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bugraider

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Everything posted by bugraider

  1. Keine Angst.....auch wenn Du sie nicht kaufst. Es gibt genug die ohne zögern das EUR 100,-- Paket nehmen werden.....
  2. Was passiert eigentlich mit dem Legendary Modul der Moskva? Ein Premium mit Legendary?
  3. Bin gespannt ob die neuen RU Kreuzer endlich 20km Radar bekommen sodass man auf DD's keinen Nebel mehr braucht. Dann haben die Baguette-DD keinen Nachteil mehr - ach ja - und die Khaba braucht DRINGEND einen Buff! DD sind die einzigen Russen10er die man selten sieht sagt der Spreadsheet.
  4. Unattraktiver --> JEIN Ja - weil Stahlschiffe zu Kohleschiffen werden KÖNNEN!! NEIN - Weil ich mir ziemlich sicher bin das nicht alle Stahlschiffe zu Kohleschiffen werden (meine Meinung) Warum sollte die jetzt tot sein? Nicht mehr ganz so die Ultimative Ressource - aber tot? Das ist eine klare Übertreibung.....
  5. Könnten - IMHO heißt das für mich nicht das alle Stahlschiffe später für Kohle kommen. Mal sehen wie sich das entwickelt. Ich finde es nur blöd das die ehemaligen Belohnungsschiffe wie Flint und Black jetzt dann für Kohle zu haben sind. Ich habe zwar keines davon - wäre aber dafür den ehemaligen Ranked-Gewinnern eine Kompensation zu erstatten. Grundsätzlich habe ich aber kein Problem wenn "alte" Stahlschiffe irgendwann als Kohleschiffe recycled werden. Irgendwann holt fast alle OP Schiffe der Powercreep ein und WG kann nochmal "Kohle" machen. Verstehe ich irgendwie......
  6. Ich bin auf die Hayate gespannt.....
  7. ....ob sie überhaupt neu angeboten wird.....ich denke sie wird nurmehr in "Glückscontainern" auftauchen. Die vage Aussage ist wahrscheinlich deswegen das zumindest einige denken das sie wieder kommt... Oder sie kommt wirklich wieder als "Schmollensk" - ohne Nebel und doppelt so langer reload....
  8. So lange die Smolensk drin ist - wer macht sich die Mühe für die Colbert?
  9. Muss ich mir noch schnell die Jean Bart holen. Flint, Black und Neutrashimy nehme ich gerne dann für Kohle anstatt Stahl..... Das die Smolensk rausfliegt war fast zu erwarten!
  10. Changes in the Armory Commanders, starting from Update 0.9.3, the following ships will no longer be available in the Armory: Soviet cruiser Smolensk, Tier X; French battleship Jean Bart, Tier IX; Soviet destroyer Neustrashimy, Tier IX; American cruiser Flint, Tier VII; American destroyer Black, Tier IX. Smolensk and Jean Bart have become very popular on their Tiers. However, in order to maintain the diversity of team compositions at a proper level, these ships will be removed for an undefined time, but may return in future. Due to the different reasons Neustrashimy, Flint, and Black are not very demanded for steel now and thus they won't be available for Steel, but not earlier than in half a year they will return to the Armory, where they will be obtainable in exchange for Coal. We understand that accumulating resources for ships is a long process, which is why we wanted to warn you in advance, so that those interested can steer these ships into their Ports before Update 0.9.3 goes live in approximately two months. Additionally, we would like to give you heads-up on upcoming ships: French destroyer Marceau, Tier X. Will be available for Coal; Japanese battleship Yashima, Tier X. Will be available for Steel; Japanese destroyer Hayate, Tier X. Will be available for Free XP; European destroyer Smaland, Tier X. Will be available for Free XP. The exact Updates and the amount of required resources will be announced later.
  11. ST, time between plane attack There will be a closed test session which will help to evaluate how the time between squadron attacks influences the interaction between planes and AA defense. The minimum time between attacks for squadrons of all Tier X aircraft carriers increased from 5 to 9 seconds; For Audacious' bombers: Acceleration time of bombers right after they drop their bombs lowered from 4 to 3.5 seconds; Acceleration coefficient of bombers right after they drop their bombs lowered from 2 to 1.5, meaning bombers will not accelerate to as high a speed directly after a drop. Please note that the information in the Development Blog is preliminary and subject to change.
  12. Boah eh - wenn ich da so im Shop rechne bin ich froh das ich die ARP Dinger damals alle erspielt habe
  13. nicht nur......auch Yue Yang z.B. oder Neptun
  14. Hab mal gelesen das es da schlecht ausschaut - weil angeblich der Arbeitsaufwand viel zu hoch ist für die Anzahl der Leute die Szenarien spielt.
  15. Das wusste ich gar nicht - falls es stimmt - und das würde vieles erklären!
  16. Du bist ja zumindest ein Mod - vielleicht kannst Du ja mal deinen Einfluß geltend machen
  17. Japanese battleship Yashima, tier X Yashima is an alternative project of Yamato, armed with 6 510-mm guns and modernized AA defense. The battleship has shells with high damage and very good penetration, but not the best ballistics. As these shells need to pass through a thick armor to detonate, there will often be over-penetration when lightly armored target is hit. But enemy battleships are a perfect target for Yashima. Hit points – 97200. Plating - 32 mm. Main battery - 3x2 510 mm. Firing range - 26.6 km. Dispersion at this range - 272 m. Sigma – 2.10. Maximum HE shell damage – 8100. Chance to cause fire – 40%. HE initial velocity - 720 m/s. Maximum AP shell damage - 19400. AP initial velocity - 720 m/s. Reload time - 35.0 s. 180 degree turn time - 60.0 s. Secondary Armament: 2x3 155.0 mm, range - 7.0 km. Maximum HE shell damage – 2600. Chance to cause fire – 10%. HE initial velocity - 925 m/s 10x2 100.0 mm, range - 7.0 km. Maximum HE shell damage – 1700. Chance to cause fire – 6%. HE initial velocity - 1000 m/s AA defense: 24x2 40.0 mm, 16x3 25.0 mm, 10x2 100.0 mm. AA defense short-range: continuous damage per second - 102, hit probability - 85 %, action zone 0.1-2.5 km; AA defense mid-range: continuous damage per second - 438, hit probability - 75 %, action zone 0.1-3.5 km; AA defense long-range: number of explosions in a salvo - 10, damage within an explosion - 1540, continuous damage per second - 235, hit probability - 75 %, action zone 0.1-5.8 km; Number of explosions in a salvo - 10, damage within an explosion - 1540, action zone 3.5-5.8 km. Maximum speed - 27.0 kt. Turning circle radius - 900 m. Rudder shift time – 18.7 s. Surface detectability – 18.0 km. Air detectability – 12.8 km. Detectability after firing main guns in smoke – 20.9 km. Available consumables: 1 slot - Damage Control Party 2 slot - Repair Party 3 slot - Fighter/Spotting Aircraft European destroyer Orkan, tier VIII Orkan is a former British destroyer Myrmidon, given to the Polish fleet. The main Orkan's strength in the game is her main caliber guns. Fast and long-range torpedoes act as an auxiliary armament due to not very high damage and having only 4 torpedoes in salvo. The destroyer has Surveillance Radar but no Smoke Generator. Hit points – 15700. Plating - 19 mm. Main battery - 3x2 120 mm. Firing range - 11.6 km. Dispersion at this range - 102 м. Sigma – 2.00. Maximum HE shell damage – 1750. Chance to cause fire – 9%. HE initial velocity - 774 m/s. Maximum AP shell damage - 2250. AP initial velocity - 774 m/s. Reload time - 4.5 s. 180 degree turn time - 9.0 s. Torpedo tubes - 1x4 533 mm. Maximum damage - 10700. Range - 12.0 km. Speed - 76 kt. Torpedo detectability - 1.6 km. Reload time - 70 s. Launcher 180 degree turn time – 7.2 s. AA defense: 1x4 40.0 mm, 6x1 20.0 mm, 1x1 102.0 mm, 3x2 120.0 mm. AA defense short-range: continuous damage per second - 70, hit probability - 95 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-2.5 km; AA defense long-range: continuous damage per second - 35, hit probability - 100 %, action zone 0.1-5.2 km; Number of explosions in a salvo - 1, damage within an explosion - 1260, action zone 3.5-5.2 km. Maximum speed - 35.0 kt. Turning circle radius - 590 m. Rudder shift time – 3.7 s. Surface detectability – 7.0 km. Air detectability – 3.0 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Engine Boost 3 slot - Repair Party (Duration time 10 s; HP per second 157, Reload time 120 (80) s; Charges 1(2)); 4 slot - Surveillance Radar (Duration time 15 s; Detection of ships 7.5 km; Reload time 180(120) s; Charges 2(3)). Japanese destroyer Arashi, tier VIII Arashi is equipped with 150-mm guns and Hydroacoustic search, unusual for the Japanese destroyers. The main part of the ship's gameplay is conducting stealthy torpedo attacks. Hit points – 13300. Plating - 19 mm. Main battery - 3x1 150 mm. Firing range - 11.4 km. Dispersion at this range - 100 м. Sigma – 2.00. Maximum HE shell damage – 2500. Chance to cause fire – 11%. HE initial velocity - 875 m/s. Maximum AP shell damage - 3900. AP initial velocity - 875 m/s. Reload time - 5.0 s. 180 degree turn time - 20.0 s. Torpedo tubes - 2x4 610 mm. Maximum damage - 20967. Range - 10.0 km. Speed - 67 kt. Torpedo detectability - 1.7 km. Reload time - 112 s. Launcher 180 degree turn time – 7.2 s. AA defense: 4x1 25.0 mm. AA defense short-range: continuous damage per second - 14, hit probability - 95 %, action zone 0.1-2.5 km. Maximum speed - 35.0 kt. Turning circle radius - 640 m. Rudder shift time – 4.0 s. Surface detectability – 6.8 km. Air detectability – 3.1 km. Detectability after firing main guns in smoke – 2.5 km. Available consumables: 1 slot - Damage Control Party 2 slot - Smoke Generator (Duration time 20 s; Dispersion time 69 s; Reload time 240(160) s; Charges 2(3); Radius 450.0 m; 3 slot - Engine Boost 4 slot - Hydroacoustic Search(Duration time 100 s; Torpedo detection range 3.5.km; Ship detection range 5.0 km; Reload time 180(120) s; Charges 2(3)) German cruiser Ägir, tier IX Ägir is a big cruiser, which has the same hull as Siegfried and armed with 9 305-mm guns. She is especially efficient in fighting at close and medium ranges due to torpedo armament and secondary guns with improved accuracy and relatively quick reload, uncharacteristically strong for the class. Hit points – 62850. Plating - 27 mm. Main battery - 3x3 305 mm. Firing range - 18.5 km. Dispersion at this range - 175 m. Sigma – 1.8. Maximum HE shell damage – 3600. Chance to cause fire – 27%. HE initial velocity - 865 m/s. Maximum AP shell damage - 9400. AP initial velocity - 865 m/s. Reload time - 22.0 s. 180 degree turn time - 30.0 s. Torpedo tubes - 2x4 533 mm. Maximum damage - 13700. Range - 6.0 km. Speed - 65 kt. Torpedo detectability - 1.3 km. Reload time - 90 s. Launcher 180 degree turn time – 7.2 s. Secondary Armament: 9x2 128.0 mm, range - 7.6 km. Maximum HE shell damage – 1500. Chance to cause fire – 5%. HE initial velocity - 900 m/s AA defense: 9x2 128.0 mm,10x4 20.0 mm,9x2 55.0 mm. AA defense short-range: continuous damage per second - 119, hit probability - 85 %, action zone 0.1-2.0 km; AA defense mid-range: continuous damage per second - 364, hit probability - 90 %, action zone 0.1-4.0 km; AA defense long-range: continuous damage per second - 130, hit probability - 90 %, action zone 0.1-6.0 km; Number of explosions in a salvo - 6, damage within an explosion - 1540, action zone 3.5-6.0 km. Maximum speed - 33.5 kt. Turning circle radius - 880 m. Rudder shift time – 14.0 s. Surface detectability – 15.1 km. Air detectability – 10.7 km. Detectability after firing main guns in smoke – 11.7 km. Available consumables: 1 slot - Damage Control Party 2 slot - Hydroacoustic Search (Duration time 120 s; Torpedo detection range 4.0 km; Ship detection range 6.0 km; Reload time 180(120) s; Charges 2(3)); 3 slot - Repair Party (Duration time 28 s; HP per second 314.25; Reload time 120(80) s; Charges 2(3)); Tier X European destroyer Lappland, which has the same parameters as tier X destroyer Halland was added in the purpose of the technical testing. All stats are listed without crew and upgrade modifiers, but with the best available modules. Please note that the information in the Development Blog is preliminary and subject to change.
  18. bugraider

    Forumbekanntschaften!

    Gerade @Gingryu in der Gallant und @Wadenbeiser in der PFE im Gegnerteam gehabt....lief nicht so gut für die Beiden
  19. Meine Aussage impliziert NICHT das Du gesagt hättest das Du es nicht mehr machst sondern war eine Reaktion auf genau die Zweifel die Du hegst. Und das diese Zweifel dich nicht davon abhalten werden es wieder zu tun. Just Saying
  20. ...Du wirst es wieder machen! Ganz bestimmt.....
  21. bugraider

    Forschungsbüro Legendäre upgrades.

    ...und das alles mit sinnlosem ReGrind? SUPER!!!!
  22. bugraider

    Forschungsbüro Legendäre upgrades.

    Wenn ich mehr als einen Daumen hoch vergeben könnte würde ich Dir 10 für diesen Post geben.....
  23. bugraider

    Forschungsbüro Legendäre upgrades.

    Ich denke es WIRD Änderungen an den Modulen geben. Um die Leute zum Regrind zu animieren oder das Geld aus der Tasche zu ziehen. Es gibt zwar jetzt schon Module die ziemlich gut sind aber sehr situativ (z.B. für ClanWars)...
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