-
Content Сount
8,460 -
Joined
-
Last visited
-
Battles
13076 -
Clan
[SCRUB]
Content Type
Profiles
Forums
Calendar
Everything posted by Aotearas
-
How about a ship upgrade that reduces maximum firing range?
Aotearas posted a topic in General Discussion
So, in light of the recent changes to the detectability mechanics, I find myself pondering that on some ships, I'd actually like to reduce my maximum firing range to make them more effective. As an example, the high tier RN CLs (Edinburgh, Neptune and Minotaur) have maximum firing ranges ranges in excess of 15km (15.4km for Edinburgh, 16.5km with Neptune and 15.8km with Minotaur). But with the slow shell velocity and the arcs, actually penetrating anything at that range isn't that reliable. Since that is no longer a possible freebie you could attempt for no loss on your own with stealthfiring, a good chunk of that firing range is effectively wasted and your detectability gets punished disproportionately in return (detectability doesn't care if you couldn't hit/penetrate anything reliably at that range, you'll get spotted anyway ... unless you're in smoke but even RN Cls aren't always sitting in smokes). So how about a ship upgrade that actually decreases your main battery firing range in exchange for other buffs (improved dispersion/sigma and/or rate of fire)? As an upgrade for cruisers and destroyers (not BBs, they're good enough as is and whilst such an upgrade might be a nice tool in aggressive BB hands, BBs don't need even more help!) it might become an interesting choice for players in a number of ships (the RN CLs, US DDs and KM DDs are examples I could think of at the top of my hat). Any thoughts about this from the community? -
How stupid do you think I am? On the flipside, I know the skill is still working on other ships, so this seems to be a bug rather than the skill just flatout being broken ... though that'd make it tough to try and find a fix, so here's to hoping it's a really, really rare bug. Another yay, the replay won't work. So much for trying to detail it for a proper bug report ... just great.
-
How about a ship upgrade that reduces maximum firing range?
Aotearas replied to Aotearas's topic in General Discussion
Battleships shouldn't get access to this module at all. They're plenty strong as is. This would be a module for cruisers and destroyers only. -
I fail to understand what's funny here. This is how spotting works.
-
Pretty sure that's just spotting mechanics doing their usual (intended) thing. If you're in smoke, you can't spot them yourself, so if there isn't a nearby ship or aircraft spotting those aircraft, well ... - and the sound of the aircraft disappearing after no one is spotting them anymore is just fair. Wouldn't do much to have players hear the aircraft, thereby know they're still there, without them actually being spotted. Game mechanics working exactly as they're supposed to.
-
I'm pretty sure everyone should know by now that graphical and auditory representations in this game are not realistic and not even meant to be. I mean we have destroyers that are as big as ambient cities on islands ...
-
... Dude, work on your math. 3000 vs 3900 isn't a 50% difference, no matter how you look at it. Yes, it's true. AP shells can't start fires. That stuff has been datamined along with many other facts that you refuse to believe because "conspiracy theories" or whatever.
-
Not sure, but I assume that cruising heigth for naval aviation aircraft was plenty a bit higher than during actual attacks and wouldn't be that easy to hear.
-
Afaik the replays are just files made by the game after the match ended and saved to your folder. Nothing that should stress your internet connection ingame and with around ~2MB per replayfile not much of a data hog overall. Fraps or other recording software that runs parallel to the game and recording in realtime is going to stress your PC a lot more.
-
How about a ship upgrade that reduces maximum firing range?
Aotearas replied to Aotearas's topic in General Discussion
I'm not that deep into stat stalking so I couldn't tell with 100% certainty, but MANY of the players I see on the list of +1 votes are people I recognize from their forum investment and met most ingame one way or the other and they're anything but casuals. I wouldn't be so quick to dismiss their approval, nor put words into their mouths as for why they upvoted. And if you want to honestly offer constructive criticism, I'd love to hear not just a blanket disapproval, but perhaps a suggestion or two on how this could be a viable option. I haven't exactly set the proposal's parameters in granite, you know. The reason why I suggested this whole thing in the first place is because the status quo has changed with the detectability rework, hence me brainstrorming new ideas for the changed environment. -
To be fair, atomskytten has a good point, there's a difference between firing from a stationary position into an equally stationary coordinates grid and firing from an unstable, moving platform at a manouvering target even though the concept is the same.
-
As far as my opinion is concerned, Haven is easily one of the best maps in the entire game. The other recently added map for the low tiers is likewise pretty solid. I love playing on Haven on every ship, be that destroyer, cruiser or battleship. The map is also surprisingly friendly for very aggressive play as you can use islands to shield one side of your ship from possible return fire and essentially dash from island to island.
-
Kann_nix_extreme und [OM] Gang über den Weg geschippert. Und nö, so einfach kriegt ihr mich nicht auf's Seebett. Da muss schon das ordentliche Prozedere abgewicklet werden. Erst Date, danach kannst du deine Ladung über mir ablassen
-
I don't really think Jingles' counts as an informed opinion.
-
Is it? Is it really? Cite me facts. Link me to ingame models with meter scaling. I will not accept theoretical eyeball measuring. I want a complete list of hitbox cross sections of less than 1m with provided reference materials for people to double check. Now go on. I'll be patiently waiting for you to provide evidence.
-
Oho? Last time I saw a 3D render of ingame models, objects like antennas don't even have a hitbox. They're just graphical fluff, eye candy.
-
Only thing people don't comprehend in here is you and the English language.
-
Learn to read. The only thing I ever said about airdrag is that it exists in the game and will thus slow down shells from their original muzzlevelocity by the time they reach a target, hence always resulting in an effective shell velocity on (ormore accurately,: right before) impact lower than the cited ingame muzzle velocities. That is true. Unless you mean to tell me that atmospheric friction increases kinetic energy of objects and accelerates them instead.
-
Do you even math? Like basic, elementary school math!?!? 800 meters per second. A millisecond is a thousandth of a second. Ergo to get the distance a shell travelling at 800 meters per second, you divide that value by 1000. Ergo you recieve 0.8 meters per millisecond. [edited]
-
Basic physics: In any medium that offers friction, an object without its own powered propulsion will ALWAYS decelerate. By how much, I can't tell you. I never said I'd have a masters degree in aerodynamics, I simply stated the fact that airdrag exists in the game and will thus slow down shells to a value lower than the cited muzzle velocity. If you can't understand that simple concept you have other problems than your precious alleged HE overpens!
-
Yeah ... I'm not so sure about that buddy. A HE shell with 800m/s shell velocity and a 0.001 seconds fuze delay can travel 0.8m before exploding. I have no idea how Kurbain came up with that strange math equation because frankly it doesn't make sense. 800 meters per second shell velocity is divided by 1000 to equal meters per millisecond, not divided by (500 x 2.6). But it's nice to see you taking comments of other people at face value and cite them as facts when they coincide with your opinion, but dismiss them as infactual theory-mongering if they conflict with your opinion. Real scientific there, bruh.
-
IFHE penetration mechanics are 100% the exactly same as before with bogstandard HE. The only thing that changes is the armour thickness the shell can beat to cause damage in the penetration binary. It's a simple modifier to the armour penetration values. It changes NOTHING regarding the fuze delay! HE shells have a fuze delay of 0.001. That is one millisecond. The fastest shell velocity of any HE shell in the game is 1000m/s (appropriately that would be on the Akizuki). That means with the fuze delay of 0.001, that shell would be able to travel for a grand total of 1m before detonating. And that is muzzle velocity and not accounting for airdrag slowing the shell down in flight, so the real maximum distance that shell could possibly traverse is always lower than that. Feel free to browse the 3D hitbox models with ingame scaling, if you find a section that has less than 1m cross section that is still part of the hitbox, I'll give you a cookie.
-
Useless modules/upgrades, can we have new ones?
Aotearas replied to Skurfa's topic in General Discussion
Well, I had already asked for about the same reason. Was well recieved too ...- 1 reply
-
- 1
-
-
Interesting. Has he hinted if he's thinking positive about the ship, or if his opinion is even worse? Nevermind, it's up already: Right-o, watched the replay. My first impression: WAAAAAAGGGHHH!!!
-
Actually HE doesn't in fact overpenetrate. HE deals splash damage on impact (which is also the reason why you can damage ships despite very narrowly missing them in some instance as the HE shells will explode upon impacting the water, you can even detonate ships without technically having hit them, been there, done that). The HE penetration formula only determines if the armour will block the damage or not. If the armour is equal or greater than the (rounded) HE shell penetration, the shell will shatter for zero damage (though module damage to stuff like AA guns, etc. can still occur, but you will lose no HP). If the HE shell has greater penetration, it does the normal penetration damage (33%). HE shells can penetrate a targets citadel provided the penetration is good enough to defeat the citadel armour AND connect with the citadel hitbox (that is why shooting torpedo bulges can yield zero damage penetrations, the shells hit and penetrate the torpedo bulge armour, but the splash radius doesn't reach the ship's HP module sections so it doesn't deal HP damage, or in short it acts like spaced armour). HE damage mechanics are binary. If you hit, the shells will explode and the penetration checks out you will deal damage. Spaced armour hitbox shenanigans are the only exception and those are fairly predictable (don't shoot torpedo bulges). HE won't overpenetrate. Ever.
