-
Content Сount
1,841 -
Joined
-
Last visited
-
Battles
7432 -
Clan
[TTTX]
Content Type
Profiles
Forums
Calendar
Everything posted by Ictogan
-
Ships are visible for 3s after they aren't detected anymore.
-
Given that both 0.5.5 and 0.5.6 patch notes didn't include the nerfs to stealth that were done in each of them, I somewhat doubt that it's simply sloppy documentation.
-
Even without stealth fire, CAs have to stay far away from BBs or they will just get citadelled easily even if angled. As a CA in high tiers it's nearly suicidal to push towards BBs without the BBs in your team also pushing.
-
It takes easily several minutes to get a ships AA strength down by a significant amount. So you tell me I should ask people to spam HE at targets for several minutes just so I can loose a few less planes when I do an attack run on them. Quite frankly from the perspective of a CV player I wouldn't give a crapif AA guns couldn't be destroyed anymore, it would makes much less of a difference than the huge AA buffs introduced with this patch. Anyways, this thread is not about CVs and I don't want to continue a CV discussion in here, so if you want to continure this discussion with me, please do so in the thread that already exists where the AA changes in this patch are being discussed.
-
Please include all changes made in the patch notes. Sincerely, Someone who is [edited]pissed off about the changes to invisifire distances.
-
The change was to the sigma value of the dispersion, which means that it makes the shells land closer to the aim point on average even with the same maximum dispersion.
-
I'm playing BBs as well and can't say I consider invisifiring to be OP. What many people don't seem to understand is that careful target selection was already neccesary before these AA buffs. This just makes CVs loose lots of planes even when carefully selecting their targets. Another thing non-CV-players don't seem to keep in mind is that not only the AA of the target of a CV matters, the AA of any ship near it matters just as much. If I'm in a BB and fire shells at a target that is alone, the shells do the same damage as if I shoot a target that is near 4 other enemies. If I'm in a CV and attack a target that is alone, I will probably do a lot of damage depending on which ship I'm attacking. If I'm in a CV and attack a target that has 4 other enemies near it, I'm lucky to get any planes dropping their payload, let alone get back to my CV. Guess what happens when WG seems to balance AA around ships that are sailing alone and a CV ends up in a game with ships only sailing in groups of 2-3. I'm a very aggressive player(source: my survival rate), but I still think that invisifiring is just often neccesary in certain situations and a lot of ships are balanced around having that capability.
-
0.5.6 Captain Skill Reset on affected ships
Ictogan replied to Necondus's topic in General Discussion
Yes, I would be pissed, but I'm even more pissed this way. This has been one of the worst patches ever imo. Completely unnecessary AA buffs Stealth nerf to stealth firing New minimap was implemented which is generally a good thing, but it looks like they haven't even read the feedback about it that was provided after the public test -
0.5.6 Captain Skill Reset on affected ships
Ictogan replied to Necondus's topic in General Discussion
Still, I'm pissed about this. If they make a change, it should be in the patch notes, especially if it has a significant impact on gameplay. -
Someone forgot to adjust 'Situational Awareness' in 0.5.5
Ictogan replied to WhiskeyWolf's topic in General Discussion
Why do I slowly get the feeling that they want to nerf all stealth-dependent ships without actually telling it to the players? -
0.5.6 Captain Skill Reset on affected ships
Ictogan replied to Necondus's topic in General Discussion
If this is true then wargaming seriously wants to nerf any ships depending on stealth without people noticing it. 0.5.5 making ships visible for 3s after they aren't detected anymore and not mentioning it in the patch notes, 0.5.6 nerfs to stealth fire ranges... Makes me wonder whether we will see another undocumented change in 0.5.7. -
German BBs will most likely come in August this year.
-
I am German and I like it, although I would like to see a German version of the flag too, at least once there are some of the German battleships and/or battlecruisers that fought in the battle of Jutland in the game.
-
I'm aware that there were no changes after this patch, but all of the torps they originally planned to remove with this update were obsolete anyway.
-
Currently can't check, but I'm pretty sure that the newly introduced torps(type 93 mod 2) have 10km range, not 8. Stock torpedoes still have 10 and the second set is still 15km. And btw I've always used the stock ones before because using torp acceleration with the upgraded ones simply increased the range from 10 to 12km, but I preferred using superintendent and having 10km range.
-
Fubuki doesn't have 8km ones. Or do you mean the 10km ones with TA?
-
Yep. Before the 0.5.5, the Fubuki could choose between the type 90 mod 1 and type 90 mod 2, which were and still are completely identical except that the mod 2 is 5 knots slower in exchange for 5km more range. With 0.5.5, Fubuki has gotten a third set of torpedoes, which have 10km range and are 5 knots faster than the previous 10km ones while also doing more damage but having a slightly worse reload time, but it was definitely a buff and not a nerf to the Fubuki.
-
Ugh, I somehow doubt that is what they mean because that would make the circle that shows when the squadron is committed to the attack and can't cancel it anymore useless.
-
Sorry to ask, but which is the third IJN DD that was hit? * looks confused*.
-
Actually it would have worked if there was also another t5 CV divisioning with a t8+ ship.
-
I've started all of my t9s(Taiho, Kagero, Izumo and Roon) with t4 captains which were trained up in premium ships, because I wanted to keep the old captains in t8 ships. Has worked out alright so far.
-
If the other team also has a fail platoon. A while ago I have seen a Langley and a Hosho in a tier 8 battle, because of both them divisioned with t6 ships.
-
A t5 CV can go into a t7 match even without divisions involved.
-
CVs and DDs are the only classes where having a high-tier captain really makes a big difference, but they're still playable without one. Just as a rough estimate from my experience playing my Taiho, somewhere between half and two thirds of all players seem to have a 15 point captain in their tier 9 CVs.
-
Let me say this as someone who never even played the Benson, but played the Fubuki a lot: I've never perceived the Benson as OP.
