Jump to content
Forum Shutdown 28/7/2023 Read more... ×

Aotearas

Players
  • Content Сount

    8,460
  • Joined

  • Last visited

  • Battles

    13076
  • Clan

    [SCRUB]

Everything posted by Aotearas

  1. Aotearas

    Overconfidence™

    Very nice to hear, thank you! @Takru @Sub_Octavian Here's the replay: 20170814_175359_PGSD108-Z-23_14_Atlantic.wowsreplay For convenience's sake I just checked, the hit occurs with more or less precisely 8 minutes left on the game clock. A single shell hits me midships as I was steeply angled out (would expect a regular pen at that angle, lots of ship to arm the shell).
  2. Aotearas

    British battleships incoming

    OMFG!?! As if cruisers and DDs needed a whole BB line that seems almost purposefully designed to royally *Edited them up. @Sub_Octavian @Kandly What on earth is the rationale for the lowered AP fuze time here? Why WG, why?
  3. Aotearas

    British battleships incoming

    So just watched Jingles' video (yeah yeah I know, I was bored) in the RN BBs and he kept mentioning the shorter AP fuze time over and over again. But didn't that particular thing get dropped for the regular line (staying as Hood's gimmick) and RN BBs get standard fuze time? Flamu made no mention of it and I do believe he would adress such a little (important) factoid if it were still a thing and from what I saw in the gameplay, looked very much like standard AP fuzes. Is this just the usual case of Jingles spreading outdated informations?
  4. Aotearas

    Overconfidence™

    Registering multiple overpen hits on a single shell is understandable. There's a difference between a shell overpenetrating a ship from port to starboard and a shell overpenetrating a ship from bow to stern. The amount of stuff getting wrecked, even if non-critical, is considerable in the latter case and getting an additional overpen's damage or two for that is adequate (and still slightly less damage than having the shell detonate inside the ship for a regular penetration).
  5. Aotearas

    EU server down

    Rocks fall, every hamster dies -> *lost connection to server, please contact GM*
  6. Aotearas

    Another Nail

    Tirpitz also has only 4x2 380mm guns. Tirpitz also sees a good couple cruisers whose bow sections (aft not quite so much due to worse angles) can't be overmatched (many of the tier VIII+ cruisers in fact) in her MM bracket. Conqueror will be able to use 4x3 419mm guns (which imo probably turns out to be the dominant gun choice for the ship). No cruiser within Conqueror's MM bracket will be able to bow tank those 419mm Ap shells. For a more accurate comparision, you should look at the Montana (the up-until-then stealthy BB) and what she does to cruisers.
  7. Aotearas

    Another Nail

    Quoted for truth and emphasis. The part about sacrificing captain skills for stealth is partilcularily hilarious. Not only is a basic stealth build the bread and butter for every BB, but what other captain skills would anyone choose that he couldn't afford Concealment Expert? Fire Prevention? The lolheal on RN ships is powerful enough to heal all firedamage from what, two, maybe even three, full fires in one charge? Those BBs never have to DCP fires if they want to get their credits' worth out of their heal in the first place. Manual Secondaries? RN BB secondaries are meh and the ships aren't designed to brawl against other BBs for any amount of time that would make a secondary build worthwhile. Manual AA? RN BB DP AA is meh. The hightier RN BBs in particular have almost ALL of their AA dps in the midrange 40mm Bofors (the Conqueror manages over 500 dps). You get more AA dps using Basic Firing Training than you get from manual AA control. IFHE? AHAHAHAHAHAHAHAHA!!! Typical RN BB build will look like this: Priority Target -> Expert Marksman -> Super Intendant -> Concealment Expert .> Advanced Firing Training -> Jack of all Trades -> Three point captain skill of choice (BFT for ludicrous AA dps, BoS for reduced fire and flooding duration or Vigil for enhanced torpedo beats) or Adrenaline Rush plus one point captain skill of choice (PM or CFDC). Expert Marksman can also be forsaken in favour for Adrenaline Rush and maintain the option for a second three point captain skill if a player feels like he doesn't necessarily need the faster turret traverse. Either way, there is nothing you would choose over Concealment Expert that would make any sense! Unless you're the kind of special player that has to put Survivability Expert on his BBs for that extra 3500 HP at tier X ...
  8. Aotearas

    Overconfidence™

    But that would mean the section it penned first (where it didn't detonate) would count as an overpen and only the section where it finally did detonate count as the regular pen, thus: 3828 + 1160 = 4988 damage. But I got 7656, which is 3828 + 3828, ergo that one shell penned one module section and detonated, but then somehow still penetrated yet another module section and detonated again ... !? To reiterate: if a shell goes along the lenght of the ship and passes multiple seperate HP sections, it should logically count as overpenetrations plus the final regular penetration for when the shell finally detonates inside the ship. Ergo a .43 or a .53 damage total. Say it pens my stern, goes through, pens the midship section, goes through and finally explodes in the bow still inside the ship: 1160 + 1160 + 3828 = 6148. Even if the shell somehow managed to hit the superstructure alongside every other ship section for a .63 hit (is that even possible, hitting the extreme ends of a ship, the superstructure AND the midsection under the superstructure without lucky ricochets (reminder, this is a BB AP shell hitting a DD, ergo overmatches everything, hence shouldn't ricochet) ??? ) that would only mean an addition overpen to the count, i.e.: 7308 ... not 7656. One shell exploded twice inside my ship. It penetrated and detonated (at which point the shell should logically cease to exist), but then somehow continued to penetrate yet another ship section and exploded again. Nothing that I know about the damage mechanics makes sense given what I experienced there. The multiple overpen theory doesn't apply because the numbers don't add up. Something went completely haywire with that hit and I'd love to know if we completely misunderstood the actual hit and damage mechanics in the game (i.e.: if the game actually follows the logic of one hit being one shell that can only detonate once) or if the hit/damage calculation was simply utterly screwed up (in which case that needs fixing the code serverside).
  9. Today was slightly less frustrating to play. Most of the weekend craze seems to have settled down (still plenty enough to facepalm a couple times though). Had a decent game in the Z-23: Just went into the B cap and sat there, contesting the cap for five minutes. Enemy DDs were contend with not trying to flush me out and I sure as hell wasn't going to announce my position to two DDs and an entrenched Baltimore, so I just stuck around at the edge of the map far away from the Baltimore's radar range and waited ... and waited ... and waited. Landed a couple blind torps on both DDs in the meantime, but it took quite some time until they finally gave up and let me have my ways with the capture point. Game came down to just me and Morten (in his MK) against a Yamato and an Iowa (after the Ibuki rushed the Baltimore that was about to press me away from the BBs, not sure it was intended as a tactical decision to trade with the Baltimore, but it definately was a GOOD trade even losing the Ibuki with it!). Put some torps into the Yamato, then worked her over with guns to sink her. Morten meanwhile capped A and that put us into a small lead in capture points before the time ran out and we won on points! I also somehow caught a magical boolet from a Bismarck that hit me for two normal pens in just one shell ... Then I had a game in my Iowa: Because SOMEONE has to show those camping BBs how to get stuck in. With (again) Morten's help (more importantly, his smoke) I dug myself in right in B cap, enjoying a mostly unimpeded field of fire over two thirds of the map with the little island in B shielding me from direct line of fire from the enemy Yamato that went C. I took to work there. Sadly the majority of our team, particularily the remaining BBs had other ideas which involved a lot less of digging in and a lot more of running ... away that is. That meant Morten and myself quickly became the only tangible enemy for the red team's ire and found ourselves stalked by a Shima we couldn't rout out (if only there had been a Cv in the game that could've spotted DDs ...). Trying to position myself out of sight from the enemy Yamato spelled my doom as I caught a spread of Shima torps into my flank. From then on our team was actually set all ahead to loss until RNG intervened and had our Kurfürst actually detonate the enemy Yamato with his final salvo before he died. At this point even our fleeing NCs were enough to deal with what was left (well, one of them, the other one was busy sailing through A where it couldn't shoot at anything at that point). I swear, were it not for that detonation, the other team would've won (as it should be, our team played pretty stupid in the later stages and didn't really deserve to win just because RNG screwed over the Yamato!). Just one more reason why RNG detonations shouldn't be a thing, that crap decides games. Other instances I found noteworthy: Warspite, bottom tier, opening volley with spotter plane at a Chapayev 18km away -> quadruple citadel and instantly deleted. And in another game with my Roon (just doing Roon things, kiting and smiting) some Myoukou who died running headfirst into an Ibuki and an Ognevoi (which I had been chasing away the whole time) got somehow mad at me, calling me a bot (or something, his chat comments weren't exactly the most intelligible) and reported me (or at least I assume it was him that reported me after I saw my karma dropped). Seeing how I got topscore with nearly 2k base XP (not quite enough to make it screenshot worthy for this thread imo) and how I don't think I did anything wrong in the game, I am legitimately bemused to think about what might've ticked him off. I did send him a PM after the game to ask about him explaining what his problem was so with a bit of luck I'll have some comedy time when log back in tomorrow (that game had been the last so I didn't stick around for a reply).
  10. Aotearas

    Overconfidence™

    I know this is sarcasm, but I'll use it as an entrée anyway: I've heard/read about quirky hit scenarios where a shell pens a part of a ship, the ricochets off another layer of armour, exits the ship's armour and then happens to hit another part of the ship again where it finally detonates. But those scenarios rely on the shell to overpenetrate, ergo remain in one piece to trigger the overpen damage hit before also triggering a normal pen hit. But that couldn't be the case here, since we have two normal pens worth of damage, ergo two shell detonation (which would require more than one ordnance duh). So unless the hit and damage calculations of this game work on some completely different, esoteric logic, this should simply be impossible.
  11. Aotearas

    Another Nail

    My opinion: if it wants to be as stealthy as a cruiser, it also has to be as squishy as a cruiser. If WG wants to introduce battleships that outspot half the cruisers, I'm fine with it as long as it can be deleted by said cruisers as easily as it can delete them. If not, BS. It's funny enough that the Moskva has worse detectablity than most BBs, but at least it's somewhat understandable (because that Moskva is a monstrously huge sucker!) albeit I'd still say for the sake of gameplay balance she'd do with a concealment buff. The fact the Conquerer would be stealthier than half the tier X cruisers and with its heal could simply ambush those in open waters, smack them aside with a broadside or two and then just heal back most of the damage those poor cruisers managed to deal in their death throes is just laughable. A BB should win a fair and square 1vs1 against a cruiser. But the cruisers' ability to detect a BB and decide to not pick the fight has always been the cross-class balancing aspect. DDs are then supposed to counter that ability in turn with their own superiour stealth that allows them to spot cruisers for allied BBs. What the hell happened to the cross-class balance here?
  12. Aotearas

    Why allow mods the show speed and direction?

    Correct me if I'm wrong, but doesn't that mod only visualize the information the game gives you in a different, easier to tell fashion? Because if so, the only thing this mod should tell the player is if the targets goes full speed, three quarters aheads, half ahead, one quarter ahead, stationary or reversing. No precise point in between any of two such speed brackets, ergo not an exact speed value in knots. If so, I don't see much of a problem with the mod (though I'd very much wish the ingame visualization were more distinct, it's sometimes hard to tell) as it gives no more information to the player than the game already does, just in a more userfriendly manner (and many such ease-of-life mods made it into the vanilla game). If however the mod actually provided realtime exact figures, I'd be sharpening my pitchforks.
  13. Aotearas

    WG for the love of god fix the 0.6.9 patch .

    WG quality assurance. Did you happen to run the game in DX11 mode (afaik the new patch defaults to DX11)? Because switching back to DX solves some issues for people who have problems caused by what I can only assume is a very shoddy DX11 implementation.
  14. @salth and me ran across @albinbino on the red team. Thought the name looked familiar but didn't quite recognize you at first. Sometimes I got a bad memory ...
  15. Just met @Aragathor in his König when I was collecting the daily bonus XP on my Nikolai I.. He was very naughty and set me on fire. But I got to return that favour in equal damage by way of AP later in the game. Since AP damage can't be repaired as easy as fire damage, I think I won that exchange. Sadly had to tango with your team's Isokaze for a while (god bless DDs rushing within their detectability range so I can see and kill them in bigass slow BBs) which put me out of position for the majority of the brawl ... also that damn troll armour on the lowtier frenchies. Even angled all I got on the Duguay were overpens.
  16. Aotearas

    [SCRUB] The Scrubs - Recruitment thingy

    The perfect opportunity to link this video (even showed up in the short links from the previous video - for once you did good Google!):
  17. How about no? There's zero need to introduce a powercreep for captain skills aswell. This game already has enough of that unnecessary stuff.
  18. Aotearas

    [SCRUB] The Scrubs - Recruitment thingy

    This is how playing with today's randoms felt like:
  19. Had an Umikaze three days ago who torped and TKed me, then his own divisionmate, then one of my division mates. Ended the game with neat -3. Only turned pink after the third deed.
  20. Aotearas

    Brilliant WG patch!!!

    Nice, so since today it takes a couple precious seconds for the game to load any textures at ... first five seconds of the game are completely black with a bit white UI in between.
  21. Aotearas

    [Discussion] Your stats suck

    *sigh* This again ... it's not "your stats suck so you have no right to speak". It's "you're talking nonsense and your stats show it" or conversely "I know what I'm talking about and the stats prove that I'm doing something right".
  22. Aotearas

    Is fire damage OP?

    Krasny Krim.
  23. Aotearas

    [SCRUB] The Scrubs - Recruitment thingy

    Oh come on, we were still on the front page and in between hava's equestrian heresy and whatever else the others cook up there's little chance of us ever sinking below the surface of this subsection. And if we have to bump, we gotta make it in style: *Page 44 already has wayyyy to many ponies!
  24. Aotearas

    Is fire damage OP?

    Holy mods, this topic is still open? Is the forum staff not using the premium locking consumable? Depends on the ship's max HP, its' repair party efficacy and fire duration reduction skills/equipment. A fire burns for .3% maximum HP every second for a base duration of 60 seconds (18% of your ship's max HP in total damage for a single full duration fire). You can reduce the fire duration with captain skill (Basics of Survivability: -15% fire and flooding duration), upgrades (Damage Control Modification 2: -15% fire and flooding duration) and signal flag (don't know the name of it by the top of my hat, but it's another -20% fire duration (flooding duration is a another signal flag)), so the maximum you can reduce it by is 50% (so 30 seconds duration amounting to 9% of your ship's max HP in total damage from a single fire). Rule of thumb is as P2Win said, roughly 1 Damage Repair Party charge for a full fire duration (base duration, if you're specced for full fire reduction you can guesstimate one heal per two full fires), though anyone with enough time and motivation at hand could calculate the exact values and put them in relation to the ship's heal potential for an exact answer (per ship that is). The important part is that fires are light damage and thus 100% repairable. Even if you suffered four full duration fires at one point during a game and one heal couldn't repair it in one go, you can still repair all that back as your heal comes off cooldown for another go.
  25. Aotearas

    [SCRUB] The Scrubs - Recruitment thingy

    Sounds like the Roon is to you what the New Blork was to me, just friggin' cursed to have crappy games all the time. Alternatively:
×