Mik1984
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Everything posted by Mik1984
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[SUGGESTION] - Captain Skill Points
Mik1984 replied to fighting_falcon93's topic in General Discussion
There are two major problems with unlimited captain points: 1. It will make players who have low level captains severely non competitive. Eventually the advantage of a high tier captain will become too overpowered and will kill the game for newer players. 2. It will lead to a lack of differentiation, aka everybody getting every skill, limited points means that your skills matter, because you have a skill that somebody else doesn't. Any buff is only a buff as long as other players do not have it, When everybody has it, it stops being a buff.- 13 replies
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[SUGGESTION] - Captain Skill Points
Mik1984 replied to fighting_falcon93's topic in General Discussion
If you could pick two level 5 skills that would be overpowered, at least for some ships. You would put players with captains below 15 points at too much of a disadvantage. The entire skill tree needs rebalancing, as it is too much of a paint by numbers leaving the player with too few interesting choices. Too many choices in the game are simply non-competitive.- 13 replies
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Commander retraining isn't that expensive, 500 doubloons is like 2,25€. That isn't much, even for a person in a second world country. It serves to habituate players to the concept of paying for the game. Experience has shown that there is a "mental barrier" between free-playing and paid playing. Players who are not spend-happy are reluctant to spend ANY money on the game, but once they get used to it, a mental barrier is broken. But to the topic. I would like to see an option where you can spend free XP to boost your captain's growth instead of research. You could analogically use it to speed retraining for a new ship, but that would get very expensive at higher levels.
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[New Gameplay Mechanics Suggesstion] Manually lock turret
Mik1984 replied to Annihilator_X01's topic in General Discussion
Too complicated. If they at very least gave us a hotkey to toggle the neutral turret positions, that would be a miracle. -
[New Gameplay Mechanics Suggesstion] Manually lock turret
Mik1984 replied to Annihilator_X01's topic in General Discussion
Hi WG explicitly stated that features regarding separate control of turrets will NEVER be added to the game. I have proposed some time ago something much more simple to common applause by all players: a hotkey that locks all turrets into their neutral positions. I kept the thread alive for 2 months, no response from WG. So, no you are utterly wasting your breath. -
Not really, the 2750 xp is 40 diamonds, and the diamonds add to total progress giving you access to the souvenir flags and premium camo, and as a standard account user, occasional premium account gives you the chance to unload all the XP bonus and zulu flags for additional boost, if you choose well you can get the bonuses for both days of first victory out of a 24h bonus account, by activating the account Saturday afternoon and then playing Sunday morning. Besides, what are you going to spend these diamonds on anyway? On low tier premium ships? They are useless. I sold my premium Emden, even as a premium this ship earns not enough credits, because it is too low tier.
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No you can't, premium camo or XP flags do not add. Only thing that counts is base XP. And only thing that can raise it is a premium account.
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1. Use a premium account. If you normally don't use one, you can buy a premium account for diamonds in the treasure exchange, either 24h for 50 or 3 days for 100. 2. Use a high tier ship. That should be enough alone. But if you wish to speed things up, you can use premium consumables + combat signals to buff your ship in order to have the ability to gain more xp.
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Did anybody ever achieve that?
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They should have something like "premium captain". Once a captain achieves full xp, he becomes a "premium captain". which would give you some bonuses for playing that captain that would offset the fact that he gains no more XP, like converting the lost XP points into credits or extra free XP points, or even doubloons.
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A perma-death battle mode is a nice idea - though I think that one life per ship might be too excessive in excluding those who want to play multiple battles per ship - and it will encourage hiper-camping - the scourge of high tier battles, as in tiers 8-10 you make a ton of money by not taking damage.
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Should premium ships be banned once and for all from competitive modes?
Mik1984 replied to OVanBruce's topic in Archive
I don't think premium ships are PTW. They usually balance out taking in consideration the lower quality of their captains. Everybody remembers the wave of Tirpitz noobs couple months ago. -
does matchmaker take in account captain levels and ship upgrades?
Mik1984 posted a topic in General Discussion
or only ship tiers and nothing but ship tiers? -
Well, it would be nice to know, as I use my russian DD's as tanks with the survivability expert rather that for invisifire. Edit: Back to the topic. Mogami is a good and a unique ship. You are probably playing it wrong, and you are probably having a bad captain build. As said this ship doesn't make sense without the concealment expert, so you need to put a level 15 captain on it.
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You mean that their 130mm cannons have their de-buffing set at 5,7km at default? 127mm guns have 3,7, previously the russian guns were at 3,8km. Have they buffed them up? when did that change occur?
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I don't understand based on what principle russian DDs can be affected. I see that you get the de-buff based on the highest calibre gun that can be mounted into that hull, but russian DD's have those 130mm guns in all tiers above 5? I do get that 130mm guns have a slightly higher de-buff than the 127mm guns.
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Lol, I meant "higher waterline". But you get the point. It sits low in the water and is hard to citadel.
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Afaik, the concealment de-buff is only a function of gun calibre, and all concealment de-buffs are affected by the CE skill,
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I believe that CE is a must have, but you can use 155mm cannons on all hulls in mogami if you want. Not sure if I want that though since the nerf in turret rotation buff. I don't like slow turrets. Mogami without CE just doesn't make sense as a ship. @Crusher Atago is annoyingly difficult to citadel hit in a BB thanks to it's lower waterline.
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I use the C hull and 203mm. I guess the 155mm cannons with full stealth build could invisifire at somewhere around 14,3km.
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Another thread about how WG is lazy about the most important part of the game, skill balance.
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Mogami is a money earning ship for me, and I don't have premium. Only the premium camo. I don't use premium consumables, only the -10% repair cost flag. I use the max concealment build with 9,3km detectability and a skill build of 15 points, situational awareness, turret rotation, torp detection, Demolition expert, and concealment expert. I pack the hydrophone since the buff in order to offset the short torp detection. This ship can invisifire in ranges 14,8km up to its max range of 15,6km. That makes invisifire impossible against ships that are moving away, but the ship is a difficult target at that range for BB due to shell dispersion. It is very effective in firing torpedoes against an incoming enemy fleet. It can lay a salvo of 16 torps while remaining concealed. Incoming ships can be fired at even if they are more than 10 km away. In a high tier match you must mostly stay low and take advantage of your low detectability. You might have to take a pass regarding any involvement in the early battle phase and limit yourself to a supporting role. As the battle progresses, the only thing that can detect you faster than you detect it is an enemy DD, and still not with a large margin, and mogami will perform good enough against tier x dds. With some time you will get an opening where you can engage the enemy while being relatively safe at the same time. Remember - doing damage to higher tier ships means more money, that is why you can still get ahead in a high tier match, money wise.
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Separate front and aft guns lock
Mik1984 replied to RenamedUser_92906789's topic in General Discussion
I made a thread some time ago about a button that would "lock all turrets on neutral", which would be toggled on/off like the AA/secondaries. It was a very popular proposition, we got zero feedback. I made a ticket to the support, trying to alert WG in all possible ways about the existence of the thread, my efforts were futile. -
Tier 7&8 Cruisers, do they need repair parties?
Mik1984 replied to Kazomir's topic in General Discussion
"No, but they need some other sort of a survivability buff. " I had a proposition regarding the re-balancing of the survivability expert skill in order to make it useful for not only DD's Mik1984, on 18 April 2016 - 08:15 PM, said: How about -10% damage from citadel hits(extremely good bonus for CA) + max 50% permadamage (not so good for 9 10 tier CA, but very good for batteships)+ it buffs the superintendent skill, which is mostly a noob honeypot for now, as you don't use the last charge at least 90% of the time anyway. -
Torpedo acceleration skill conversion
Mik1984 replied to Martaloc801124's topic in General Discussion
Well, with the incoming nerfs you will get max the expansion of range of 10km to 12km, or 12km to 14,4 km at the expense of 3 skill points and -5kts.That is hardly a torp spam.
