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Everything posted by dasCKD
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The speed consumable was developed for the RN cruisers before they regained their smoke. The speed consumable would have made them faster than any ship in the game if rumors were to be believed and this is considering ships like the Udaloi and Khabarovsk. The French cruisers might be getting that consumable instead.
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Ah yes, the Hood. Maybe she'll get a special premium camouflage that has a -100% chance of citadel detonation, without which she and all the British battleships would detonate from the 130mm guns of stronk Soviet DDs.
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Well, not all shells are created equal. The Danae and the Minotaur both use 152 mm shells whilst the former is at tier 2 and the latter is at tier 10. Shell characteristics can be manipulated to massively vary performance, and most of the tier 4 cruisers have 6 inch guns or slightly larger. In terms of weight of broadside in torpedoes, the Izyaslav has a broadside density of 9 torpedoes whilst the Derski at tier 3 has a broadside density of 10 torpedoes.
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≈150 mm is perfectly typical for ships of her tier, being the gun caliber range of the German, American, and British cruisers. A torpedo broadside of 8 torpedoes also isn't that much, considering how awful French torpedoes will most likely be. More emergency weapons than anything else.
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The croissant storage is the stomach of the crewmen
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They should make the bow the winestore. That way, not even the wave motion gun can cut through it
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With the release of the upcoming line: [dasCKD casts resurrection on French cruiser thread]
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Stealth firing removal: "compensation" mechanic idea
dasCKD replied to Admiral_noodle's topic in General Discussion
Even without the ability to stealth fire, the Zao is a very formidable ship with the maneuverability to avoid almost all shots and sufficient armor to sufficiently negate what she can't avoid. She can also outrun just about everything she can't outgun. The same really can't be said about the Akizuki. -
Any information in regards to what they're like?
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That's not that big of a selling point anymore, F3s and the Kamikaze's torpedoes aside.
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It's her speed that makes her feel sluggish. It's also why I have the engine modification on my Hindenburg. When a ship feels sluggish to turn, it's more likely tied to its speed maintenance than its rudder shift, unless said rudder shift is unforgivably slow,
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How was the "battleships on the move" weekend?
dasCKD replied to the_dude33's topic in General Discussion
Had a game with 0 cruisers actually, the lack of defensive fire made my Saipan very happy. There was this one uppity Mahan class destroyer laying smoke for the enemy, so I quickly put an end to her shenanigans in the first minute of the game. -
How was the "battleships on the move" weekend?
dasCKD replied to the_dude33's topic in General Discussion
I broke my Zao's damage record. -
Every ranked season, players who reach certain ranks get rewards that entitles them to discounts on servicing discounts. If they could actually remember to mount the flag that is. For players with a port with 20 ships or more, I think that most players would appreciate an in game menu command to quickly mount a flag to all ships. The option will no doubt also be useful when the ranked season ends and the player wants to mount their old flags to their ships.
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About some , more or less, drastic changes in overall ballance (its a Poll btw. lets see if WG looks at it this time)
dasCKD replied to Cmdr_Kouta's topic in Archive
<_< >_> Honestly Op, this really is sad to watch. Persecution complex much? The forum disagrees with your (very poorly formatted and spellchecked) ideas and you throw a temper tantrum. That's poor form, if nothing else. If something is true, then what everyone else says doesn't matter. You didn't engage with the rest of us and decided that our perspectives were too different for arguments to be productive. You just declared us wrong and accused us of protecting the developers for some reason. Let's take this one point by one shall we? These points are contradictory if we were to attempt to implement it in game. Either a ship is vulnerable to a vector of attack, or she isn't. It's also not true to reality. Whilst the sheer size of most ships would heavily limit the impact of high explosive shells, the game works by an HE bar meaning that ships can kill other ships by chipping away at the same segment of the ship. This also discounts the fact that once a shell penetrates and impacts a vital part of a ship, a single shell is generally enough to put any ship out of combat operational effectiveness. This whole block needs citations. Spalling damage is not implemented in the game due to balancing. Otherwise, AP shells will basically be HE shells. In terms of shell mechanics, this will overall mean a drop in the performance of battleships against all guns, even those of destroyers. The impact of the shell is also dependent on the kinetic force and density of the shell, not just its pure caliber. In fact, if two shells had identical velocity and weight but different calibers, the smaller caliber shell will outperform the larger caliber shell. Entirely pointless, as you would still be able to mod your secondaries and train your captains to perform better with secondary guns. So, onto the cruisers. Yes yes. Make cruisers harmless to battleships. I can't possibly see any problems with that. 8 inch shells doing damage to glorious battleboats? Ridiculous! Battles where destroyers fought off and crippled battleships with their guns historically are obviously just fabrication of the evil DD mafia! This change is also pointless. The only cruisers that can inflict truly crippling damage to equivalent battleships are the Zao, Des Moines, and Moskva. Only the three tier 10s really. Nevertheless, with chipping damage a Minotaur can still rip battleships to pieces (eventually). In a game with a ship-wide HP bar, changing a cruiser's ability to cause crippling damage basically changes nothing. Most cruiser would still prefer to fight battleships at extreme ranges with HE and fires. The lowered Alpha really doesn't matter. This of course also doesn't chance the fact that in game, some cruisers have armor similar to some battleships. The removal of the AA barrage of cruisers will instantly make them carrier bait and push us closer to the prophesied bow camping matches with 2 ships dead by the time the timer runs out. In my Taiho, the only cruisers without an active defensive fire cooldown that gives me the remotest problems are the Neptune and Minotaur and that's only because the British cruisers are slippery little bastards just like their crew (hey-ho). A lone Des Moines with her defensive fire on cooldown is just food for even a vaguely competent carrier player. The defensive cooldown could probably be retooled, but removing it outright without a plan of what should replace it is just absurd. Now, carriers. CVs should have unified squad sizes. You actually said something I agree with. Well done. Let's see how you'll screw this up. The IJN had better fighters because of very specific characteristics on the planes at the time. Over the war, the scientific comprehension of the IJN and the USN were not that different. The main advantage that the USN had was that they could actually build and field their planes. By the middle of the war, Japan lost any appreciable advantage they had both in pilot skills and technology. Not that it really matters. The Japanese could have been running F-22 raptors from their carriers in WW2, and they would still need to be balanced for the game. That's why the Cleveland (WW2 era ship) fights ships like the Aoba. The plane performance of the Japanese, with little exception, is superior to the USN anyways. This is a balancing act as the IJN has inferior plane survivability thanks to game mechanics. If squad sizes were unified, then the IJN will most likely lose this nigh-universal advantage. The suggestion of allowing carrier to pick whatever layout they want is just absurd. If I was in a Lexington and I could elect to bring as many dive bombers as I wanted, then I'll fill my deck with 2 squads of fighters and 2 squads of torpedo bombers. With the Shokaku I'd do the same thing with 3 fighters and 3 torpedo bombers. It's like if I asked for my Zao to have two more artillery turrets added to her at the price of removing her torpedoes or if I asked to double my Hindenburg's rate of fire if she gave up her AA and secondary guns. Ships need to be balanced to work in the game and carriers are no exception. Dive bombers, with few exceptional circumstances, is a mechanically inferior weapon system in game compared to dive bombers. I would never CHOOSE them if given the choice. In fact considering how quickly I burn through my reserves, I think I would perform better in my Shokaku if she had a 2/2/0 load-out with her current weapon system because it would mean that I could continue fighting for far longer. I would like the IJN CV torpedoes to be improved however, both in speed and damage. As it is, it's rather annoying that the Saipan is more Japanesy (not a word) than the Hiryu. The fact that they command planes doesn't change the fact that they are warships within the context of the game. I agree with this. Defensive fire should remain a cruiser thing. Destroyers have their maneuverability and speed. I'm fine with this, surprisingly enough. The Minekaze has a 533 mm torpedo tube. By contrast, the Shima has a 630 mm torpedo tube. Sure, let the low tier Japanese destroyers carry the long lances. They can't actually use them anyways. They should paint it odd colors and put stickers on it as well.- 33 replies
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Some days I feel like I'm getting pranked =(
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Teamplay "ribbons" to drive player behaviour
dasCKD replied to Admiral_noodle's topic in General Discussion
This kind of mechanic would work far better as a counter (like the damage counter) as opposed to ribbons, and not only because ribbons can be deceptive. A bow on ship who gets fired upon by 3 tier 8 and 9 battleships would block similar damages as those fired upon by 5 tier 8 and 9 gunboats, but the latter would show numbers in the hundreds if not the thousands whilst the former might get around 50 or 60 making a ribbon mechanic for spotting damage and blocked damage extremely deceptive when presented as ribbons. -
Now, the Kurfurst. First of all, both of the matches on your channel had the same issue with you wasting the opening minutes of the game sitting still. The opening minutes of the game are vital as it allows you to push forwards as the largest and best armored ship in the game to force the line of engagement. The closer you are to enemy lines, the less you will have to fear from enemy destroyers as the enemy destroyers and cruisers will be kept at bay by your guns. If you choose to push forwards instead of lingering in the back, you'd be able to use you ship's gigantic health pool to your team's benefit. This was also a problem with your Belfast. Those who rush headlong into enemy fire and die pointlessly are little help to their team, but those who linger at the back without doing damage does not benefit anyone but the enemy ships. Game strategy planning has to begin right away. In the first match, you could have elected to push extremely aggressively. Looking at how few ships the enemy team has and what kind of ships they were, you would be far better off being extremely aggressive. The Yuugumo on your flank has the concealment advantage on the enemy Fletcher, the only destroyer. The enemy's Edinburgh also has a torpedo broadside of 3 tubes, something that your tier 10 health pool can easily absorb. The Tirpitz and Bismark both have small guns compared to your armor, meaning that you can all but discount them unless you expose your entire broadside to those ships. The only genuine threat to your ship is the Yamato which can be discounted if you get close where the larger caliber of guns and superior accuracy would mean nothing as your secondaries would shred the Yamato to pieces whilst her shells will shatter on your turtleback armor. This game lineup demands instant aggressive action from you as the top tier ship. If you take the initiative, you will be able to easily run a war path through enemy lines with little opposition. You threw away your initial benefit by waiting for your team to deploy, wasting precious time you could have used to get up to optimum engagement ranges. With your hydroacoustics, the threat presented by the Fletcher is minuscule at best. At 3 minutes 20, the enemy is committed to push into B and your Bismark is isolated and alone. This means that your team will soon lose the east flank. The imperative right now was that you pushed in to help your destroyers secure B to make sure your team controls the pace of the came. The enemy battleships will be easily dispatched if you would have approached from the E line, either catching their broadside, forcing them to make extensive evasive maneuvers to minimize damage, or to point their bow to you and get shredded by your secondaries. Instead you chose your advance down the F line, making sure that your positional advantage is useless and giving the enemy battleships the optimum area of engagement as they could simply bow on and reverse away form you and behind that island. This means that if you want to dispatch of them, you'll have to run the gauntlet of the Fletcher which is probably still sulking around B. You abandoned the chance to surround and quickly destroy the enemy. At 5 minutes, my prediction came true. The enemy were easily able to land a significant hit on your whist you caused minimal damage, engaging at ranges that benefits a Yamato far more than a Kurfurst. Despite the fact that you have just taken a large hit, you continue to sail broadside to the enemy, presumably to keep all of your guns firing, despite the fact that their angled profile will mean that they would only take minimal levels of damage. Both ships are also within your firing range of your secondaries, yet your secondaries aren't opening up. You are still exposing your broadside and you aren't using the repair party despite having a chance to. At 5 minutes 30, you continue to engage the battleships. The Navigator mod clearly shows that the Tirpitz is angled towards you and underway, yet you shot nearly a kilometer above her as if you were trying to hit a ship retreating at 30 degrees away from your perpendicular. 8 minutes 40 seconds, there is a smoke screen in front of you. You should have used your hydroacoustics search right then. Almost 10 minutes. Why you waited until then to use your search consumable, I'll never know. The fact that you are able to cap would have told you that the Fletcher has moved away from the smoke and out of the cap. At around 12 minutes, the Edinburgh was visible. Instead of instantly toggling into your binocular view and hitting her broadside, you decided to wait for some reason until she angled away. The Edinburgh was doomed either way, but if you were up against a ship like that supported by an enemy team, then that hesitation could cost you the kill on a ship that could have gone on to cause an insane amount of damage. You waited two minutes before starting your engines this time. Again, costing your team the control of the game. The enemy admittedly has a Zao this time, so aggression was not as instantly appealing as it was in the last match. Nevertheless. you took one of the biggest brawling ships in the game and turned back to the end of the map before you even got into range of any enemy you could realistically hit. You also engaged the cruisers at maximum range which means that you were fortunate to hit anything at all, surrendering cap C to the enemy team. You continued to maintain your distance despite having no reason to whatsoever, keeping yourself at the prefered engagement ranges of the Zao and the Chapayev on the enemy team. They then charged you, something that they didn't have to do when it would have been easy to engage you at maximum range with impunity. By the time you died, you had left the main line of engagement for so long that the enemy easily rolled up and annihilated you team. You played the Kurfurst like a Chapayev is meant to be played, costing your team damage, a tank, and the ability to turn around and surround the enemy team which they could have had easily if you held C instead of circling the spawn like you're trying to scan a topographical map of the ocean floor.
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I am unnecessary cruel to people because I can be. Your technical skills such as aiming, ammunition switching for situational periods, and understanding the weak spots of the enemy ships appear to be functional. It is your tactical and strategic skills that needs work. Whilst that's not something I can cover right now, if you'd just form up with ships with concelement values similar to yours and shoot at the targets they shoot at, I can almost guarantee that you'd be doing better than you are right now. The Kurfurst game is something I will have to go into more detail on. The problems are much more extensive there.
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Nuclear shells topic i found by accident ...
dasCKD replied to Ysterpyp's topic in General Discussion
Yes. You'd think the author spoof article would at least take a few minutes to drop down to the wikipedia article on nuclear warheads just for a little fact checking. But the internet has degraded standards to such a point that even a wikipedia article is considered too high a research method for an article. Well, that brings its own problems I suppose. -
The main problem with you, the one that hangs over your head like the sword of Damocles, is that you don't appear to know what to do with your ship. Each ship has a specific play style but by looking at you it seems that you aren't adapting to the playstyle that the ship demands of you. First of all, get Superintendent. It's obligatory on all cruisers. That would be a good start. At 1 minute, you choose to form up with the battleship instead of heading for the capture point. Whilst forming up with battleships is a fine tactic in a Japanese, American, or Russian cruiser with moderately good shell arcs and strong HE damage, a British cruiser needs to get close to do damage. If you accompanied the destroyer directly into the cap, you would be able to use your ship's excellent concealment to basically put yourself into the capture point by the moment the enemy destroyer enters the cap. If your destroyer ran away then it won't matter, as you can use your radar and smoke screen combination to force the enemy destroyer to give up their ship or give up the cap. Once they're gone, you'd still have the enemy battleships to burn, forcing them to give up the cap or lose a large chunk of their health. Expanding on your lack of comprehension of your ship, you have AP loaded by default instead of HE despite being a Belfast. Whilst having AP loaded works well if you're a higher tiered German cruiser, a Russian cruiser, or a battleship, A Belfast lacks the shell ballistics and shell weight to guarantee good damage against even a cruiser's broadside. As a highly stealthy cruiser, your ammunition of choice should be HE to deal with destroyers and only switching over to AP once you're guaranteed a cruiser enemy and you could engage at your leisure. Despite being the Belfast, you didn't use your smoke screen and your acquisition consumables to your or your team's benefit. As a Belfast, you can get to ranges of engagement that anything but the tier 10 cruisers would consider suicidal. You failed to do so, giving up the cap and the ability to set the flank's pace to the enemy. At 5 minutes 30 seconds, you elected to back away from the cap to engage a Gneisenau with your guns. The Belfast lacks any tools to deal catastrophic damage to large targets quickly. The enemy battleship was pushing deep into your team's flank with no support, meaning that your team would have been able to dispatch of that ship easily without your aid. You should have taken that chance to push deep into the enemy flank before laying a smoke screen and engaging from there, creating a massive spear tip that your team can exploit to crush the enemy against the map border. Once again, you played your Belfast like a long range engagement cruiser like the Schors or the Myoko instead of the Belfast which she is. That move meant that for the next few minutes, you didn't contribute to the team's damage pool. At 8 minutes, you continued to engage the enemy units at maximum range when your team lost the home cap. This resulted both in you taking catastrophic damage to your ship and the destroyer spotting you. The damage you inflicted on those battleships were minuscule, and you gave the destroyer the chance to do whatever they wanted. Whilst a threat of a radar cruiser can be used to your benefit, it is a move reserved for when you have the upper hand which, with 3 caps to the enemy team and one to yours, you do not. If you closed in before laying smoke, you'd be able to destroy the cruiser with relative ease and you might have been able to kill the destroyer as well, as well as retaking the cap and restoring the match's point balance. Your team was able to engage and destroy the destroyer before you arrived, but at the time you couldn't have known they would. At 11 minutes, instead of heading for the gap to set up shop you elected to skim the border to go the long way round. The Belfast is quite slow for a cruiser and I doubt you mount Sierra Mike considering you don't even have a single premium consumable. The Belfast has a smoke screen, making her one of the few ships who could have chosen to take the shorter and more aggressive path with a far smaller element of risk. This means that, once more, you spent more time shooting at nothing. Something which you wouldn't have had to do if you played your ship to her strengths. At 14 minutes, you dropped your last smoke screen. Most of the shots fired from your screen, even at battleships, missed the mark. Instead of being a knife between the ribs that the Belfast is capable of being therefore, you were just a minor nuisance to your targets. Your team's destroyer's earlier objective focus paid off, but ultimately you could have been a far bigger asset to your team than you were. You laid your smoke screen at the limits of your optimum engagement ranges instead of pushing in and maximizing your damage whilst your allies were still close and alive. Together, it would have been simple to crush the enemy opposition for your team to secure a clean win. Playing as you did, you only managed a very dubious win thanks to your destroyers. Learn the ship. Learn what she's capable of. The Belfast is one of the most powerful ships in the entire game, but only if you learn to use her to her strengths. Learn those strengths.
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Nuclear shells topic i found by accident ...
dasCKD replied to Ysterpyp's topic in General Discussion
I know you're responding to the article. But I am basically autistic and need to nitpick Unless the radar instruments are directly exposed to the EMP from the blast, there is no reason for radar to be affected. The majority of the radiation released by a nuclear explosion is nowhere close to the wavelengths where radar operates. Nuclear blasts actually aren't as lethal as one would think towards well armored targets. A nuclear explosion mainly composes of the massive amount of thermal energy that flashes the air around the point of blast, forcing rapid expansion. The air can't hold the heat for long, causing a vacuum collapse which is the largest part of the damage inflicted on structures. The main extent of the damage caused by nuclear weapons therefore is the barometric wave that is resulted from the initial collapse. Long story short, well armored ships will take minimal amounts of damage from nuclear weapons as long as they aren't directly in the central blast zone where the heat is high enough. Well, most of the damage inflicted will be barometric so going bow on is quite frankly pointless. As for radiation exposure, battleship armor entirely negates alpha and beta radiation whilst gamma will only really be strongest at the point of blast. The daughter isotopes of the typical nuclear payloads of the period of the time don't actually emit a massive amount of gamma radiation. Radiation sickness, the main killer from radioactive poisoning as seen in sites such as the infamous Chernobyl, mainly manifests hours after exposure. Even with exposure of >30 gy, there is still a latency period which won't affect gameplay to a significant degree. -
30k? Seriously? I would be ASHAMED to be doing that in a tier 6 cruiser.
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Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
dasCKD replied to Kancolle_Kongou's topic in Off-Topic
I'll post this here as well -
Favorite shipgirl (Kancolle,Azur lane, Arpeggio of blue steel,Haifuri)
dasCKD replied to Kancolle_Kongou's topic in Off-Topic
Aren't Germans basically predisposed to loving beer? That's what my German friends keep telling me when they drag me off to the bar.
