell types in future? So with HEAP, some Battleships might citadel cruisers like Edinburgh, etc. with HE right? A 1: Hopefully it will be added to port information! As for now, HE peneatration is 1/6 of caliber, with the only exception is KM BB main caliber - there, it is 1/4. So HEAP is going to make sense for Akizuki (+penetrating DD plating), 127-130 mm guns (+penetrating mid tier BB plating and high tier Cruiser plating) and 150-180 mm guns (+penetrating high tier BB plating). It is almost useless on BBs (I would try it on KM BB for aux gun penetration, but this sacrifice of fire chance..I don't know, really). Q 2: Are you planning to bring an alternative line to IJN Torpedo boats? There are plenty ships with gunpower at DD class atm, i think what makes DDs interesting is torpeedos. A 2: There will be other torpedo-capable DDs in the game, but currently, we consider both USN and KM DDs to be quite torpedo-capable, too. The most powerful torpedoes are likely to stay for IJN. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcjilvu/ Q: Overall, are you guys happy with the current meta at all tiers, or would you like to push it in a specific direction or another? A: We would like to limit or reduce the population of BBs on some regions/tiers. We also would like to fix CVs overall (sealclubbing on low tiers, very hard and challenging on high tiers). These are global challenges. Other than that, it is the matter of fine-tuning specific ships. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcji15a/ Q: Question regarding the state of stealth torpedoe boats. A: As for torpedo boats, we don't consider them to be in a very weak state, as you said. The problem is that their state changed. Over months, stealth torpedo gameplay was transformed. Some players used to launch powerful and fast torpedoes over large ranges, easily, being undetected. With several balance changes we motivated them to be in closer contact and to endanger themselves, especially with radars and HAS around (or remain torp spammers, but with inefficient long torpedoes). IJN DD line split also brought more gun gameplay, so these ships are not 100% pure stealthy torpedoboats they used to be. Thus, such playstyle became more challenging. This is harsh for players, as they have to adapt and play differently. But now, we feel stealth torpedo gameplay is more balanced. https://www.reddit.com/r/WorldOfWarships/comments/5oig75/dev_qa_060/dcji39q/ Q: What was the rationale behind giving (effectively all T5+ fighters) +50% ammo with AGM2? Poor performance of AS players? I am very concerned as this encourages clicking. Also, this will make strike Ranger and Lex extremely hard to play (judging from ASIA server's fighter control preference). A: Buffing USN CVs, mostly. Especially the less skillful part of player base. I am fully aware of general attitude of many skilled CV players towards AS gameplay, though. I hope the situation will get better for everyone after general CV improvements.
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One drawback being, -30% speed makes it easier for the other CV to strafe you. So you still run the risk of losing planes regardless. Also, slower planes still mean less damage dealt.
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Verbesserte Schiessausbildung / AFT wurde nicht geändert. Schiessausbildung / BFT bringt jetzt 20% mehr Flakschaden statt 10% mehr als vorher.
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Dafür wäre es aber wichtiger diese Information auf der Minimap darzustellen, denn so ungefähr weisst du auch jetzt schon in welchem Planquadrat sich der nächste Gegner befindet, aber wenn das mit einer Linie auf der Minimap dargerstellt würde, wäre es sehr viel deutlicher.
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Der Mod ersetzt nur das Symbol für RPF durch einen Pfeil, macht RPF aber nicht präziser. http://forum.worldofwarships.eu/index.php?/topic/71217-public-test-060-changes-for-test-2/page__st__160__pid__1569609#entry1569609
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Inertia Fuse High Explosive: Mit diesem Skill habe ich ganz, ganz großes Probleme und zwar weil nirgendwo im Spiel ersichtlich ist, wie hoch der Durchschlagswert für welche Munition bei welcher Entfernung ist. Dieser Skill ist für die große Mehrheit der Spieler, nämlich diejenigen, die nicht das Forum frequentieren, eine Black Box. Hierzu habe ich bisher nur von Spielern erstellte Tabellen gesehen, die im Trainingsraum per "Reverseengineering" erstellt wurden. Selbst wenn Wargaming diese Informationen in den Patchnotes mit angeben würde, würde mit Sicherheit die große Mehrheit der Spieler diese nicht lesen, schon weil aufgrund der Vielzahl der Kaliber eine solche Tabelle sehr lang würde. Damit die Spieler wirklich eine Chance haben diesen Skill zu beurteilen, muss diese Information mit im Spiel verfügbar sein.
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Which forum members have you seen in random battles?
Takru replied to Cobra6's topic in General Discussion
Saw unintentional_submarine in his Yamato yesterday, while I was out in my maiden voyage with the Great Currywurst. Sadly for unintentional_submarine, his team kinda got bogged down on B cap and was withered down one by one despite him trying to spearhead a push. -
Für IJN DDs könnte ich mir das hier vorstellen: http://shipcomrade.com/captcalc/01000000000000010010000000000011 Wobei da noch 5 Punkte frei vergeben werden können, also durchaus AFT mit drin wäre, wenn man will.
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Diese 60 Sekunden Sache gilt meines Wissens nach nur für Schlachtschiffe, Kreuzer sollten also weiterhin die bisherige Dauer haben. Ich sehe es eher so dass ich sowohl Tarnmeister als auch RPF auf allen Zerstörern nutzen werde, denn das Eine macht mich weniger sichtbar während das Andere mir sagt in welcher Richtung der nächste Gegner ist. Beide Skills ergänzen sich und stehen, für mich, ganz oben auf der Wunschliste für Zerstörer mit ausreichend Kapitänspunkten.
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Can currently not test this myself, but may be someone else could be interested in finding this out...? How does smoke expert affect smoke puffs of ships on PT? I'm thinking of RNCL here. Since they have quite an issue with puffs, does their smoke work more reliably with that perk? Or even less so? How about the Perth for example, can she sail half speed while being covered in smoke when taking this perk? How about other "smokers", could this skill potentially make their puffs similiarily unreliable as the RNCL ones?
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Ich wiederhole mich an dieser Stelle...
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When will Ranked and team games and level 13+ be available?
Takru replied to General_Zord's topic in Archive
Player account level is basically only there to unlock other functions of the game. Since there are no further functions to unlock, there is no point in creating more account levels. -
Stufe 1 Priority Target: Könnte für einige Spieler sicherlich interessant sein. Eröffnet auch durchaus interessante Gedankenspiele wenn man drei Gegner sieht, aber von vieren aufgeschaltet wurde. Für einen Punkt ok. Preventive Maintenance: Für einen Punkt ok, aber es muss klar dargestellt werden, wie genau sich diese Fähigkeit auswirkt. Verringert es "nur" das Risiko das Dinge wie Antrieb, Hauptgeschütze, Torpedowerfer etc zeitweise ausgeschaltet werden um 30%? Verringert es das Risiko das Module generell ausgeschaltet werden, also auch Luftabwehr / Sekundärgeschütze? Expert Loader: Keine Veränderung zur jetzigen Fassung. Sehr situativ, mir persönlich ist es weiterhin keinen Skillpunkt wert. Aircraft Servicing Expert: Must have für jeden CV. Direction Center for Catapult Aircraft: Sehr nützlich für Kreuzer mit Katapultjägern, aber durch die Verkürzung der Flugdauer der Katapultjäger auf Schlachtschiffen auf 60 Sekunden etwas problematisch, weil die Flieger 60 Sekunden aktiv sind, der erste aber erst nach 5 Sekunden "auf der Bahn ist" und der zweite erst nach 15 Sekunden. Dadurch haben die Schlachtschiffe effektiv nur 45 Sekunden lang zwei Katapultjäger statt der beworbenen 60 Sekunden. Dogfighting Expert: Durch die +10% Munition hat dieser Skill wenigstens ein wenig Daseinsberechtigung, konkurriert aber direkt mit dem sehr viel besseren ASE. Wenn ich bei einem Träger ohnehin mit Jägersetup spielen will oder wenn ich so gar nicht weiss wohin mit dem letzten Skillpunkt, dann wird dieser Skill interessant. Die Sache mit dem Stufenunterschied kann so langsam mal ad acta gelegt werden, das betrifft im Regelfall nur Hiryu und Ranger. Incoming Fire Alert: Keine Veränderung zur jetzigen Fassung. Sehr situativ, mir persönlich ist es weiterhin keinen Skillpunkt wert. Evasive Maneuvers: Ist ausschliesslich für Leute interessant, die häufig zu viele Flugzeuge verlieren bzw im T4-5 Bereich. Langsamere Flieger ist gleichbedeutend mit weniger Schaden am Gegner und sofern ich nicht häufig während eines Gefechts alle Flieger verliere, nützt mir dieser Skill nichts. Stufe 2 High Alert: Für Schlachtschiffe sehr interessant, für andere Schiffe nicht wirklich, da die -10% bei den geringeren Abklingzeiten der anderen Klassen längst nicht so sehr ins Gewicht fallen und man die 2 Skillpunkte lieber woanders reinstecken kann. Jack of all Trades: Für 2 Skillpunte einfach zu teuer um auch nur annähernd attraktiv zu sein. Expert Marksman: Für viele Schiffe weiterhin sehr interessanter Skill für 2 Punkte. Torpedo Acceleration: Nutze ich eigentlich nur bei Flugzeugträgern, dort ist es aber sehr nützlich wie ich finde. Smoke Screen Expert: Könnte gerade für britische Kreuzer oder die Perth interessant sein, für andere Schiffe sehe ich hier zu wenig Nutzen, vor allem weil mit Last Stand ein must have für Zerstörer mit diesem Skill in direkter Konkurrenz steht. Expert Rear Gunner: War schon für einen Skillpunkt völlig überteuert. Kostet jetzt doppelt so viel. Würde ich nur dann nehmen, wenn ich wirklich so gar nicht weiss wohin mit meinen Skillpunkten und selbst dann... nur unter Protest. Diese mikrigen 10%, die nichteinmal wirken wenn Jäger mit strafe durch die Bomber pflügen, sind einfach nur sinnfrei und völlig überteuert. Adrenaline Rush: Könnte in Divisionen "interessant" werden. Man stelle sich einen auf Torpedoreload spezialisierten DD vor, der von seiner Division auf 10% HP runtergeschossen wird. Ansonsten eigentlich nur für Schiffe interessant die Trefferpunkte wiederherstellen können. An sich eine gute Grundidee, aber wenn ich das mal durchrechne, empfinde ich den Effekt als zu gering um mit zum Beispiel Expert Marksman konkurrieren zu können. Negativ finde ich, dass dieser Effekt mit dem schnelleren Nachladen durch die Art der Berechnung keine Konstante ist und damit der Nutzen für mich als Spieler nur schwer einzuschätzen ist, zumal über mehrere Gefechte. Wenn ich irgendeinen anderen Stufe 2 Skill nehme, habe ich immer den gleichen Nutzen, hier nicht. Last Stand: Keine Veränderungen, bleibt ein Must have für alle Zerstörer, für andere Schiffe eher sehe ich diesen Skill als nicht besonders nützlich an.
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That was what zombie just said
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Evasive action This skill has been changed but it still isn't useful for CVs in my opinion. While it lessens the issue of running out of planes to a degree, it still means a lot less damange for the CV in question, because the planes will take that much longer to return to the carrier. Even if someone usually runs out of planes in a battle, I would not recommend taking this skill because he should be able to adress this by changing his target priority and because the lack of speed, which means they'll be a lot more suspceptible to AA, floatplanes and fighter interdiction. Also, some DBs can current outrun fighters of the same tier, those would lose this advantage. Expert Rear Gunner 2 points for the same effect? It's not even worth one skillpoint... Firey landing Not worth it for anybody, especially not when you have to pay 3 points for it while your planes take twice as long to get ready again. If you're in that kind of situation, this perk will not save you. Too expensive, too little effect, drawback outweighs usefulness when it really is needed.
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This doesn't sound like the ranked meta I whitnessed so far. Quite the opposite actually. Also, this skill gets more powerful the longer the guy having it survives, naturally, so especially in the hands of good players this will be decisive. Having talking with quite a few of the competitive orientated people, I have yet to hear from one of them that RPF will "open up" anything for them or that this skill is not a totally horrible idea. Unsurprisingly, they assume that it will result in the opposite, that gameplay will slow down, smoke meta will be more prevalent and flanking attacks will be a lot less common. The issue here is, that the skill tells you where the next enemy is and you usually have two or even three groups. Hence you spread out your RPF among the team and communicate, so you can notice such flanking maneuvers very very early. Those teams will never rely 100% on this skill, but instead will use other information as well, for example CV planes. Contrary to ranked battles, RPF is extremely useful in competitive in the opening stages, when you want to get those caps and want to see where the enemy is going. Once one team loses a ship or two, the whole thing gets exponentially worse for the lagging team while the leading team will be able to use RPF a lot less, since they're leading anyway.
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Sub_Octavian on the RU Forum, again having to use google translate First post
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Wöchentliche Aufträge: Die Seeschlacht von Imbros
Takru replied to Don71's topic in Allgemeine Diskussionen
Was ich nicht verstehe ist, warum Stufe 1 auch im Coop erledigt werden kann, die Folgeaufträge aber nicht. Und Stufe 4... *narf* Die Belohnungen sind auch eher naja, von daher macht es mir nichts aus die Aufträge nicht zu erfüllen. -
When will Ranked and team games and level 13+ be available?
Takru replied to General_Zord's topic in Archive
There is no definitive answer to either of your questions. Unless this is a secondary account of your, I wonder why you're asking for such things when you only have 200 battles played and your highest ship is Tier 6. -
Those gun effects.... want. now. NOW. NOOOW! also, inb4 someone replaces all gunsounds with "poi"
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Mal von anderen Bedenken abgesehen... So wie ich RPF bisher erlebt habe, wird RPF wohl neben Tarnungsmeister ein weiterer "must have" skill für alle Zerstörer und einige Kreuzer werden. Der Nutzen dieses Skills ist einfach derart groß das andere Skills diesen Nutzen nicht aufwiegen oder gar überbieten können. Damit sind dann nicht nur die 4 Punkte für Tarnmeister fest vergeben sondern auch noch weitere 4 Punkte für RPF. Das begrenzt wiederum die Auswahl an praktikablen Alternativen für die man seine insgesamt 19 Skillpunkte verwenden kann und führt nicht zu einer Diversivizierung der Skillungen bei den Schiffen die besonders davon profitieren oder besonders darunter leiden würden wenn sie RPF nicht nehmen würden.
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Deal at least 1 point of ramming damage to an enemy ship
Takru replied to ilhilh's topic in General Discussion
It's nothing wrong with stage one, it's the fact that it's the only stage accessible for Coop players. Why can't they complete the other stages in Coop, too? -
The way I see it, RPF will be another "must have" for destroyers and some cruisers, the other must have being Concealment Expert. Aside from all other impacts on the game, this severely limits the viable choices for destroyers, as both of them together are 8 out of your maximum of 19 points you can possibly spend.
