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Everything posted by Kurbain
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Mal ein Wort an WG und das Balancing von Russen.
Kurbain replied to _Ezio_'s topic in Allgemeine Diskussionen
Vielleicht ist es jetzt an der Zeit, sich auf die Furutaka und Aoba zu fokussieren und umzustellen, wo die amerikanische und deutsche >155mm Konkurrenz geschwächt worden ist. Furutuka jetzt bestes T5-Schiff?- 312 replies
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Alright, that is good to know. I would have been surprised if it wasn't the case since the maximum repair costs should be fixed values. gr0pah, on 18 February 2016 - 04:17 PM, said: This COULD also have the implication that SE does not increase the fire/flooding damage. Which, to be honest, would be the sensible thing. As far as I know it should increase fire and flooding damage, because their damage is a percentage of your maximum HP.
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Patch 0.5.3 AA changes - Buff or Nerf?
Kurbain replied to StuntMan0369's topic in General Discussion
In my opinion AA got greatly buffed, at least at the higher tiers. AA is now much more powerful and useful for the following reasons: 1. Not all classes possess Defensive AA fire, which means they are not affected by its nerf in any way. 2. Long-range AA is in use much more often than short to medium range AA, especially if you are not the one being attacked. What good is your 3 KM range AA DPS on a cruiser if a battleship 4 KM away is getting attacked? 3. Even with the nerfed defensive AA fire, a lot of ships have better DPS while it is active than before. Especially American ships had the issue that a lot of their DPS comes from 20mm guns with a tiny 2 KM standard range, which can only be used to defend ships you are very close to. Now that the focus is set on long-range DPS, it is much easier for ships to cover each other and CVs will have to be a lot more careful about where they fly considering most high-tier ships can already deal significant damage at their maximum AA range. -
In recent times fudged matchmaking was definitely still commonplace. However, patch 0.5.3 was introduced today which altered the matchmaking system to give increased priority to an even distribution of each nation's ships, meaning if 8 US ships are part of the matchmaking process, each team should be receiving 4. We'll have to see if this is going to have a notable positive effect on the matchmaking.
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I made a section specificially for German cruisers since they are notably different from the other nations and added Survivability Expert as an option. I also added a Light Cruiser section right at the top of the list since that's probably the kind of ship most people are wondering about now that AFT/BFT/EM got changed.
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Good points. I will put less importance on TAE (IJN) and BFT (US). Are you sure that repair costs increase? As far as I know the maximum repair cost is a set value and you are paying a percentage of that amount depending on how much health you have lost. Thanks, I will add it to the post!
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Thanks for the input, I will differentiate stronger between American and IJN BBs in the builds. Secondaries build is definitely less viable for the Americans. On the other hand their AA has less range in general, meaning a range increase is more important for them. North Carolina top hull got 168 AA DPS at 2 KM 185 AA DPS at 3,5 KM 151 AA DPS at 5 KM (30% of all DPS) For the NC in particular Manual AA Control is a solid choice, but my guide assumes you will be using the same captain as you move up in tiers and for the Iowa and Montana Manual AA Fire is slightly less important. Iowa: 165 AA DPS at 2 KM 224 AA DPS at 3,5 KM 151 AA DPS at 5 KM (28% of all DPS) Montana: 162 AA DPS at 2 KM 302 AA DPS at 3,5 KM 157 AA DPS at 5,2 KM (25% of all DPS) N00b32, on 18 February 2016 - 02:23 PM, said: I will test it on Kamikaze with my Fubuki and kagero captain. Of course Kamikaze can not stealth torp fire this way. But I doubt the speed increase is that significant, that I would want to trade it with long range fire options. Great! Would be nice to get more input regarding the effectiveness of the new torpedo abilities. So far the IJN DD captains here tend to have a slightly negative view towards them, so I will adjust my recommendations accordingly since you, Zombie and Capra76 got more experience than me. From my personal observations I'm a big fan of the higher torpedo speed, though. Hitting second line targets is mostly luck, so I see no reason for more than 10 KM of range. I wouldn't launch at longer ranges.
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Thanks for the suggestions! I will add BFT to the regular IJN DDs as well. Expert Marksman is definitely useful for IJN DDs because of their horrible turret rotation rate, but since IJN DDs are spotted very late and will be at ranges where the rudder/engine will be hit often and their loss can easily be fatal, it is in my opinion important to take Last Stand first. I also rate the torpedo reload improvement higher than Expert Marksman since torpedoes are their primary weapon, even if used in the gunboat style. Expert Marksman is most useful at short ranges, but IJN DDs should avoid fighting at those ranges because they have the weakest armament of all DDs. If you are getting into a short range engagement with a RU or US DD, first order of the day is running away because your lack of ROF is a huge advantage unless you manage to disable several enemy turrets with your primary salvo. I will definitely add it as an option, though. IJN DDs got the best rudder shift times, so having a bad turret rotation rate is really annoying. Not sure what you disagree with regarding US DDs. Seems to be the same stuff I have recommended.
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AA is pretty strong on high-tier German cruisers, especially the Hindenburg, so taking AFT is not a bad choice. Manual AA Fire Control is also reasonable because the Hindenburg has the strongest 85+ caliber armament of all cruisers with 133 AA DPS, but AFT will have a larger effect. Demolition Expert is less important for the Germans than the other classes since their HE is pretty poor, but it is certainly an option. Survivability Expert can also be taken because they take more hits than other classes due to bad rudder shift times and large size. Ultimately I recommend choosing between Demolition Expert, Survivability Expert or AFT depending on your experiences at the moment. Meeting lots of carriers? AFT. Want to shoot more HE? Demolition Expert? Not satisfied with survivability? Survivability Expert. Thanks for pointing that out, that's a mistake on my part. Considering turret rotation is actually 9 secs regularly and gets worse if the Main Battery Modification 3 is taken, Expert Marksman is definitely a viable choice to counteract its disadvantages. I will change it.
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That is partially correct, but I would like to disagree based on the following observations: 1. The secondary-boosting effect is pretty important for BBs, especially if Manual Secondary Control is taken and even with the recent boost to long-range AA most of their DPS still comes from the shorter range guns. 2. Boosting secondaries isn't very useful for cruisers, especially since they can't afford going for Manual Secondary Control. 3. For cruisers the long-range AA (85+ mm) makes up larger part of their DPS than for BBs, especially the Zao, which receives about 40% of its DPS just from the 85mm+ guns. Less important for Des Moines and Hindenburg, though. 4. Since the accuracy module is not as important for cruisers as it is for battleships, they can afford to take the +20% range increase module, which means the range increase from AFT is not quite as important. Nevertheless I will add AFT as a recommendation. I forgot to check the calibers of the long-range guns of the Americans and Germans and didn't realize that not all their 5 KM guns can take advantage of Manual Fire Control. Ultimately both choices are very good. Is the range really that important? Most torpedoes are launched and hit targets at ranges below 10 KMs. I'm not sure how high the frequency of random long-range torpedo hits is, though. My experience with IJN DDs is very limited.
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It's not confirmed, I adjusted that part of the guide. Still waiting for a definite answer about the matter. In theory it should increase due to the higher speed. I added notes to some of the skills that are a bad choice on lower-tiers.Disagreements are to be expected as each person has their own playstyle and has to choose their skillpoint distribution accordingly.This is just intended to be a rough guideline to offer inspiration and give people an idea about which skills are worth considering. Feel free to offer advice. I'm by no means an expert of every ship class and playstyle and there will be plenty of people around on the forums that can give more insight into specific ships than I could.
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Thanks! Feel free to ask if you want more in-depth explanations or specific playstyle recommendations. There are different ways to play each ship and classes behave differently depending on the nation they belong to, which means this list doesn't encompass all available options, especially not regarding premium ships. Tirpitz for example is a special case where Manual AA Control is a much better choice for air defense than AFT due to the weakness of its short-range guns. However, since AFT boosts secondaries, AFT is still the way to go if you plan on going for Manual Control for Secondary Armament as the 5th skill.
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Yes, the amount of DDs will probably increase due to the buffs, but you could also take Sonar instead of Vigilance because there probably won't be many CVs around. Even the 3 heals with premium consumable aren't enough in my opinion. So far I've used up all 3 heals in nearly every match I have played with the Ibuki and could have used a 4th one. Vigilance is definitely very useful, no doubt about it, but for me personally it is more of an emergency measure.If you suddenly see torpedoes 2,6 KM ahead of you coming straight towards your path, you already messed up somewhere, either by being positioned wrongly or forgetting to adjust speed and course and even with Vigilance you are likely to eat at least 1 torpedo, especially if it was a Shima carpet. Just like "Incoming Fire Alert" it is more of a convenience skill. You can either pay a lot of attention to your positioning, the enemy DD positions and your course corrections and won't really need it, or you can decide to get Vigilance and don't have to worry as much about torpedoes, allowing you to spend attention on other things and performing those better.
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I would say yes. Light cruisers are very agile, so they need every bit of turret rotation speed they can get in order to stay on target while dodging, especially the Phoenix, Omaha, Murmansk and Marblehead due to their unique playstyle. On the Murmansk if you take the skill your rotation speed decreases from 24 seconds to 22. Certainly not much, but I still prefer it for any other options.
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This is the go-to skill distribution. Can recommend it as well. I would like to add one thing, though. Superintendent is definitely preferable over Vigilance for the following reasons: 1. T9/T10 cruisers have the healing ability and only have 2 charges regularly. The extra heal is very useful. 2. IJN cruisers have one less Defensive AA fire charge than the US. 3. Due to the long-range AA buff and US carrier loadout changes, there will probably be less carriers around, which means you could switch to Sonar. If you got Sonar, Vigilance isn't as important. 4. The best way to dodge torpedoes at the high-tier is anticipating them before they are in view. If you only know about them once they get spotted by yourself, it is already too late, because it is unlikely that you will be able to dodge an entire 15 torpedo salvo from a Shima if you only start dodging once they are 2,6 KM away, which is their visibility if you equip Vigilance (2,1 KM without).
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How do you know when is the time to stop playin at least for a month?
Kurbain replied to FaceFisted's topic in General Discussion
Why are you asking that? Your stats are private, which means you know about the official statpage from WG.http://worldofwarships.eu/en/community/accounts It's just that those external sites offer a greater array of information such as solo/division statistics. -
Well, there's nothing to complain about. It's a legitimate nerf considering the excellent performance of the Yamato.Besides, if you use the flag increasing HP regeneration by 20% your heal will nearly be back to its old strength.
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Mal ein Wort an WG und das Balancing von Russen.
Kurbain replied to _Ezio_'s topic in Allgemeine Diskussionen
http://warshipstats.com/analytics/ - Statistiken über den gesamten Zeitraum. http://maplesyrup.sweet.coocan.jp/wows/ranking/ - Statistiken für einzelne Wochen. http://warships.today/eu - Statistiken für die letzten 1/2 Wochen/Gesamtzeitraum. Erste und dritte Seite bieten auch Statistiken über Spieler an und nicht nur Schiffe.- 312 replies
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Don't worry, it's probably not gonna be possible. At least in the Russian region the Imperator won't be sold anymore since it is too strong, but they don't want to nerf it (Probably because it would displease the buyers).I imagine the EU region will hold the same opinion since I doubt they would nerf the Imperator locally. At the moment it is only available as the first price in competitions, which is quite fitting considering how strong it is. Unless you really like sealclubbing at T4 the Imperator is not worth it, though. It earns a pitiful amount of credits and XP because A) It is only T4 B) It is a BB, which means most of your damage will probably be done to enemy BBs C) XP and credit modifiers seem very low, which is no surprise considering its strength Even a great game in an Imperator offers maybe 200 to 250K credits. A Murmansk can easily earn above 350K. And on top of all that you also have to live with the guilt of playing the sealclubbiest sealclubber in the entire sealclubbing business.
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The performance of the storage device is definitely not the only aspect affecting loading times. Even back when I still had the game installed on a 7200rpm HDD, which is a normal speed for HDDs, it never took me more than 30 seconds to load a map, but some people are reporting loading times of several minutes. Most of the slow loaders are probably using 5400rpm HDDs, which is the slowest HDD speed still in use these days, but even then the loading time shouldn't increase by several minutes just because it has 1800rpm less. Processor speed, available RAM, etc. also have a significant influence on loading times. SSDs definitely help, though. After I moved WOWS over to my 5 year old SSD, loading times went down to 3 - 15 seconds. Considering the performance of modern SSDs you may be able to achieve a maximum loading time of 10 seconds or less, even in the first match of the day.
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Der "Japano Waifu Bilder" Thread (Jetzt mit Themenwochen)
Kurbain replied to anonym_DEInhM4yznj6's topic in Die Messe (Offtopic)
Na dann hier nochmal das Bild von anderer Quelle: Ist von Inma, der zusammen mit Wanaca für die Sakura-Serie von Winged Cloud die Bilder zeichnet.- 1,960 replies
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7 HE Treffer und 20 000 schaden ... ja 20 000
Kurbain replied to Miendust's topic in Allgemeine Diskussionen
Dann war das eine Detonation, oder es haben mehr Schüsse getroffen, als du dachtest. Eine Colorado benötigt 3 Zitadellentreffer, um eine Cleveland auseinanderzunehmen. 3 x 12,200 = 36,600. Vorrausgesetzt, es sind keine anderen Treffer dabei und die Cleveland hat 100% HP. Xantrios, on 17 February 2016 - 09:00 PM, said: Hm, hatte auch schon mehrere Gefechte mit mehreren Z-Treffern ohne das dieses Schiff wirklich nennenswerten Schaden bekommen hat...völlig unabhängig vom Kreuzer und der Kreuzer-Stufe müsste es ja einen Mindestschaden und Maximalschaden (Versenkung) geben, oder? Oder liegt da dann der Unterschied des Schadens an den unterschiedlichen Schiffs-Stufen (da wäre dann zB das MM ein gewisser Faktor)? BTW: Wie funktioniert eigentlich die Tarnung die -4% Treffergenauigkeit gibt? oder habe ich mich da irgendwie verlesen/es missverstanden? Die Schadensmöglichkeiten für AP sind: Abpraller/Keine Penetration: 0% Schaden Überpenetration: 10% Schaden Normale Penetration: 33% Schaden Zitadellentreffer: 100% Schaden Auf wem du die Treffer anrichtest, ist irrelevant. Es zählt nur, was für ein Treffer es war und wie hoch dein eigener AP-Schaden ist. Wenn du meinst, die Zitadelle getroffen zu haben aber nur wenig Schaden machst, dann wird es eine Überpenetration gewesen sein, bei der die Kugel am Dach der Zitadelle abgeprallt ist, was auf kurze Distanzen aufgrund des Schußwinkels häufig passiert. Xantrios, on 17 February 2016 - 09:00 PM, said: BTW: Wie funktioniert eigentlich die Tarnung die -4% Treffergenauigkeit gibt? oder habe ich mich da irgendwie verlesen/es missverstanden? Streuung des Gegners wird um 4% erhöht. Kann dich auch benachteiligen, da die gegnerischen Kugeln dann über einen größeren Bereich verteilt werden und möglicherweise dich treffen, obwohl du ausweichst. -
Hm, I thought it was the other way round, but I will take your word for it since it's been a while since I read about the sigma values. What sigma value does the Yamato have then? Its supposed to have the best in the game.
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They don't. Only the 50% bonus from premium is included, nothing else.
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In theory it could. Amagi only has 19,9 KM range. Without range module it's 18,1 KM and you will find quite a few Amagi captains with that range since the module is not available until the C-Hull is equipped. But in practice you are right. You are missing the difference between the damage that is theoretically possible and the one actually dealt. 203mm guns can achieve results a lot closer to their theoretical values because their penetration power is a lot higher. In a 155mm cruiser, it is not uncommon for AP and HE salvos to deal 0 damage to battleships, drastically reducing the actual DPS. Sometimes it even happens against enemy cruisers. In a 203mm cruiser, a proper hit will rarely deal less than 3K damage. Same goes for fires. In theory the only cruisers that can set fires better than any of the 155-spammers are the Zao and Des Moines. In practice fire chance for 203mm shouldn't be much worse because HE penetration power is 1/6 of the caliber, which means there are more ship parts that 203mm can penetrate with their HE. 155mm HE can penetrate everything up to 25mm. 203mm HE can penetrate everything up to 33mm. I'm not sure how important a penetration is in order to cause a fire, though. Incapacitations could be enough and those require no penetration. On top of that 203mm caliber rounds travel faster and possess a better trajectory, which means your hit rate will be higher.
