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Captain_Ktosiek

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About Captain_Ktosiek

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  1. Captain_Ktosiek

    ###SAVE THE GAME SOLUTIUON###

    That smells a bit like... got a taste of some... APARTHEID.
  2. Captain_Ktosiek

    ST - Soviet Cruisers

    To avoid being accused of Russian Bias, WG, You could just make these paper-project ships as the UKRAINIAN shiptree line
  3. Captain_Ktosiek

    Damageable Radar idea

    Well, at least this would give us some feeling of a real sea battle, not just some cover-shooter peekaboo P.S. Curved Horizon please!
  4. Captain_Ktosiek

    Damageable Radar idea

    Imho, this actually happens - at DD you just never know when you'd get caught with your pants off, when this Worcester activates radar when you're inside the range. But yes, real issue is spotting from behind islands - thus this I think should be limited by islands just like optical spotting The last point is actually quite funny. #BBorgTeam
  5. Captain_Ktosiek

    Damageable Radar idea

    Ye, that's a good point. Module damages mechanic (especially main gun damage) is not as widely used as it could be. Moar damages, moar. More destroyed guns. Let our ships really be crippled at the end of the battle.
  6. Captain_Ktosiek

    Damageable Radar idea

    Well, this still happens and actually Shima would not even score 1 hit, cos for what? (Edited first post for the second idea, of radar being damagable consumable, huh)
  7. Captain_Ktosiek

    Damageable Radar idea

    Hmmm, yeah, then not a continous, but still a damageable, that was the original idea, though, both versions worth considering maybe?
  8. Captain_Ktosiek

    Damageable Radar idea

    But DD'd be able to ensure no further detection by focusing on destroying radars from high distance, and thus way, not being all the time, to the end of the battle in danger of enemy using consumable radar.
  9. Captain_Ktosiek

    Damageable Radar idea

    Hello I know everyone have a best idea for game changes and new features, but here's my idea for developers: 1. - How about making radar not a consumable, but a ship module. Maybe constantly working, but damagable (fragile). EDIT: or 2. - what was an original idea - radar still being consumable, not constantly working - but still, able to be "shut off" and damaged for the rest of a battle (just as Defensive Fire is, when there's no longer AA mounts on deck) Currently we have a lot of ships which historically were using radar (most american battleships, cruisers, russian cruisers, british cruiser, other nations too), but from obvious reasons, so many ships with radar would break the game balance (khem...). But do really? Radars were very fragile devices, so... How about adding to most ships a radar as a continually (maybe?) working, damagable module - just like AA guns - mounted on the top of ships bridge/tower (and by so, hard to precisly hit). Not a perma-living consumable as it is now. Of course, it would massivly change the battle course (for destroyers and CAs only, mostly no effect for BBs), making DD lives hard at start (so no rushing to cap - as it happens at high tier now with consumable radar) - but waaaayy easier and focused at mid and late game, when the most ships got their modules broken. This way spotted ship would no longer be helpless, and forced to run away for 30secs every time enemy get him spotted with consumable radar. Got spotted? Get your chance to find and destroy what's spotting you. For example: DD got spotted, but over distance overruns BB's radar with gunfire, radar (having health pool of about 500-1500 HP) got broken, DD soon get covered again, but to the end of the battle BB is unable to use her radar. Of course more balance would be needed (lower concealment for DDs?) , but way is open for more complexity: - changed tactic for battles, ranked and clan battles - ships specialized for radar (longer range, durable module, low concealment but poor gunfire - mostly for selfdefence) and able to gain more exp for detecting. - shipsetting with new upgrades - better radar instead of better guns/AA And, at top of all, for balance - reduce shot bloom duration for DDs and CAs (of 20s now, this should differ for ship classes).. For any language mistakes I'm sorry, my english is no longer as good as it used to be few years ago. Enjoy, let's discuss (no hate allowed).
  10. Captain_Ktosiek

    Kreml TX BB

    Nie przesadzajmy, ma jeszcze parę wad. z 15km wsadza w Henri IV przez rufę tylko 3 cytadele, a nie 4. Tak samo w Yamato, z dowolnego kąta wbija tylko 3 cytadele zamiast 9, a sam na 9 pocisków z Yamy prosto w burtę dostaje 2 nadpenetracje i 7 rozbić. No jak tak można? Tym ruskim crapem się nie da grać... #NEEDBUFF
  11. Captain_Ktosiek

    Niszczyciel Premium Le Terrible VIII

    Jeżeli WG oferuje Ci okręt premium za 1/5 jego wartości na tydzień, można im pokazać tylko faka i posłać na studia marketingu i reklamy, od podstawówki zaczynając. Okręty na próbę powinni udostępniać za darmo, tak jak czasami trafiały się niemieckie BB.
  12. Captain_Ktosiek

    Terrible - pretty much as I wrote (and even more)

    Find something interesting in this picture...
  13. Captain_Ktosiek

    Niszczyciel Premium Le Terrible VIII

    Znajdźcie coś dziwnego na załączonym obrazku :D Generalnie okręt przezabawny. W większości bitew wyspotowany ginie momentalnie, ale jak się ekstremalnie postarać, żądlić i znikać, to można wykręcić naprawdę fajne wyniki. Po 40 w końcu zacząłem ogarniać.
  14. Captain_Ktosiek

    T6 French Premium: Battleship Dunkerque Disappoints

    Hehehe, nice to see some shitstorm at me, after a reply posted while being drunk. Anyway, I will still argue about this! Let's say, it was perceptible for me as the most common result. And it's of course possible, just look at the democratic elections! If party A got 32% votes, party B 28% votes, party C 22% votes and party D 18%, then which one of them got the most/majority of votes? Then look at the same with the battle results of 1. Up to 35 k 2. 35-70 k 3. 70-100k 4. Over 100k This way having over 100k result as the "most" is mathematically possible, isnt it? Anyway, cheers. Accirding to merit now, I'm very glad of some really wise opinions posted above, that pointed, what was too hard for me to describe. What I'd recommend as a conclusion for this discussion is, Dunkerque isn't any better, or any worse than others Tier VI BB, it's just different than any other. Some would go crazy about her, and the others would go mad, she's simply not for everyone. Cheers.
  15. Captain_Ktosiek

    T6 French Premium: Battleship Dunkerque Disappoints

    Sorry, reviewer, and many other players - you're just WRONG. Dunkerque is really good ship, you just need to know how to play it, cos she needs some skill, since she's very specific and so different than any other ship. I'm very average player, but having Dunkerque I'm most of the time getting over 100 k dmg in battles, with 91 battles total. This is of course very fragile ship - one thing should be improved, and it's torpedo protection (historically french torpedo protection systems on fast battleships were second-to-noone) - but she still easily deals with the Arizona*, Fuso, and even Warspite. New Mexico is just a tasty food for her, sorry. Only the Bayern can be a real problem, thanks to OP german armor. I just love her playstyle, it's so painful and boring to play any other ship. (*- two days ago my damaged Dunkerque just slaughtered full hp Arizona at close distance, with him not being able to turn his guns quick enough) Anyway, if anybody thinks Dunq is weak and underpowered to her tier, then he's just a Dunqs noob, having still much to learn in this game on this ship. (Edited sentence) She's well competitive for her tier, only having real troubles when facing VIII tier.
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