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Everything posted by HMS_Kilinowski
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That's cause you're a good player. You would assume this player to "hoover". Karma is relative.You are a minority. The majority of players however "hoovers" themselves. They will identify this player as one of their peers and compliment him/her/* for the unexpected good performance.
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81 hits 8000 damage in Seattle
HMS_Kilinowski replied to VedranSeaWolf359's topic in General Discussion
As was already explained by @tocqueville8, your low caliber shells cannot penetrate BBs in most areas. So they don't do damage. There are several things wrong here, all of which can be affected by your play: 1. BBs are easier to hit, cause they are bigger targets. However, doing 8k damage to BB, as you did in your screenshot, doesn't help your team win, does it? This is a big red sign saying "shoot cruisers and DDs if possible". You can penetrate their armor and do damage. You will do more damage, get better XP, more credits and your team will more likely win. 2. If you must shoot BBs, cause no other targets are reasonable, aim at different sections of the ship. As you can see from your screenshot you only set two fires. Presumably you aimed at the center of the ship, where a fire was already burning. HE shells are totally useless, if you cannot set fires. So aim for sections of the ship that are not on fire. 3. If you fail to apply the previous point, skill into IFHE. Unless you shoot the better armored BBs, you at least will do direct damage. The lower fire chance will not be relevant since you stubbornly hit the same spot over and over anyway. -
1. Sync into battles with divisions of people you know (mostly from your own clan) and compliment each other just to manipulate karma. Just check the MM-monitor to find people with bad stats but high karma to identify suiting clans to join. 2. Be a streamer, CC, mod, active forum member or WG-staff. Players want to be perceived positive, especially when they can be seen in a replay or stream or want to stay on the good side of people that are deemed influencial. They often hail the "VIP" and compliment him/her/* to achieve that. 3. Play exceptionally well. Players are often reported out of spite. To overcompensate the reports and gain positive karma, you need to play extremely well. 4. Don't give any feedback. People don't want to know their mistakes. They report you for pointing out misplays. A superficial compliment, however, even if insincere, can trigger people to compliment you back. It's much like complimenting a needy subpar woman for horizontal gratification. 5. Hide your stats. Bad players often are envious of people yielding better results. They refrain from complimenting or even report out of spite. If they don't see the results, they assume you are just as bad as them and will compliment you out of solidarity, complimenting themselves by proxy. 6. Sometimes telling bad players how bad they are in a funny, original and entertaining manner will result in compliments. You will get reported by the player feeling humiliated or another player of equal skills, but, depending on the quality of the joke, you will get more compliments by people who enjoy a good laugh. 7. Club seals together with 5. (Hide your stats). People will assume you are not a filthy, cheap sealclubber, but a new player and compliment you on your easy successes. 8. Play late at night. The community is negative. They use their reports very liberally. If you play late, most players have used all their reports already and cannot report you anymore. You don't get compliments, but any compliment cannot be nullified as easily anymore. 9. Write a PM and pay me money. I can sync in with you and compliment you. Would 4€ per compliment be okay? It's a bargain compared to WG gambling boxes.
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Who is calling them "submarine bundles" anyway? They are "coal and commander reserve slot"-bundles.
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This is what 7/10 games look like these days
HMS_Kilinowski replied to bloodynicknames's topic in General Discussion
I was wondering if anybody really would go to the trouble of making such notes of his/her/* battles. I thought, if that was at all possible, It would be at least massive Excel-spreadsheets. And now I see this cute photo. You got me all nostalgic there. I haven't seen such handwritten tables since the last time I played Yahtzee with my grandparents. They are dead for more than 10 years. Wait until submarines get released. It will put an end to below 10 min games. I mean ofc in under 10 min all relevant ships will be dead, but then we're gonna get an exciting 10 min of hide and seek. RPF will be more relevant than ever. On different note: Stop writting in the forum. Our baby needs diapers. You got quite a lot of snowflakes to blow off. It's almost a job. Maybe that is where the expression originates, that shalt not be named here. -
Important message for the community
HMS_Kilinowski replied to Crysantos's topic in News & Announcements
Funny how reactions to an OP come so much faster than the time reading the post would suggest. Maybe read the post first and then react, not the other way round. It's a lot of words for so little specific information. I read a lot of intentions, but it's very vague. I find it very hard to believe that publishing the drop rates of containers requires months of preparation and can only be achieved some time next year. Those drop rates are hard coded and should be already accessible to staff. Just publish them now as they are. You can still refine the list and add new loot boxes, but the general drop rates for standard containers are known to WG. Stop stalling.- 674 replies
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[THESO] The Salty Ones is looking for casual clan battle players (and salt ofcourse)
HMS_Kilinowski replied to Mighty_God_Of_Salt's topic in Clan Recruitment
THESO, as usual, is still looking for new players. Read OP for more info. -
Kamikaze R will be coming to the premium shop soon. WG is working on it right now. However they will reduce what makes it unique - torpedo damage and speed - to Minekaze levels. Current owners of the Kamikaze R will be compensated with a special Unique Module for the 3rd slot, that gives +25% torpedo speed, +40% torpedo damage, +20% torp traverse and -40% torp incapacitation. Expect a price of ~30€ cause hey, you always wanted a Kami and it is one at least in name.
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But then again you don't know MacArthur that well. So you can't know he has a few recruits, one of which just recently started and which MacArthur was kind enough to escort through his rough learning process. MacArthur is a nice person and I, as well as many others, enjoy his company. So he is invited into divisions most of his playing time. If you try to twist his popularity into an argument of him abusing divisions to stat-pad, that is an unsound argument. Nobody who plays alone can tell me he does so, cause he wants to keep his stats "pure" or whatever. There are people who like to play alone or whose personality is not compatible with division-play and there are people who enjoy company. MacArthur has an average tier of 7.8, which is on average one tier higher than yours. So if you accuse him of sealclubbing, you, by implication, accuse yourself. MacArthur is mostly regrinding lines and an average tier of 7.8 seems pretty typical for that kind of grinding. Therefore I would suggest we leave this off-topic path and talk about Zao instead. Yoshino in a way has IFHE baked into its design. It's 305mm guns pen 50mm of armor, which is what Zao is lacking. To balance that, Yoshino has terrible dpm. Not just on paper. Since it is played further back and has worse dispersion, both factors make many shells miss the target. Yoshino is a very situational ship.
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Even a small issue can be a not so small issue, if it messes with the pace of a ship, like the cylinder of a motor being ignited too early. A good example is a rudder shift nerf. One might think it only affects dodging. But kiting ships often turn out after a shot to dodge incoming fire and afterwards turn back in to shoot again. Since the maneuver now takes longer, the player needs to hold fire until his frontal guns are back on target. So a small issue of aslightly slower rudder shift also increases the rate of fire. It can even mess with the pace as bad as to make you turn right into the reloaded guns of a BB. So when you could turn back in and also fire your guns you now have to wait out the incoming fire of a BB and we lose further dpm. This e.g. imo heavily affected the Venezia, which now falls into this dead spot with every third salvo. A slight change on a ship can have non-linear implications for its entire performance and become a massive issue. Changing Yamato caliber from 460mm to 457mm would be a small change on paper, but turn Yami into a port queen.
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I was invited by @MacArthur92 to dump my humble opinion on the Zao. The Zao is hopelessly outdated and somewhat powercrept. The original concept of the Zao was to be a long range HE spammer, harrassing pushing ships on a weak flank. This once upon a time worked pretty well. The 203mm guns are able to pen 32mm of armor. The Zao does not have good dpm, but it has a tight dispersion and good fire chance. This mix allowed Zao to reliably hit other cruisers and dodge their shells, while they sprayed all over the place. So the effective dpm was still good and the fires gave it the upper hand at its niche. The backbone of Zao's survivability is not taking damage. The shell trajectories are flat, so it hardly finds islands to sit behind. It's an open-water kiter. It relies on short rudder shift and a tight turning circle, the latter of which it never had. It baits shots and then maneuvers hard to not be in the area of impact by the time the enemy fire hits the water. That worked reasonably well, especially with the slower shells of older BB lines. Finally, it had 9.7km concealment. Now it has been nerfed for a while. The rudder shift is slower due to the nerf on the legendary module. The concealment suffered from the general nerf on Concealment Expert. In the old days CE reduced detection range by 12% for cruisers, instead of now 10%. That is a very minor change that on most cruisers did not change their play. It however messed a lot with the pace of the Zao. A typical defensive move on the weak flank in the Zao was to throw torpedoes in the way of pushing BBs, before opening fire. You never switched to guns in the first place, so the Priority Target indicator did not give away the attack. Zao however has very bad torpedo angles, so it needs to give full broadside to dump them. It cannot be done, when spotted, or you risk being deleted. With a concealment of 9.7km and 12km torps, the Zao had 2.3km stealth torping window. That was just enough to drop the torps on an opponent going full speed towards you, turn away and be sufficiently angled by the time he would catch up and spot you. Being angled was not just important for not getting punished, but most of all for not being suspected of just having dropped torps. All good players knew the weak torp angles. If a Zao turned in to much, they knew it was torping. The trick was to drop torps unseen and look like a harmlessly kiting cruiser. When the concealment nerf hit, that pace was ruined, cause one of two things now happened. Either you got spotted too early after torping, while turning out and got hit in the groin plus you gave away your torp attack. Or you took that into account and torped from further away, which means that ships moving towards you at an angle, would no longer catch up with your torpedoes before they ran out. Anyway, the stealth nerf heavily messed with the Zao. The rudder shift nerf on the Legendary Module hurt the Zao a lot. The LM-Zao appeared to be more powerful than the range- or reload-mod. Thing is, the LM made the Zao somewhat work. The slightly better rudder shift, combined with a reasonable range increase and better dispersion is just what the Zao needed to keep up. A range Zao is just sad. It has no impact, cause it's not a threat and the dpm is poor. The reload Zao with even worse turret traverse is just a sitting duck at a range where it is hit way more often. RN-CAs fight at that distance and they can hardly survive even with their zombie heal. The LM was the sweet spot. Zao needs more range, but not as much as the range mod gives. The LM just gave you that slight comfortable increase. At that range your dispersion makes you miss a lot, so the LM gave you better dispersion. And finally, with rail guns being more prevalent, the Zao needs to pull its rear out of the impact zone just in time to not get citadelled. The rudder shift buff on the LM helped with that. Zao was not invulnerable, but at least it had a fair chance. The Zao is not what it was anymore. It gets plane-spotted too often, it's isolated defensive position makes it an ideal target for air strikes. The Henri was the ship that put Zao on the bench for Clan Battles. It did everything better. It was faster, could dodge harder, had more range, could pen 40mm armor and it had torp angles and the gun reload booster to dominate cruiser duels. Now even the Henri is dead. It got killed by the Venezia. The Venezia has 11k hp more than Zao. It's got slightly less range than LM-Zao, but a Sansonetti to make up for that. It outguns the Zao with a comparable build. But most of all the Venezia became the meta with the increasing amount of heavily armored ships. The Venezia can pen even 50mm armor. While Zao gets shatters on the center deck of half the BBs in the game, Venezia can still pen everything but Kremlin armor. So now Zao is not a choice for Clan Battles anymore, cause Venezia can do everything better. Wargaming needs to ask themselves if the fact that they limit the number of a particular ship is not proof that it is too good and the fact that nobody takes a Zao anymore is proof that it is outdated. Limits on ships are a cheap work-around to avoid balancing. Random battles are becoming increasingly campy and lethargic. Most cruisers these days pick the range mod. If all cruiser have range mod, you don't want to be that one cruiser that is way closer to the enemy and an attractive target to shoot at. And let's be honest: The LM is more of a sidegrade now and as such not worth wasting lots of reseach points. So you just play the Zao from 18.8km range with range mod and become a spectator with gun turrets. This is not an attractive play style. So I personally haven't touched my Zao in months, a ship that I once found worthy of a perma camo. It used to be my ship in Clan Battles, but was not a reasonable pick for more than 2 years now. Consequently, I moved my Yamamoto commander away from it and now there is a commander with commander points not even distributed on it. It's a museum.
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Which forum members have you seen in random battles?
HMS_Kilinowski replied to Cobra6's topic in General Discussion
The day will come ... Muahahaha!!!! -
I wouldn't call a high end result an obvious carry. I somewhat subscribe to Sunleader's idea about a carry having many potential causes. Especially being high on the team board is not necessarily a carry. I think about the classic Thunderer example, a player who hides behind his team in a ship well better armored than most of the ships on his flank. Being in the back, he is shot less and takes way less damage. While his team mates, all fulfilling important roles, die one after another, he has time to accumulate damage and it puts him on top, tho his presence in the team would have made many ships survive longer and meant more guns firing for longer time, making it an easier victory. So at some point he is the last ship on his flank and now even the CV starts burning his planes on him and he gets some plane kills and more baseXP. Maybe the other flank than turns around what would have been a loss and suddenly our Thunderer can even turn around and at some point move through the cap, getting a solo cap ribbon. On the other side, as already described by Sunleader, if you are the driving force behind a successful flanking, either by stalling the enemy way longer than humanly possible or by keeping the momentum on the pushing flank, you may well be the reason for a victory. I also think you don't need to explicitly turn around a game. You can carry a game very continuously, so the opponent never gets the upper hand, but still continuously keep the game in balance, effectively fighting against the stupidity of your suiciding team mates rather than against the red team. My minimum definition of a carry is that game where I cap the base just in time to win a lost battle.
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Which forum members have you seen in random battles?
HMS_Kilinowski replied to Cobra6's topic in General Discussion
I was a bit disappointed. Isn't it common courtesy to stay on the flank of the forumites and at least give them the chance to benefit from your hp-pool? Instead you detonated in the 7-line well out of range of our guns. After that continous being kekked on by your div's planes, we felt entitled. I gotta say tho, it was a very nice battle. It's always nice, when you run into forumites or people you know. But when it's that many people, it feels like going from anonymous online PvP back to the good ole times of LAN-parties. Cheers. -
Nuja, so lange am Ende die Einsicht steht, ist noch nicht Hopfen und Malz verloren. An dieser Stelle danken wir insbesondere @Prophecy82für seine Engelsgeduld.
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May I point out that, tho there isn't a guide, there has been a vivid discussion about the dynamic crosshair ~2 years ago? There me and others presented a lot of input about how to aim the dynamic crosshair and by implication how to interpret it. Funnily enough, 6 weeks after that topic, iChase made a video and with big drum rolls claimed having discovered this. The findings here are not exactly new. They are however presented somewhat comprehensively so far. So thumbs up.
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Detonations. A poll to help WG hear the player base
HMS_Kilinowski replied to Bear__Necessities's topic in General Discussion
Thanks for any kind of topic that helps WG hear us. I don't like detonations cause they specifically put smaller ships at a disadvantage. As a result they make detonation signals mandatory on certain ships and raise cost of playing that ship, while at the same time you do not earn more from that ship. Detonations mostly affect casual players and clans cause they earn less ressources and frequently have detonations e.g. in Clan Battles. Personally I did not have a problem with detonations as long as a sufficient amount of deto flags was provided to at least cover DD-games in T8-10. But this is no longer the case. I can observe a largely increased amount of detonations of other players, suggesting they also are running out of flags and have to use them more conservatively. Any serious clan expects his players to use detonation flags for any class that can potentially detonate in every Clan Battle. So if detonations are kept in the game, players will need at least a 4-digit amount of deto flags per year if playing CB and at least a deto flag to cover high tiers DD- and ultralight-CL games. If a detonation could be linked to a certain action by the player, it would be skill dependent. As it is, detonations are one of the mechanics that hold this game back from being considered e-sports-worthy. As a consequence most pro gamers don't bother about WoWs, which in return is hampering its popularity in the gaming community. WG has removed friendly fire to stop punishing teams for their trolls. Detonations are a much clearer case. This is not some pre-school dice game, so RNG should be reduced to the minimum required to level out the playing field as deemed necessary. Detonations fulfil no useful purpose. -
[THESO] The Salty Ones is looking for casual clan battle players (and salt ofcourse)
HMS_Kilinowski replied to Mighty_God_Of_Salt's topic in Clan Recruitment
A normal Firday night in THESO: -
Finally an explanation why flags from achievements were removed
HMS_Kilinowski replied to arttuperkunas's topic in General Discussion
This reasoning doesn't make any sense whatsoever. If a player intends to farm detonation flags, the only way is not using them. But if you're not using them, what's the point of farming them? And if you were farming them cause you intended to use them, why not use them right now? Nobody was farming detonation flags, cause the whole thing is RNG-based. There are no specific angles or anything, nothing you could contribute. All you could do is play ships prone to detonations. Also, how does removing the reward improve the issue of players detonating. In the last 2 weeks I have detonated 3 DDs with my DD guns and I got detonated twice in DDs, cause I ran out of detonation flags. How does this solve the issue of games being ruined/low quality due to detonations? Explain it to me like I was 5 years old. -
...und schon wieder sitzen Pro's auf den Testschiffen
HMS_Kilinowski replied to _____Chris_____'s topic in Allgemeine Diskussionen
Du kannst ja Supertester werden. Das steht jedem offen. Allerdings finde ich die konspirative Spekulation über gute Spieler fehlgeleitet. Es ist doch gerade typisch für schlechte Spieler, dass ihnen jede sachliche Facette des Spiels wumpe ist. Deswegen sind sie ja schlechte Spieler geblieben. Und diese Spieler sollen jetzt aktiv ein Testschiff auf Herz und Nieren testen und sachliche Rückmeldungen geben, was das Testschiff leistet? Die meisten können ja nicht mal verstehen, in welchen Winkeln ihr Schiff gegen welche Kaliber anfällig ist. Die Rückmeldungen von solchen Spielern kann man auf einen Nenner bringen: Wenn man das Schiff selber hat oder haben will, soll WG es buffen. Wenn es eher Gegner sein wird, soll es generft werden. Die ganze CV-Debatte läuft auf dieses primitive "Anwalt seiner selbt"-Schema hinaus. -
Blizzard losing WoWarcraft players - Wargaming same fate soon?
HMS_Kilinowski replied to Yosha_AtaIante's topic in General Discussion
I got more than 10k battles in different modes in this game, which btw is more than you. I fail to see how players like me are normal to come and go, while you are more dedicated and invested. There are around 170k players with more than 1000 battles on the EU-server, roughly 10% have played more than I have. Sorry, but your statement is lacking. Most of us have built some models of ships as a child. I assume every player has some sort of affinity when it comes to big battleships. But it's one hell of an assumption, how many people are bound to play WoWs with no outside alternative. Most players I know have played some sort of RPG before. Many have played WoW. I wouldn't jump to conclusions and neither should you. The point imo is that it's a thin line for Wargaming. All it takes for a player is to try out one of those games he got on his "pile of shame" and he may get hooked in a matter of days. Wargaming is in control of their players as long as they launch their game whenever they want to play a game, but one design flaw, one toxic meta and they might leave. Not as a conscious choice, but as casual as they came. It took me more than a year to invest my first money into the game and I haven't spent money for 2 years. I haven't linked many of my free perma camos, all because of uncertainty. So i think WoWs is at greater risk than they think. I'm sure some of the warship-afficionados will still be around if this games turns into some hubba-bubba casual fun-shooter, but I doubt it'll be a great portion of the dedicated players. -
Blizzard losing WoWarcraft players - Wargaming same fate soon?
HMS_Kilinowski replied to Yosha_AtaIante's topic in General Discussion
You and others are fixating on the idea of a similar game. Which warship-themed game has driven you away in the past and made you migrate to WoWs? I haven't played anything similar before and if I should be put off by this game, I certainly won't need a similar competitor. Every game is a competitor, as long as it is done nicely. I got friends playing The Division 2. I got some playing Elder Scrolls Online. I have never been fixated on a genre and I certainly have not been wandering the streets for decades searching for a game like WoWs to give purpose to my life. -
Blizzard losing WoWarcraft players - Wargaming same fate soon?
HMS_Kilinowski replied to Yosha_AtaIante's topic in General Discussion
I think you are exaggerating a bit. Wargaming is making a few mistakes. Mostly it's getting too greedy in its pricing and putting too much energy into sellable content, rather than improving the core game as such. But the game is not going down the drain. Whoever still complains about the CV-rework must have forgotten how CVs were back in the RTS times. There were multiple squadrons at once, that could drop entire BBs in one orchestrated massed drop. There were fighter squadrons spotting torpedoes. I mean now with the delay on rocket planes and the low damage and flooding chance on aerial torps, compared to before the rework, there is no factual reason to complain. CVs have become more popular. They appear more often in games and that is pretty much it. Submarines might [edited]up things, especially this homing torpedo micky mouse idea. But at least subs are not in the game. WG has taken at least more than one year more than I would have ever expected. That indicates at least an attempt to not make the same mistake twice. The rest of our complaints is legit, but does not kill the game. If e.g. Wargaming decided not to give a compensation for owners of T6 ships anymore or for people who had a premium camo for the Moskva, these were incidents that anger me. But my game experience remains untouched. I can punish WG by not spending money and letting them know in hte forum, why I am doing so. They might not care. But at some point, as with Warcraft, an executive looking at declining charts might want to know why and turn to people knowing soft facts. So I did my part. Say you were unhappy with the dockyard. None of the ships there ever was a must-have. PaytoRico may be nice to have, but nothing special. Hizen and Odin are okay but also nothing you can't have with other ships for free. Anchorage was trash. ZF-6 is nice, but also in a tier with at least six good alternatives. It has become pretty easy not to spend money. If WG is getting greedy, let them. I got enough ships in port to keep me happy for the next 10 years and 18 months of premium time, which is the grace period for WG to get their game fixed. They need my money more than I need their ships. If they mess up the game with submarines, they better get double the money from their remaining player base. -
Blizzard losing WoWarcraft players - Wargaming same fate soon?
HMS_Kilinowski replied to Yosha_AtaIante's topic in General Discussion
I just ordered a sausage pizza. How was I to know ... ? -
How is your "Community Tokens" gathering and how will you be spending them on?
HMS_Kilinowski replied to Leo_Apollo11's topic in General Discussion
Tbh it's not a loophole, it's just fair. If a player has all T5-ships, and he has done the effort of recruiting or accumulating the tokens that entitle him to such a ship, there is nothing fishy about getting the doubloon equivalent of that ship to at some point be able to buy another ship or anything of equal value.
